The Elder King
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Post by The Elder King on Feb 19, 2017 0:46:57 GMT
They didn't really remove pause though. You can still pause then game and go for a break from 30 minutes if you want, and need it to access additional features.
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VanSinn
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Post by VanSinn on Feb 19, 2017 2:01:15 GMT
Anyone else want a Pull/Melee weapon combo? Pull 'em in, slice'n'dice, throw what's left back at their allies... I don't know yet how I want my Ryder to play, but that above? If it works half as well as I want it to, I'll be a happy, HAPPY man
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Post by KaiserShep on Feb 19, 2017 2:47:32 GMT
I don't think I've ever really used the pause function. Never seen the need really; powers are hot keyed and the mouse allows a quick look around to assess stuff. Mouse wheel for next weapon. Easy. Saying that I usually just let the ai teammates do their own thing, it's just how I roleplay it. I admit I'm a bit saddened by its removal, but after years of playing multiplayer for this game and Destiny, I'm pretty much conditioned to run through combat completely in real time.
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Post by Thrombin on Feb 19, 2017 2:51:38 GMT
While I can understand that some people may be upset about losing the pause, I can also see why the developers may have removed it from a Gameplay perspective. With the new 3d mobility and speed and all that I think the combat gameplay may actually have a very nice flow. Kinda like Vanguard Gameplay has a very nice flow in Mass Effect 2 and ME3 MP to it. Using pause interrupts that flow and detracts from the desired Gameplay espererience. Let's compare it to other games, for example Doom has an incredible good flow in combat, a pause function would ruin that (granted you can slow down time when selecting weapons, I think, but I never used that function). I do not think the developers got rid of the pause function on a whim, it was a deliberate decision to improve the gameplay. This may sound weird, since the "pause function was optional" and "it's taking away options", remember that a game dev is not there to give players all the options in the world, but to craft an interesting and challenging gameplay experience. That only works if you like this 'nice flow' and consider it an improvement. If you like tactical pause you don't want continuous flow. That's the point of tactical pause: to stop the flow so that you can plan your next move and make tacitcal decisions co-ordinating your squad. You could argue that it's for our own good because if the pause was available we'd never experience the combat style that they believe we'll enjoy more because we'd be too stubborn to try it out. It may also be that the, yet to be revealed, Squad Commands will still allow more tactical co-ordination than would seem apparent. I hope all that's true but, right now, I'm not so sure. I still don't understand why we couldn't have had both.
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sjsharp2010
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Post by sjsharp2010 on Feb 19, 2017 3:24:09 GMT
Yeah, it's gone. You can apparently still pause, but to access the favourites menu and weapon wheel, and not to issue any kind of commands or to refine your aim. With a distinct lack of buttons available on a gamepad I really don't know how they'll achieve the same tactical command assignment ability on the fly. I hardly ever used the pause feature (only to change ammo or defensive passives), and I gave commands to my squaddies all the time. Didn't you use hot-key assignments for their powers? I feel badly for those with disabilities who really needed the pause feature to make this game at all manageable. There's one guy who plays with one hand. I'm not sure if he'll be able to play MEA. Everyone else will likely see their skills improve sharply, though, as the pause-and-ponder crutch is removed. (I'm not saying that derisively.)I know many people were very concerned when we initially learned about this change, last year. I'm not unempathetic. Theyre trying to "unify" the SP and MP experience. This is good in that the MP experience is well done. I think the long term motive, though, is to broaden their audience, and maybe even nudge some of our SP hold-outs toward trying MP. Removing the perceived hurdle of a playstyle difference helps with the latter. As you said, the next video will clear some confusion and ease some longheld anxieties for many. We definitely can issue squad commands; this much has been confirmed. We just haven't seen it in action, yet. yeah it's going to be a chasllenge but then I played my first few runs of the trilogy using hotkeys and managed OK. My only issue is can I direct my powers accurately? Hopefully I cvan if not I'll just set myself up with some Vintage Heat sink weapons and see what I can do there. I'm not to woirried and I think I can manage it It'll just mean I'll have to think and act fast. I've got an idea of how I can configuer my keyboard to do it though it's just a case of practice and trying it out. I admit I'd have preferred pause to aim to stay but the fact that there is actually less powers active at one time might in a sense make it easier as well to do it faster as there's less buttons to map. Plus I believe Ian said that powers can work on a toggle or on a hold. If I have it set to toggle I can leave it on until I'm ready to fire or something like that. For example asan Adept I use pull to grab my enemy leave it toggled on til I'm in position then press the throw button to throw at the bad guys something like that. Interesting idea and a way I think I can play it. Just depensd on how accurate I'd have to be with the usage of those powers.
