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Post by sjsharp2010 on Feb 19, 2017 21:58:31 GMT
Just because something works in multiplayer doesn't mean it's the right thing for singleplayer. Many people have demonstrated their ability to switch between the two modes with no problem, so I don't understand the argument about unifying them so they are the same experience. In fact, there are plenty of people who have absolutely no interest in MP and never will do, and want the SP experience to be conducted at their own pace. What's so confusing is that in previous games pausing was entirely optional anyway, and I've heard from plenty of people who never once used it. The presence of the pause option didn't impinge on their ability to not pause. But of course, removing the pause feature impinges on the ability of people who rely on it to be able to use it, since, you know, it doesn't exist anymore.This, to me, is the most frustrating part. Why would you remove a feature when there is literally no downside to doing so? What, to streamline everyone into playing how you want, instead of how they want (and how they could in all previous games)? Unfortunately, this is something Bioware has done a few times recently, with DA:I and ME:A, and I find it vexing. Here's the new radial menu: As you can see, it is now used for consumables (ammo powers) and weapon-switching. Only. But why? Here are the ME1/3 power wheels: There are tons of powers available there, so you can't tell me it's because there wouldn't be room for everything; there already was. The original trilogy actually had two radial menus, the other had weapon-selection. On console, these were accessed by holding two of the power hotkeys instead of pressing them. We know that some or all powers in ME:A have alternate effects when held, so obviously you couldn't employ this system again, but that's fine, ME:A also only allows for 3 active powers. That means you only need the space of one radial menu, which they already have. I don't get it. Why not let us do what we could in previous games and let us command our squadmates' use of powers to allow for better synergy and tactics? What is the advantage of limiting us and ending up with something less strategic? I don't buy that it's because of MP, because ME3 still had the radial menu in SP despite not having one in MP, and people (including me) had no problem switching between the two modes. I know I probably sound like a broken record by now, but I really just don't understand. For me, this problem also overlaps with the newly-imposed 3-power limit. Why limit us to 3 active powers when we could use more in the original trilogy via hotkeys on the PC or radial menu on console? I said the exact same thing after DA:I was released with an 8-power limit when previous games had no limit. If each series had a limit since the beginning, it would be an entirely different discussion. But they didn't, and now they're arbitrarily imposing one, which makes it a flat-out downgrade. If there's something I can't stand, it's regression. Lastly, we combine these factors: Not only are we limited to 3 active powers, but we can't "borrow" from our squadmates to setup combos or synergize in general. So instead of going from controlling somewhere in the realm of 10+ powers (enough to cover any given situation), we get 3. Yay? I'm not a fan of this gradual removal of tactical options from Bioware games of late. I try not to be a downer, but getting rid of attribute points and tactics in DA:I, limiting our powers in DA:I and ME:A, giving us almost no control over squadmates in ME:A... It's not the direction I hoped they'd go. I used the radial menu all the time in the trilogy. Sure I didn't have to, but why remove an optional feature for no benefit? No benefit and some downsides. Not just for my playstyle, but for people with disabilities or who need to or would rather take the game at a slower pace? It's hardly fair to them So again, I ask: Why?As an aside, I'm not too hyped about ammo powers being consumables now. It's not nearly as irksome as the above, but it's just another thing to manage on top of limited-use powers such as grenades. Agreed whilst I'll get the main game as I hope that despite the problems I can still play it. If it does prove to be too cumberesome and difficult which I hope for Bioware it doesn't I'll just not bother with the DLC's that way they won't get my money for them. At least that's the tactic I'm going to use. Fortunately however in general Bioware's games aren't that hard to play so we'll see.
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Post by ProbeAway on Feb 19, 2017 22:06:35 GMT
Perhaps Tiberius could help us lost souls out and shed some light on the reasoning behind the apparent removal of tactical pause? Pretty please, Ian? Edit: ugh, 8 hours later and I realise that I didn't tag Ian properly the first time around. *facepalm*
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Post by Spectr61 on Feb 19, 2017 22:27:08 GMT
Could it be for seamless integration between SP and MP?
