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Post by amoebae on Feb 20, 2017 21:29:18 GMT
Singleplayer rpg games aren't going anywhere.
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Post by ProbeAway on Feb 20, 2017 21:40:53 GMT
Bioware is just streamlining and making SP and MP match. Next game like many other game manufactures will be MP only. This is being going on for years. It saves lots of money not to invest in story arcs and such + many people just want to blast away anyways. Since Bioware made a name for themseves with good story arc games it takes them longer to cut it out but they will get there eventually. It is all about money and story arc RPG's will be more of a crowdfunding thing, at least I hope and doesn't disappear totally. Not sure how serious you're being but there is no way in hell that the next ME game in the Andromeda series will be MP only. I can see them introducing co-op into the SP campaign (which might actually be why the removed tactical pause in this game) but there will still be a story with a branching narrative. I can also see them doing a separate MMORPG set in the MEU, but not as part of this particular series.
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Post by sjsharp2010 on Feb 20, 2017 22:59:45 GMT
Singleplayer rpg games aren't going anywhere. Indeed that's what I was trying to pint out I like SP games and I'm only really capable of playing games at low difficulties really so. Bioware are one of the few stiudios that do the kind of games I enjoy playing these days so so I hope they continue the good work in the ME and DA series.
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Post by malanek on Feb 21, 2017 0:16:18 GMT
If you look at the recent combat video at about 1:15 it demonstrates you pausing. Personally I think you will enjoy the game more if you learn to play without it however. At the risk of sounding like a broken record: Yes, you can still pause, but only to access the weapons wheel and from there the favourites wheel (or general gameplay pause that takes you to the main menu via esc). All this 'learn to play' stuff... you haven't read a single post in the thread, have you? Of the people concerned about the removal of the tactical pause function we have: a) people who have motor issues of one kind or another, who find it difficult to play fast action games either at all or for extended periods, for whom the tactical pause was their only real way of being able to engage with the game (either at all or in an enjoyable way) people who used tactical pause because they enjoyed the strategy involved with commanding their squad mates to use certain powers in combination with their own (hence the name of the function - 'tactical pause') Point b was part of what the initial trilogy was marketed around. Here was this action-rpg hybrid, that had strong narrative, a story where you could develop relationships, make a certain level of choices, develop your character in terms of both combat stats and personality to a degree, train your team in particular skills to compliment your own, and take your team into battle with you - whereby you acted as the commander of a squad, being able to control what powers they used and otherwise direct them on the battlefield akin to a leader shouting out orders in the heat of battle so that you worked efficiently as a team. Some people didn't play it like that, and never used the tactical pause function - and that's absolutely fine. The game was designed so as to accommodate both styles of play. But now, the core squad mechanic that was an iconic feature of the franchise is being taken away. This benefits no one. Those who never used it would have continued not to use it were it still included. Those who did use it no longer can. So, "learn to play without it" is an entirely moot point, because for most people it has nothing to do with low skill (although I freely admit there are some who don't have a great deal of skill when it comes to fast-paced action, and I defend their right to have options open to them too), but rather a) accessibility concerns, and a change to the fundamental concept behind being the leader of a squad as you go into battle. No, I hadn't read the entire thread when I posted that but I did read the first few posts and the last few. And after reading the entire thread I still don't see why what I wrote was invalid. The OP specifically said combat pause to help with "shitty reflexes and response time, not even mentioning people who just like to pause to assess the battlefield. " which the combat pause I mentioned (with the time in video so you can see it demonstrated which no one else had posted) will allow you to do. At a minimum you can casually take a break, switch weapons, ammo, powers etc and you can survey the battlefield thinking about what you will do next. And we don't even know the full extent of what can be done. Is it exactly the same as ME3? No, because the game has been enhanced. You have powers that have different modes. How would powers like the new (and seriously awesome) Pull with grab and throw mode work in ME3 pause mode? It wouldn't. Any powers that involve holding down keys for periods of time fall over. Basic alternate modes like the new Overload would be an awful clutter. Things like Flamer and Dark Sphere wouldn't work in SPer if they were expected to work at all well with the Pause function. How did charge weapons work for players lining up shots? I don't even know but I suspect it would have been a mess. They left the full pause mode in but the game was never designed to be played like that. It was balanced and designed to be played as an action rpg, without any thought at all given to actually challenging excessive pausers. They should not hold back MEA by trying to cater to this group and turning it into something it isn't. No one complaining here has played the game. You don't know exactly how they have adjusted the tactical squad elements. I will admit that it became a lot more difficult in ME3 because of the squadmate AI, but in ME2 you could command your squadmates in real time very efficiently without any need to pause. In ME3 I fell back on just hotkeying 1 or 2 powers which worked well enough. You don't know how hard it will be or how satisfying on various levels because you haven't played yet. We have been assured that no one will find the game too difficult on the easiest level. Motor issues. In ME3 a quadriplegic player soloed Silver and I think Gold playing with a touchscreen and a stick in his mouth. I don't expect all players to have this level of dedication and determination, but assuming easy is as easy as the devs say, complaining about motor issues just sounds like an excuse for 99.99% of players. Definitely not something to hold back the game for.