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Post by Element Zero on Feb 19, 2017 7:11:24 GMT
<snip> I feel badly for those with disabilities who really needed the pause feature to make this game at all manageable. There's one guy who plays with one hand. I'm not sure if he'll be able to play MEA. Everyone else will likely see their skills improve sharply, though, as the pause-and-ponder crutch is removed. (I'm not saying that derisively.)<snip> yeah it's going to be a chasllenge but then I played my first few runs of the trilogy using hotkeys and managed OK. My only issue is can I direct my powers accurately? Hopefully I cvan if not I'll just set myself up with some Vintage Heat sink weapons and see what I can do there. I'm not to woirried and I think I can manage it It'll just mean I'll have to think and act fast. I've got an idea of how I can configuer my keyboard to do it though it's just a case of practice and trying it out. I admit I'd have preferred pause to aim to stay but the fact that there is actually less powers active at one time might in a sense make it easier as well to do it faster as there's less buttons to map. Plus I believe Ian said that powers can work on a toggle or on a hold. If I have it set to toggle I can leave it on until I'm ready to fire or something like that. For example asan Adept I use pull to grab my enemy leave it toggled on til I'm in position then press the throw button to throw at the bad guys something like that. Interesting idea and a way I think I can play it. Just depensd on how accurate I'd have to be with the usage of those powers. Was that you? I wanted to ask you a couple of months ago, when you first reappeared here, but I went on hiatus before doing so. I've always remembered our discussing this a long time ago. I'm glad you're still going to be able to give it a go! I know persons can't think of everyone when they design things in life, but having limitations opens your eyes to just how unaccommodating the world actually is. We pretty much have to find a way to improvise our way through life, in many cases. I'm speaking for unimportant things. Accessibility issues are frustrating, often unacceptable (it's 2017), and an entirely different tangent.
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Post by zeowik on Feb 19, 2017 7:49:17 GMT
While I can understand that some people may be upset about losing the pause, I can also see why the developers may have removed it from a Gameplay perspective. With the new 3d mobility and speed and all that I think the combat gameplay may actually have a very nice flow. Kinda like Vanguard Gameplay has a very nice flow in Mass Effect 2 and ME3 MP to it. Using pause interrupts that flow and detracts from the desired Gameplay espererience. Let's compare it to other games, for example Doom has an incredible good flow in combat, a pause function would ruin that (granted you can slow down time when selecting weapons, I think, but I never used that function). I do not think the developers got rid of the pause function on a whim, it was a deliberate decision to improve the gameplay. This may sound weird, since the "pause function was optional" and "it's taking away options", remember that a game dev is not there to give players all the options in the world, but to craft an interesting and challenging gameplay experience. That only works if you like this 'nice flow' and consider it an improvement. If you like tactical pause you don't want continuous flow. That's the point of tactical pause: to stop the flow so that you can plan your next move and make tacitcal decisions co-ordinating your squad. You could argue that it's for our own good because if the pause was available we'd never experience the combat style that they believe we'll enjoy more because we'd be too stubborn to try it out. It may also be that the, yet to be revealed, Squad Commands will still allow more tactical co-ordination than would seem apparent. I hope all that's true but, right now, I'm not so sure. I still don't understand why we couldn't have had both. Trying to force people into a more action-oriented play style by removing a feature is ridiculous reasoning though, in my opinion (I am not claiming they made such an argument). I'll hold off judgement until playing the game of course, but I see feature removal (or the all too common "clean up" the UI by gutting features nonsense that plagues modern UI design) as a huge problem in modern design. In particular I recall loving slamming into enemies as a vanguard in ME2 and seeing everything paused in a perfect snapshot of time as I planned my next move. It was an almost turn-based feel, and it fit well to emphasize this is an action RPG series and not a straight up shooter to me. There is a ton of information I need to read up on, but while I'd be very annoyed if that kind of pausing is gone I think I'll be much more annoyed if commanding the squad is watered down to the point it's impossible to give specific commands. Again I'm not judging in advance, but the worst case scenario for me would be the elimination of the instant snapshot pause and the gutting of squad commands.