And for the never MP'ers;
Is there going to be a mechanic in MEA SP where a friend could join to help accomplish a specific type of mission? If so, then that's MP-esque in SP. I guess that this joining, if there even is one, would be optional; allowing the pro-pausers to opt to not have someone join and then pause away, but there would be others who would want others to join, so see the "seamless integration" above.
If there's no joining type of stuff in SP, then pausing (or crutching if you will) affects no one but yourself, so why not? Allow it. Just have to add asterisks in the accomplishments, i.e., "completed play through on insanity*".
* = "used pause"
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Post by amoebae on Feb 19, 2017 22:29:44 GMT
Perhaps @[BIO]Tiberius could help us lost souls out and shed some light on the reasoning behind the apparent removal of tactical pause? Pretty please, Ian? I would be interested to hear why, certainly. The main context for my concern is: a) accessibility -- since BW games have long been really quite inclusive wrt the types of people they attract, including many who aren't particularly skilled, and some who have motor difficulties and appreciate the ability to pause to give commands (for example, I know someone - who isn't a member of bsn or the wider fandom in general - who has arthritis and can't play games that require prolonged quick-reflex combat. They were very concerned when they saw the footage for DAI, but thankfully the pause hadn't been removed and so they were still able to play) what this means for the concept of taking a squad into battle -- apart from being just someone to talk to, the concept of having your squad mates with you was that you could coordinate your skills and you could direct them like the commander of a squad. You didn't have to do that, but that was the reason for including this squad mechanic in the first place -- a carry-over from the traditional rpg '4 roles' system that had been updated and modified for a science fiction action rpg. It's something that has always been quintessentially BioWare, and it's the iconic symbol of Mass Effect combat. Does this move away from it mean that we're no longer supposed to focus on the idea of roles or being in a squad, and instead on being a lone soldier with independent backup? Does it mean that eventually there will be no squad at all, and if anyone comes along with us we'll have no control over their actions at all?
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Post by sjsharp2010 on Feb 19, 2017 22:29:55 GMT
Perhaps @[BIO]Tiberius could help us lost souls out and shed some light on the reasoning behind the apparent removal of tactical pause? Pretty please, Ian? well I think the powers judging by what we've seen autotarget the last enemy you had in your crosshairs which might help a bit but it did look a bit as though that's how the powers work in order to compensate for the pause to aim but I'm not 100% sure though but that's what it looked like.
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Post by ProbeAway on Feb 19, 2017 22:36:52 GMT
Perhaps @[BIO]Tiberius could help us lost souls out and shed some light on the reasoning behind the apparent removal of tactical pause? Pretty please, Ian? well I think the powers judging by what we've seen autotarget the last enemy you had in your crosshairs which might help a bit but it did look a bit as though that's how the powers work in order to compensate for the pause to aim but I'm not 100% sure though but that's what it looked like. I hope so. I don't mind admitting that I like any kind of aim assist in games!
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Post by laxian on Feb 19, 2017 22:39:37 GMT
Apparently there is no combat pause, this makes me sad as I can see literally zero reason for it to be dropped and it presents a hurdle wrt accessibility for people like moi with shitty reflexes and response time, not even mentioning people who just like to pause to assess the battlefield. What do you think the reasons for dropping it is? It can't be engine limitations as it was present in DAI and that was also in Frostbite. The only thing I can think of is if there's some kind of seamless multiplayer shenanigans and if that's the case SOMETHING IS ROTTEN IN EDMONTON. I want nothing to do with multiplayer and if it's the cause of the long lost pause I am going to be in quite the tizzy. Even "BETTER" - You need MP to get good (the best!) gear (for SP) if I've heard right (!) So again they force you to more or less play MP for the best possible SP-Experience...thanks guys, I truly LOVE THIS...REALLY....NOT Do you guys at BIOWARE not learn from past mistakes? Is this not a thing anymore? Is repeating the same crap time and time again and thinking it will lead to a different outcome considered SMART these days instead of, you know: INSANE? (Note: I don't want to insult anybody, but it kind of pisses me off and in science this is considered a sign of insanity!) greetings LAX ps: I also want pause back (especially if we have to open some kind of menu to select our next profile (no hotkey for that has been confirmed!)), I want to assess the BF, issue orders to my squad ("Hit this enemy with OVERLOAD and that one with WARP (to detonate my AREA-REAVE)!") etc.