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Post by Abramsrunner on Feb 21, 2017 0:35:01 GMT
This lack of a combat pause seems like a trivial issue imo.
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Post by colfoley on Feb 21, 2017 0:45:30 GMT
I wonder if this is something they can patch back in later if there is enough back lash on this. Think of all the things they added for DA I.
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Post by malanek on Feb 21, 2017 0:48:12 GMT
I wonder if this is something they can patch back in later if there is enough back lash on this. Think of all the things they added for DA I. Explain to me how it would work with powers like the new Pull where you can Pull something, hold down the key to keep hold of it, move around, and then throw it by letting go of the key?
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Post by colfoley on Feb 21, 2017 0:52:30 GMT
I wonder if this is something they can patch back in later if there is enough back lash on this. Think of all the things they added for DA I. Explain to me how it would work with powers like the new Pull where you can Pull something, hold down the key to keep hold of it, move around, and then throw it by letting go of the key? ...I don't know *shrug*. For the record I am in the camp of 'it does not really matter either way if they have the tactical pause or not, I'll deal'. I rarely used it in the trilogy and think its kind of cheating at times...though it was nice from time to time to look around the battlefield because your squadmates are utter failures of design and let someone literally get within centimeters of you. But, for those of us who do not like the new system I wonder if there is enough of a backlash if BioWare will add one in later. I think it should be fairly easy to do too based on the weapons wheel, but, I do not know for sure.
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Post by zeowik on Feb 21, 2017 1:00:40 GMT
This lack of a combat pause seems like a trivial issue imo. Not for those of us for which it is a core feature of the series.
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Post by sjsharp2010 on Feb 21, 2017 1:06:25 GMT
I wonder if this is something they can patch back in later if there is enough back lash on this. Think of all the things they added for DA I. It's possible I guess but we'll see. I'm not going to count on it though.
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Post by sjsharp2010 on Feb 21, 2017 1:07:58 GMT
I wonder if this is something they can patch back in later if there is enough back lash on this. Think of all the things they added for DA I. Explain to me how it would work with powers like the new Pull where you can Pull something, hold down the key to keep hold of it, move around, and then throw it by letting go of the key? well apparently those abilities can be used on a toggle system as well though as Ian said so. So arguing that case may well be null and void.
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Post by malanek on Feb 21, 2017 1:09:38 GMT
Explain to me how it would work with powers like the new Pull where you can Pull something, hold down the key to keep hold of it, move around, and then throw it by letting go of the key? well apparently those abilities can be used on a toggle system as well though as Ian said so. So arguing that case may well be null and void. I don't see why it would be null and void since it would be extremely tedious. How would Overload work with 2 different modes?
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Post by Lebanese Dude on Feb 21, 2017 1:12:26 GMT
The game will be designed, balanced, and tuned on the basis that you can't pause (unlike the trilogy) so arguments that pertain to the trilogy are irrelevant.
The fact that the game is no longer a corridor shooter makes pausing counter to their apparent design goal of increased intensity, proactive planning, and reactive gameplay achieved via combat in unrestricted open terrain.
So no it would not make sense to come back. People should dismiss preconceptions and imagine how things will work in the game's current iteration. Then adapt. Requesting that an obsolete feature be returned for the sake of consistency is pointless.
P.S. I do find it funny that a few "immersion" hardliners in this thread want pausing.
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Post by sjsharp2010 on Feb 21, 2017 1:13:50 GMT
well apparently those abilities can be used on a toggle system as well though as Ian said so. So arguing that case may well be null and void. I don't see why it would be null and void since it would be extremely tedious. How would Overload work with 2 different modes? well that could depend on whic hone you have active.