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Hellkite
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Post by Hellkite on Feb 19, 2017 7:55:55 GMT
So I had been thinking OMG how cool would it be to freeze and enemy with cryo beam and then charge them?
*takes note of combat*
Omg that IS awesome!
Seriously I love the freedom in regards to powers we have in this game!
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Post by Sartoz on Feb 19, 2017 8:40:20 GMT
Snip I do not think the developers got rid of the pause function on a whim, it was a deliberate decision to improve the gameplay. This may sound weird, since the "pause function was optional" and "it's taking away options", remember that a game dev is not there to give players all the options in the world, but to craft an interesting and challenging gameplay experience. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Improvement is subjective. Having the PAUSE does in no way remove the "improvements". Actually it adds to it by embracing the fans' style of play.
I like ME3MP... play it quite often but I don't want my SP game to be another MP type.
Oh, well... onto the next one in a week in so.
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unofficialgreycolor
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Post by unofficialgreycolor on Feb 19, 2017 10:13:31 GMT
Two things: - Enemies have the same abilities that we have (kinda immersive breaking, but it is what it is)
- Overload cuts through biotic shield
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guanxi
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Post by guanxi on Feb 19, 2017 10:16:21 GMT
If SMGs are now categorized as [machine] pistols can we still carry both an SMG and Pistol (i.e. Acolyte and Hurricane) at the same time?
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unofficialgreycolor
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Post by unofficialgreycolor on Feb 19, 2017 10:20:11 GMT
Force is a new mechanic(?).
From what I can see what it does is makes things more susceptible to damage by causing them to get "staggered" and/or Pushes them in the opposite direction of the force.
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Post by Fredward on Feb 19, 2017 10:20:15 GMT
Is it confirmed that they removed pausing during combat? If so: WHY THE FUCK. Hello? Bioware? It's me. Your friendly neighborhood person with peripheral neuropathy. You know how you like inclusivity, ostensibly? A great way to facilitate that is to NOT REMOVE combat pause during single player. Stupid.
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Post by unofficialgreycolor on Feb 19, 2017 10:24:51 GMT
There are at least 3 other allies in this little clip. we see Cora and Vetra, but there is also someone who looks like someone we have not seen as an available companion yet. Short black/brow hair in white.
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Post by ssanyesz on Feb 19, 2017 10:26:32 GMT
If SMGs are now categorized as [machine] pistols can we still carry both an SMG and Pistol (i.e. Acolyte and Hurricane) at the same time? We can. 2 pistols, or 2 assault rifles too if we want to.
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Post by unofficialgreycolor on Feb 19, 2017 10:31:41 GMT
There are at least 3 other allies in this little clip. we see Cora and Vetra, but there is also someone who looks like someone we have not seen as an available companion yet. Short black/brow hair in white. Don't know who/what this is but I think they are an ally. The other one who I said had short black hair is Liam.
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Post by ssanyesz on Feb 19, 2017 10:55:21 GMT
Force is a new mechanic(?). From what I can see what it does is makes things more susceptible to damage by causing them to get "staggered" and/or Pushes them in the opposite direction of the force. Force was there from ME1. It was used for physics based powers. For example: Throw - Throws enemies away from the caster with a force of 600 Newtons.
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Post by longshadow on Feb 19, 2017 11:00:09 GMT
There are at least 3 other allies in this little clip. we see Cora and Vetra, but there is also someone who looks like someone we have not seen as an available companion yet. Short black/brow hair in white. Don't know who/what this is but I think they are an ally. The other one who I said had short black hair is Liam. 100% an enemy, check the radar at the top.
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Post by unofficialgreycolor on Feb 19, 2017 11:05:51 GMT
Don't know who/what this is but I think they are an ally. The other one who I said had short black hair is Liam. 100% an enemy, check the radar at the top. You're right.
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sjsharp2010
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Post by sjsharp2010 on Feb 19, 2017 11:09:34 GMT
Is it confirmed that they removed pausing during combat? If so: WHY THE FUCK. Hello? Bioware? It's me. Your friendly neighborhood person with peripheral neuropathy. You know how you like inclusivity, ostensibly? A great way to facilitate that is to NOT REMOVE combat pause during single player. Stupid. yep they have I think that last vid practically confirmed it.