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Post by simsimillia on Feb 19, 2017 22:46:05 GMT
I already stated this elsewhere, but I think there is valid reasoning behind getting rid of pause from a gameplay perspective.
While I acknowledge that it really sucks for people with impairment, I can understand why they took it away. In my personal opinion, ME2 and ME3 play a lot better when you're not pausing. Mass Effect is an Action RPG, not turn based. Pausing in my opinion detracts from what makes the combat fun and exiting, especially in Mass Effect 2.
Not utilizing pause also doesn't take away from the tactical aspect of the game. Saying that, is like saying that there are no tactics involved in Games like Starcraft or League of Legends. Every game has tactics, not being able to pause just means you have to make your decisions faster.
I don't think they've taken Pause away on a whim, but instead took it away after testing combat with and without pause and then decided that it made for a better gameplay experience without it.
You may say it takes away player options, etc. But a game designers job is not to give a player the most options, but to craft an interesting and enjoyable gameplay experience. They probs found pause got in the way of that and took it out. I think pause got in the way of an enjoyable gameplay experience since ME2 (ME1 was never much of an enjoyable gameplay experience).
I also don't get why people get so upset about the powers limit. Especially in Dragon Age Inquisition. I think in DAI I actually used more different powers than in the other two games. Especially as a Warrior or Rogue, but even Mage. In MEA Playstyles like Infiltrator, Soldier and Vanguard barely have less (useful) powers available for them, but get access to a larger variety of powers.
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Post by amoebae on Feb 19, 2017 23:28:52 GMT
I already stated this elsewhere, but I think there is valid reasoning behind getting rid of pause from a gameplay perspective. While I acknowledge that it really sucks for people with impairment, I can understand why they took it away. In my personal opinion, ME2 and ME3 play a lot better when you're not pausing. Mass Effect is an Action RPG, not turn based. Pausing in my opinion detracts from what makes the combat fun and exiting, especially in Mass Effect 2. Not utilizing pause also doesn't take away from the tactical aspect of the game. Saying that, is like saying that there are no tactics involved in Games like Starcraft or League of Legends. Every game has tactics, not being able to pause just means you have to make your decisions faster. I don't think they've taken Pause away on a whim, but instead took it away after testing combat with and without pause and then decided that it made for a better gameplay experience without it. You may say it takes away player options, etc. But a game designers job is not to give a player the most options, but to craft an interesting and enjoyable gameplay experience. They probs found pause got in the way of that and took it out. I think pause got in the way of an enjoyable gameplay experience since ME2 (ME1 was never much of an enjoyable gameplay experience). I also don't get why people get so upset about the powers limit. Especially in Dragon Age Inquisition. I think in DAI I actually used more different powers than in the other two games. Especially as a Warrior or Rogue, but even Mage. In MEA Playstyles like Infiltrator, Soldier and Vanguard barely have less (useful) powers available for them, but get access to a larger variety of powers. Here's the thing -- for you it's more enjoyable to not use pause. For others it is more enjoyable to use pause. Keeping pause in means you get to not use pause, and I get to use pause. We are both happy. Taking pause out means you don't have to use pause, and I don't get to use pause. You are happy. I am not happy. On the subject of tactics, when I talk about it it's specifically from the point of view of how the squad system was created to begin with: that is, you were the commander of a squad, and you picked your squad (and trained your squad, by picking their powers) to compliment your own skills in battle. Then, as was the design of the entire system, you could directly command your squad to use specific skills in the heat of battle, at the time of your choosing, so as to best synergise with the ones you were going to use, or to best synergise with each other. This isn't about tactics in the sense of "move here" or "I trained this squad mate in reave so they can use it if they want" but rather "I am the commander of this squad and I am shouting out orders on the battlefield as the battle unfolds, telling my squad '10 o'clock! Centurion! Overload!' so that I can immediately charge into them and cause damage." If you don't play that way, that's great. But the original system was designed around that concept, and it's not unreasonable to expect a certain fraction of players will see that as emblematic of Mass Effect's combat, and will be disappointed to see it being left behind and your squad being relegated to gun-carriers who don't really need to be there.