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Post by malanek on Feb 21, 2017 1:24:35 GMT
I don't see why it would be null and void since it would be extremely tedious. How would Overload work with 2 different modes? well that could depend on whic hone you have active. I'm not sure entirely what you mean here. As I understand it Overload activates instantly if you tap the key (obviously outside of pause mode). If you hold it down it charges briefly and then not only hits the target but also chains to enemies. I just don't see how this would work properly with the ME3 pause option. By the sounds of it we are getting more and more well developed and interesting powers which will not play well with that feature.
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Post by sjsharp2010 on Feb 21, 2017 1:48:59 GMT
Well thankfully I'm not too worried yet but if I do somehow find it too hard I can definitely say I won't be touching the DLC's or buying any of the future ones if that's the way it ends up heading but I'll wait till I've had some experience with the game first and take it from there. So if it does end up being to odifficult they will at the very least be losing at least 1 customer but I suspect I wouldn't be the only one.
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Post by Nightlife on Feb 21, 2017 2:08:37 GMT
I'm gonna really miss the pause, I'm a planner! Also it's hard to figure out what u want you AND your squad to do so fast. I mean, I'm sure they designed encounters with this in mind. We'll see.
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Post by alanc9 on Feb 21, 2017 2:19:02 GMT
ME3 had charged weapons, like the Arc Pistol. What's the difference?
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Post by Sartoz on Feb 21, 2017 2:19:09 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. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I believe it's called real money micro$transactions. EA is constantly beaming about extra online revenues in their quarterly reports. The idea is to deliberately make things easier by bypassing the grind and buy the gear/consumables directly.
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Post by sjsharp2010 on Feb 21, 2017 2:23:39 GMT
ME3 had charged weapons, like the Arc Pistol. What's the difference? Exactly ME3 had charged weapons the only difeerence is they've expanded it to powers this time that's all. Also from what I remember a lot of the heavy ammo typ eweapons like the cain and the black hole gun needed charging as wel befoer they fired and that was in ME2 and it worked fine there as well.
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Post by Sartoz on Feb 21, 2017 2:25:18 GMT
The lack of pause wouldn't be so bad if the combat itself didn't seem so rushed and frenetic. It looks like it will be much more difficult to keep track of what's going on than ME3, so the lack of pause makes it even harder. To be honest, just the ability to move the camera around when you bring the weapon wheel up would help immensely to see where all the bad guys are, or who's shooting at you, where the nearest cover is to head for etc. etc. It would also allow you to actually see all the cool rag-doll animations etc. frozen in place. I watched the video at 1/4 speed and all the animations etc. looked great but I didn't see a fraction of it at normal speed. If for no other reason the ability to move the camera while paused would let you take in all the cool stuff around you! ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I believe the PC has a FOV slider. Not so for console players.
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Post by Sartoz on Feb 21, 2017 2:28:26 GMT
Singleplayer rpg games aren't going anywhere. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Interesting enough, even BF1 included a SP campaign. Publishers seem to realize that straight shooters don't cut it anymore.
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Post by malanek on Feb 21, 2017 2:36:29 GMT
ME3 had charged weapons, like the Arc Pistol. What's the difference? Without knowing which of my posts you were actually quoting... good question. I already asked it. How do charging weapons actually work with the pause? I suspect they don't.
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Post by forthewynne on Feb 21, 2017 2:44:38 GMT
I kinda feel bad for players that are going to have to set it to easy to just get through combat, because they just don't have those kind of natural gaming reflexes and quick decision making skills that other gamers have. Those kinds of players were accommodated in the previous trilogy. They could play on a hard difficulty setting, succeed, and feel good about that. It's not that they didn't have gaming skills. They just didn't have the same ones TPS veterans might have and found success via a different more strategical route.
And make no mistake those people make up a good portion of the gamers/fans ME was originally marketed to and helped make it what it is today with their support and enthusiasm.
Really can't agree with the "git gud" crowd here even though I personally can play fine on Insanity without pausing in ME2/ME3. Definitely sympathize with the people that may be getting left behind with this new direction.
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Post by alanc9 on Feb 21, 2017 3:06:59 GMT
ME3 had charged weapons, like the Arc Pistol. What's the difference? Without knowing which of my posts you were actually quoting... good question. I already asked it. How do charging weapons actually work with the pause? I suspect they don't. This site's quote function seems to be unreliable on mobile devices. I'm not sure what causes the problem. Anyway, AFAIK you can't pause in the middle of an Arc Pistol charge in ME3. If you can't pause in the middle of an Overload charge in ME:A, so what? Just don't do that.
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