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The Elder King
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Post by The Elder King on Feb 19, 2017 11:12:18 GMT
I think people should be clearer when they talk about pause. Again, we can pause, and pop pu a weapon/ammo wheel with other features. What we can't do is aim, and use powers. Not sure how squad commands work. And yeah, I don't like this choice, but you can still pause the game in a non-menu way.
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Post by spiffthespaceman on Feb 19, 2017 11:21:29 GMT
I wonder how high the power damage is compared to enemy health. That 200 dmg overload took out a fair amount of armour. I wonder if a ~500 dmg incinerate will take out a basic enemy cannonfodder like it did iirc in ME2 on normal difficulty?
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Post by sjsharp2010 on Feb 19, 2017 11:33:59 GMT
yeah it's going to be a chasllenge but then I played my first few runs of the trilogy using hotkeys and managed OK. My only issue is can I direct my powers accurately? Hopefully I cvan if not I'll just set myself up with some Vintage Heat sink weapons and see what I can do there. I'm not to woirried and I think I can manage it It'll just mean I'll have to think and act fast. I've got an idea of how I can configuer my keyboard to do it though it's just a case of practice and trying it out. I admit I'd have preferred pause to aim to stay but the fact that there is actually less powers active at one time might in a sense make it easier as well to do it faster as there's less buttons to map. Plus I believe Ian said that powers can work on a toggle or on a hold. If I have it set to toggle I can leave it on until I'm ready to fire or something like that. For example asan Adept I use pull to grab my enemy leave it toggled on til I'm in position then press the throw button to throw at the bad guys something like that. Interesting idea and a way I think I can play it. Just depensd on how accurate I'd have to be with the usage of those powers. Was that you? I wanted to ask you a couple of months ago, when you first reappeared here, but I went on hiatus before doing so. I've always remembered our discussing this a long time ago. I'm glad you're still going to be able to give it a go! I know persons can't think of everyone when they design things in life, but having limitations opens your eyes to just how unaccommodating the world actually is. We pretty much have to find a way to improvise our way through life, in many cases. I'm speaking for unimportant things. Accessibility issues are frustrating, often unacceptable (it's 2017), and an entirely different tangent. It's possibleI don't remember but I was on the old BSN as well before it shut down. I do have a plan in mind that might help with this more action style anyway. I just use the arrow keys for my movement as normal. the Delete,End and Pg down buttons for the 3 active powers and the Numpad buttons 2,4,6 and 8 to cycle through the 4 favourite sets and I'm done I think. As long as I can configure the buttons into a close proximity to one another I'll be fine as doing this will make it easier. This is what I've got in mind after watching the latest vid. I'm hoping it works but one of the nice things about gaming on PC and why I do mostly game on PC is your pretty much free to set the controls up anyway you want. Which certainly can help to counter things like the no pause to aim. I'm not saying it is going to work but seeing as I do only play on the easier settings there'sa chance I should be OK given that Bioware's games aren't generally super hard.
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Post by fade9wayz on Feb 19, 2017 11:38:19 GMT
While I like the overall mobility, powers and weapons, I really, really hope that these footages were taken on easy mode, or at most normal. If not, there goes my hope this game would be more challenging than the last one... I had become rather apathetic lately, due to the lack of information so close to the game release, and what I've seen doesn't enthusiasm me much: dumb AI as expected, protagonist overwhelmingly powerful in contrast to ennemies, bullet-sponges are slow and easily avoided/flanked...
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Post by unofficialgreycolor on Feb 19, 2017 11:49:41 GMT
I wonder how high the power damage is compared to enemy health. That 200 dmg overload took out a fair amount of armour. I wonder if a ~500 dmg incinerate will take out a basic enemy cannonfodder like it did iirc in ME2 on normal difficulty? yeah, was wondering something similar myself. I don't think we are going to get all the way up to 500% though? maybe some abilities, but prolly not most based on what we have seen. They usually have one smaller percentage and then a big percentage. Ofc with an upgraded prime and then hit with an upgraded detonator, who knows. That could be a real powerhouse and it might be able to be done early.
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