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Post by Saboru on Feb 20, 2017 0:01:43 GMT
I don't think they've taken Pause away on a whim, but instead took it away after testing combat with and without pause and then decided that it made for a better gameplay experience without it. You may say it takes away player options, etc. But a game designers job is not to give a player the most options, but to craft an interesting and enjoyable gameplay experience. They probs found pause got in the way of that and took it out. I think pause got in the way of an enjoyable gameplay experience since ME2 (ME1 was never much of an enjoyable gameplay experience). How on earth does pause get in the way? I just played ME2 and 3 perfectly happily without pausing combat for anything except domestics. I think I did use pausing with 1, but as you say, that's a clunkier bugger combat wise. For those two though it didn't require any adjustment beyond simply not pressing the pause button. So, clearly it's perfectly possible to have combat that works just fine without needing to issue commands from pause, but still presents that option.
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Post by unofficialgreycolor on Feb 20, 2017 0:02:46 GMT
There would not be enough room because that would mean you would be able to change your companions favorites. So not only would you have to be able to fit the favorites somewhere in the combat menu, but you would have to make room for abilities to use as well. That would get to the point where you would have a menu in a menu in a menu and that is just one too many I think. Not that I agree, but that is the reason I can see.
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Post by midnightwolf on Feb 20, 2017 0:08:16 GMT
Apparently there is no combat pause, this makes me sad as I can see literally zero reason for it to be dropped and it presents a hurdle wrt accessibility for people like moi with shitty reflexes and response time, not even mentioning people who just like to pause to assess the battlefield. What do you think the reasons for dropping it is? It can't be engine limitations as it was present in DAI and that was also in Frostbite. The only thing I can think of is if there's some kind of seamless multiplayer shenanigans and if that's the case SOMETHING IS ROTTEN IN EDMONTON. I want nothing to do with multiplayer and if it's the cause of the long lost pause I am going to be in quite the tizzy. Even "BETTER" - You need MP to get good (the best!) gear (for SP) if I've heard right (!) So again they force you to more or less play MP for the best possible SP-Experience...thanks guys, I truly LOVE THIS...REALLY....NOTDo you guys at BIOWARE not learn from past mistakes? Is this not a thing anymore? Is repeating the same crap time and time again and thinking it will lead to a different outcome considered SMART these days instead of, you know: INSANE? (Note: I don't want to insult anybody, but it kind of pisses me off and in science this is considered a sign of insanity!) greetings LAX ps: I also want pause back (especially if we have to open some kind of menu to select our next profile (no hotkey for that has been confirmed!)), I want to assess the BF, issue orders to my squad ("Hit this enemy with OVERLOAD and that one with WARP (to detonate my AREA-REAVE)!") etc. That better be just a rumour. I HATE Single player games which try to force you to play MP, in order to get the best possible experience out of SP. AC:U did that, and it was the worst mistake Ubisoft ever made! As for the pause......I use it alot, and will miss it.
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Post by Abramsrunner on Feb 20, 2017 0:10:13 GMT
Can't you just press the "Esc" button?
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Post by amoebae on Feb 20, 2017 0:16:35 GMT
Can't you just press the "Esc" button? Yeah! I'll command my squad to take down shields from there! Thanks!
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Post by Abramsrunner on Feb 20, 2017 0:22:35 GMT
Can't you just press the "Esc" button? Yeah! I'll command my squad to take down shields from there! Thanks! Problem solved then, everyone can go home now.
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Post by jtav on Feb 20, 2017 0:55:20 GMT
I'm glad that I canceled my pre-order now. I'm disabled. Pause is the difference between a reasonably enjoyable experience and impossible/painful. One of the things that I liked about BW is that they were games targeted towards adults that I could still play.
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Post by simsimillia on Feb 20, 2017 0:57:42 GMT
I already stated this elsewhere, but I think there is valid reasoning behind getting rid of pause from a gameplay perspective. While I acknowledge that it really sucks for people with impairment, I can understand why they took it away. In my personal opinion, ME2 and ME3 play a lot better when you're not pausing. Mass Effect is an Action RPG, not turn based. Pausing in my opinion detracts from what makes the combat fun and exiting, especially in Mass Effect 2. Not utilizing pause also doesn't take away from the tactical aspect of the game. Saying that, is like saying that there are no tactics involved in Games like Starcraft or League of Legends. Every game has tactics, not being able to pause just means you have to make your decisions faster. I don't think they've taken Pause away on a whim, but instead took it away after testing combat with and without pause and then decided that it made for a better gameplay experience without it. You may say it takes away player options, etc. But a game designers job is not to give a player the most options, but to craft an interesting and enjoyable gameplay experience. They probs found pause got in the way of that and took it out. I think pause got in the way of an enjoyable gameplay experience since ME2 (ME1 was never much of an enjoyable gameplay experience). I also don't get why people get so upset about the powers limit. Especially in Dragon Age Inquisition. I think in DAI I actually used more different powers than in the other two games. Especially as a Warrior or Rogue, but even Mage. In MEA Playstyles like Infiltrator, Soldier and Vanguard barely have less (useful) powers available for them, but get access to a larger variety of powers. Here's the thing -- for you it's more enjoyable to not use pause. For others it is more enjoyable to use pause. Keeping pause in means you get to not use pause, and I get to use pause. We are both happy. Taking pause out means you don't have to use pause, and I don't get to use pause. You are happy. I am not happy. On the subject of tactics, when I talk about it it's specifically from the point of view of how the squad system was created to begin with: that is, you were the commander of a squad, and you picked your squad (and trained your squad, by picking their powers) to compliment your own skills in battle. Then, as was the design of the entire system, you could directly command your squad to use specific skills in the heat of battle, at the time of your choosing, so as to best synergise with the ones you were going to use, or to best synergise with each other. This isn't about tactics in the sense of "move here" or "I trained this squad mate in reave so they can use it if they want" but rather "I am the commander of this squad and I am shouting out orders on the battlefield as the battle unfolds, telling my squad '10 o'clock! Centurion! Overload!' so that I can immediately charge into them and cause damage." If you don't play that way, that's great. But the original system was designed around that concept, and it's not unreasonable to expect a certain fraction of players will see that as emblematic of Mass Effect's combat, and will be disappointed to see it being left behind and your squad being relegated to gun-carriers who don't really need to be there. The way you argue, you could say that game designers should always bend into giving players the most options there are. When you argue like that Dark Souls should have an easy mode, but it doesn't and it shouldn't have, because the difficulty and overcoming that difficulty is at the very core of Dark Souls Gameplay mechanics. Dropping the difficulty literally ruins the intended experience. If you purely view games as a service to players that may not bother you but if you view it as a form of art it's really important, because Gameplay is the main way in which games can be expressed as an art form which is unique to games. Mass Effect is becoming more and more of a shooter series and a "pause and aim" function should not be in shooters. Regarding companions, fair point. I played on PC where issuing orders to your companions in real time isn't an issue at all because you have enough hot keys and I think you could direct companions with Q and E. Using Q and E on an enemy also usually meant the party member would use an appropriate power.
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Post by SKAR on Feb 20, 2017 1:07:08 GMT
This, to me, is the most frustrating part. Why would you remove a feature when there is literally no downside to doing so? What, to streamline everyone into playing how you want, instead of how they want (and how they could in all previous games)? Unfortunately, this is something Bioware has done a few times recently, with DA:I and ME:A, and I find it vexing. Here's the new radial menu: As you can see, it is now used for consumables (ammo powers) and weapon-switching. Only. But why? Here are the ME1/3 power wheels: There are tons of powers available there, so you can't tell me it's because there wouldn't be room for everything; there already was. The original trilogy actually had two radial menus, the other had weapon-selection. On console, these were accessed by holding two of the power hotkeys instead of pressing them. We know that some or all powers in ME:A have alternate effects when held, so obviously you couldn't employ this system again, but that's fine, ME:A also only allows for 3 active powers. That means you only need the space of one radial menu, which they already have. I don't get it. Why not let us do what we could in previous games and let us command our squadmates' use of powers to allow for better synergy and tactics? What is the advantage of limiting us and ending up with something less strategic? I don't buy that it's because of MP, because ME3 still had the radial menu in SP despite not having one in MP, and people (including me) had no problem switching between the two modes. I know I probably sound like a broken record by now, but I really just don't understand. For me, this problem also overlaps with the newly-imposed 3-power limit. Why limit us to 3 active powers when we could use more in the original trilogy via hotkeys on the PC or radial menu on console? I said the exact same thing after DA:I was released with an 8-power limit when previous games had no limit. If each series had a limit since the beginning, it would be an entirely different discussion. But they didn't, and now they're arbitrarily imposing one, which makes it a flat-out downgrade. If there's something I can't stand, it's regression. Lastly, we combine these factors: Not only are we limited to 3 active powers, but we can't "borrow" from our squadmates to setup combos or synergize in general. So instead of going from controlling somewhere in the realm of 10+ powers (enough to cover any given situation), we get 3. Yay? I'm not a fan of this gradual removal of tactical options from Bioware games of late. I try not to be a downer, but getting rid of attribute points and tactics in DA:I, limiting our powers in DA:I and ME:A, giving us almost no control over squadmates in ME:A... It's not the direction I hoped they'd go. I used the radial menu all the time in the trilogy. Sure I didn't have to, but why remove an optional feature for no benefit? No benefit and some downsides. Not just for my playstyle, but for people with disabilities or who need to or would rather take the game at a slower pace? It's hardly fair to them So again, I ask: Why?As an aside, I'm not too hyped about ammo powers being consumables now. It's not nearly as irksome as the above, but it's just another thing to manage on top of limited-use powers such as grenades. Agreed whilst I'll get the main game as I hope that despite the problems I can still play it. If it does prove to be too cumberesome and difficult which I hope for Bioware it doesn't I'll just not bother with the DLC's that way they won't get my money for them. At least that's the tactic I'm going to use. Fortunately however in general Bioware's games aren't that hard to play so we'll see. I'm pretty sure that you can enable the pause if you so desire.
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SKAR
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Post by SKAR on Feb 20, 2017 1:12:21 GMT
Apparently there is no combat pause, this makes me sad as I can see literally zero reason for it to be dropped and it presents a hurdle wrt accessibility for people like moi with shitty reflexes and response time, not even mentioning people who just like to pause to assess the battlefield. What do you think the reasons for dropping it is? It can't be engine limitations as it was present in DAI and that was also in Frostbite. The only thing I can think of is if there's some kind of seamless multiplayer shenanigans and if that's the case SOMETHING IS ROTTEN IN EDMONTON. I want nothing to do with multiplayer and if it's the cause of the long lost pause I am going to be in quite the tizzy. Even "BETTER" - You need MP to get good (the best!) gear (for SP) if I've heard right (!) So again they force you to more or less play MP for the best possible SP-Experience...thanks guys, I truly LOVE THIS...REALLY....NOT Do you guys at BIOWARE not learn from past mistakes? Is this not a thing anymore? Is repeating the same crap time and time again and thinking it will lead to a different outcome considered SMART these days instead of, you know: INSANE? (Note: I don't want to insult anybody, but it kind of pisses me off and in science this is considered a sign of insanity!) greetings LAX ps: I also want pause back (especially if we have to open some kind of menu to select our next profile (no hotkey for that has been confirmed!)), I want to assess the BF, issue orders to my squad ("Hit this enemy with OVERLOAD and that one with WARP (to detonate my AREA-REAVE)!") etc. please........... you'll be just fine without MP. but you'll be missing out.
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Post by ProbeAway on Feb 20, 2017 1:14:24 GMT
Here's the thing -- for you it's more enjoyable to not use pause. For others it is more enjoyable to use pause. Keeping pause in means you get to not use pause, and I get to use pause. We are both happy. Taking pause out means you don't have to use pause, and I don't get to use pause. You are happy. I am not happy. On the subject of tactics, when I talk about it it's specifically from the point of view of how the squad system was created to begin with: that is, you were the commander of a squad, and you picked your squad (and trained your squad, by picking their powers) to compliment your own skills in battle. Then, as was the design of the entire system, you could directly command your squad to use specific skills in the heat of battle, at the time of your choosing, so as to best synergise with the ones you were going to use, or to best synergise with each other. This isn't about tactics in the sense of "move here" or "I trained this squad mate in reave so they can use it if they want" but rather "I am the commander of this squad and I am shouting out orders on the battlefield as the battle unfolds, telling my squad '10 o'clock! Centurion! Overload!' so that I can immediately charge into them and cause damage." If you don't play that way, that's great. But the original system was designed around that concept, and it's not unreasonable to expect a certain fraction of players will see that as emblematic of Mass Effect's combat, and will be disappointed to see it being left behind and your squad being relegated to gun-carriers who don't really need to be there. The way you argue, you could say that game designers should always bend into giving players the most options there are. When you argue like that Dark Souls should have an easy mode, but it doesn't and it shouldn't have, because the difficulty and overcoming that difficulty is at the very core of Dark Souls Gameplay mechanics. Dropping the difficulty literally ruins the intended experience. If you purely view games as a service to players that may not bother you but if you view it as a form of art it's really important, because Gameplay is the main way in which games can be expressed as an art form which is unique to games. Mass Effect is becoming more and more of a shooter series and a "pause and aim" function should not be in shooters. Regarding companions, fair point. I played on PC where issuing orders to your companions in real time isn't an issue at all because you have enough hot keys and I think you could direct companions with Q and E. Using Q and E on an enemy also usually meant the party member would use an appropriate power. But that's the whole problem. Mass Effect (and other BW games) was designed around squad mechanics. They are changing it to accommodate a different playstyle at the expense of the one that the series began with. Your Dark Souls analogy doesn't work because Dark Souls was made to be a hardcore experience where survival is a challenge. They absolutely shouldn't introduce easy mode because it moves away from the original intent of the series. By the same logic, they should keep the squad tactics element to Mass Effect. They can improve the shooter elements independently - they aren't mutually exclusive.
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Post by laxian on Feb 20, 2017 1:22:11 GMT
please........... you'll be just fine without MP. but you'll be missing out. Yeah and that's kind of WRONG for a game that's more of a single-player experience than a true MP-Game (we don't fight other humans, it's just a wave-defense game for MP)...also I believe most people buy this for SP, so it's kind of a punch in the face for people who don't want to touch MP Also MP is a time KILLER, why? Because you get loot (weapons, new characters) via RNG (if I am not mistaken), you can't spend earned points on what you want, you depend on LUCK I mean I want to play some (didn't in ME3 because I didn't want to spend more time with a game I don't like! Still, don't - Extended-Cut-DLC did NOTHING for me ) MP this time around, but I dislike (even hate) it immensly that they are pushing MP on us (they tried that in the last game and it received negative criticism, but they haven't learned anything it seems and that's the truly sad thing: That they don't care for the community...but I shouldn't be surprised, it's telling when a company nukes their own forum after damaging it enough at first by using those nameless and faceless mods that banned you for the smallest things! Bioware_Mod1...enough sad about that debacle! It shows that engaging with the fans (especially the vocal ones) is NOT what they have in mind (they'd probably rather we shut up and hand them our cash without them giving us a game at all!)) greetings LAX
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Post by Heroicmass on Feb 20, 2017 1:34:59 GMT
I'm also hoping they removed any time dilation from powers in sp as well.
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Post by sjsharp2010 on Feb 20, 2017 1:42:20 GMT
Agreed whilst I'll get the main game as I hope that despite the problems I can still play it. If it does prove to be too cumberesome and difficult which I hope for Bioware it doesn't I'll just not bother with the DLC's that way they won't get my money for them. At least that's the tactic I'm going to use. Fortunately however in general Bioware's games aren't that hard to play so we'll see. I'm pretty sure that you can enable the pause if you so desire. Err haven't you been paying attention you cant't do something like a pause to aim if it's not in there. Besides I'm not too worried about it I'll worry about it when the games out and I've had a go at it.
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Post by Saboru on Feb 20, 2017 1:44:33 GMT
The way you argue, you could say that game designers should always bend into giving players the most options there are. When you argue like that Dark Souls should have an easy mode, but it doesn't and it shouldn't have, because the difficulty and overcoming that difficulty is at the very core of Dark Souls Gameplay mechanics. Dropping the difficulty literally ruins the intended experience. If you purely view games as a service to players that may not bother you but if you view it as a form of art it's really important, because Gameplay is the main way in which games can be expressed as an art form which is unique to games. Mass Effect is becoming more and more of a shooter series and a "pause and aim" function should not be in shooters. Regarding companions, fair point. I played on PC where issuing orders to your companions in real time isn't an issue at all because you have enough hot keys and I think you could direct companions with Q and E. Using Q and E on an enemy also usually meant the party member would use an appropriate power. I'm still not seeing an argument that applies to this game. We've got: - But Dark Souls shouldn't have done it - That would be the Dark Souls that sold itself on difficulty? So basically you're reckoning a games implementation should match it's core concepts. Fair. Problem is apply it to a different series with a different focus and you will get different results, leading us on to... - But it's for my art! - And it fitted in perfectly well with that art before. Now what do you think has changed so dramatically that a feature that was fine before is suddenly in opposition. I'm not seeing any massive swerves. Third person shooter combat mechanics, strong story/character emphasis. Same old same old - not in a bad way, just this is not some massive break from the style of the previous games. - Shooters can't be pause and aim - Well, this one's always managed it, so pretty obviously they can. You can argue if it has pause and aim it wasn't a proper shooter, but that's just the no true Scotsman fallacy. Games aren't obliged to be cookie cutter, difference is not a bad thing. I see a lot of mention of why it wouldn't be appropriate for other games, but you're never addressing why it wouldn't be appropriate for this one.
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Post by SKAR on Feb 20, 2017 1:46:25 GMT
I'm pretty sure that you can enable the pause if you so desire. Err haven't you been paying attention you cant't do something like a pause to aim if it's not in there. Besides I'm not too worried about it I'll worry about it when the games out and I've had a go at it. i thought I heard one of the devs say somethin like that. Guess I heard wrong.
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