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Post by smilesja on Apr 21, 2017 23:25:06 GMT
I don't think anyone denying that those are problems. The issue is whether they prohibit ME: A from being a good game or a bad one.
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Post by decafhigh on Apr 21, 2017 23:25:23 GMT
Most of them aren't things to agree or disagree with, they just are. Whether one thinks all these issues make a game good or bad is of course up to that individual's opinion. But denying any of the issues actually exist is just people arguing for the sake of arguing. Just keep telling yourself that. Repeat it over and over. LOL I always like your gif's, you find some really good ones. You are without a doubt though the biggest troll on this site outside of maybe Dutch.
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Post by Iakus on Apr 21, 2017 23:25:53 GMT
I wouldn't even say untapped. But dormant. The first two Baldur's Gate games were semi-open world, and they were games that put Bioware on the map. They just have to strengthen muscles they haven't flexed much in the last decade. And learn how not to trap players in a constantly respawning bear conga line... Yet they did that...can we honestly call Dragon Age: Inquisition an open world? As I said, learn how not to trap players in a constantly respawning bear conga line DAI was not, strictly speaking "open world" It had a number of absolutely ginormous zones (like MEA, for that matter) so I guess the difference is academic. At any rate, DAI was very hit and miss on the matter. Some zones it worked very well. In others it was a slog which really didn't feel worth the effort. Given I thought Frostback basin worked better than most of the vanilla zones does show Bioware CAN learn form their mistakes, if they put their minds to it though.
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Post by R'Shara on Apr 21, 2017 23:26:56 GMT
That makes about as much sense as when you accused me of having a self-defeating statement.
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Post by R'Shara on Apr 21, 2017 23:27:55 GMT
I don't think anyone denying that those are problems. The issue is whether they prohibit ME: A from being a good game or a bad one. Actually, at least two people right here are currently doing so.
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Post by alanc9 on Apr 21, 2017 23:28:07 GMT
You don't have to experience or agree with them for them to be actual problems. So what makes something an "actual problem"? (Besides R'Shara disliking it, of course.) Have you got a principled standard for us?
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Post by R'Shara on Apr 21, 2017 23:31:11 GMT
You don't have to experience or agree with them for them to be actual problems. So what makes something an "actual problem"? (Besides R'Shara disliking it, of course.) Have you got a principled standard for us? To pick one at random: Are the facial animations mediocre to bad with some stupid glitches, even when compared to ME1, 2, and 3, which had some awesome glitches? Objective, Yes. Do you care about them? Do they affect your enjoyment of the game? Subjective, Yes, No or Somewhat.
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Post by Fen'Harel Faceman on Apr 21, 2017 23:31:31 GMT
Just keep telling yourself that. Repeat it over and over. LOL I always like your gif's, you find some really good ones. You are without a doubt though the biggest troll on this site outside of maybe Dutch. Nah, I just stop taking people seriously when they get crazy in what they say. The self-important and undeservedly decisive declarations in this thread are hilarious.
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Post by R'Shara on Apr 21, 2017 23:34:37 GMT
Please state what "crazy" things I have said?
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Post by linksocarina on Apr 21, 2017 23:36:05 GMT
Yet they did that...can we honestly call Dragon Age: Inquisition an open world? As I said, learn how not to trap players in a constantly respawning bear conga line DAI was not, strictly speaking "open world" It had a number of absolutely ginormous zones (like MEA, for that matter) so I guess the difference is academic. At any rate, DAI was very hit and miss on the matter. Some zones it worked very well. In others it was a slog which really didn't feel worth the effort. Given I thought Frostback basin worked better than most of the vanilla zones does show Bioware CAN learn form their mistakes, if they put their minds to it though. That is par for the course with BioWare since Baldur's Gate though. The difference is size being a major point of contention now. I think what they did with Frostback Basin worked because it had a lot more thought out content. If all the zones had that it would be a bit stronger overall in the presentation of the "world zones"
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Post by smilesja on Apr 21, 2017 23:36:52 GMT
I don't think anyone denying that those are problems. The issue is whether they prohibit ME: A from being a good game or a bad one. Actually, at least two people right here are currently doing so. Really? Who are they? And what specifically have they said that makes you think they are in denial?
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Post by Iakus on Apr 21, 2017 23:39:41 GMT
As I said, learn how not to trap players in a constantly respawning bear conga line DAI was not, strictly speaking "open world" It had a number of absolutely ginormous zones (like MEA, for that matter) so I guess the difference is academic. At any rate, DAI was very hit and miss on the matter. Some zones it worked very well. In others it was a slog which really didn't feel worth the effort. Given I thought Frostback basin worked better than most of the vanilla zones does show Bioware CAN learn form their mistakes, if they put their minds to it though. That is par for the course with BioWare since Baldur's Gate though. The difference is size being a major point of contention now. I think what they did with Frostback Basin worked because it had a lot more thought out content. If all the zones had that it would be a bit stronger overall in the presentation of the "world zones" FWIW, I agree, the major issue is, or should be, how well thought-out the content is, rather than just the size of the zone. Though respawn times should also not be forgotten...
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Post by Fen'Harel Faceman on Apr 21, 2017 23:40:05 GMT
Please state what "crazy" things I have said? That's already been covered by others quite effectively and you really haven't been listening.
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Post by R'Shara on Apr 22, 2017 0:01:20 GMT
Uh huh. Please, feel free to quote me on whatever crazy you think you've seen me post.
My point all along has been that ME:A is a fun game, sure. There are some compelling storylines that I would be interested to see pan out. The combat is pretty fun. The scenery is great. But it underwhelms me (and a lot of other people). There are a large number of objective issues that the game has. Whether those issue affect you, or certain other people is up to you and your opinion, which you are welcome to.
That doesn't change the fact that they are issues, and that a lot of people are being affected by them in a negative way.
Don't care that every asari looks like Lexi? Good for you. I didn't care either at first, and thought the issue was exaggerated. Then I rescued the asari ark and the clone army stormed the gates. Yikes. Now I can't unsee it.
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Post by Rochrok on Apr 22, 2017 0:01:34 GMT
I haven't read every post but here is my 2 cents.
I gave MEA a 6/10 because I don't think it is a bad game but it has a lot of hard to ignore problems. Animation and character designs aside. The narrative is just plain terrible, the companions are just decent, it takes no risks, villains are sleep inducing, and it tries too hard to be all three games in one without knowing what made each game great.
It's just a safe, boring, generic story with a safe, boring, generic dialogue system.
The game is also very annoying to play even while you're doing something you're interested in. The original travel animations from planet to planet drained the excitement from what could have been exciting stories. Bioware also don't consider player agency in their open world game. What I loved about TW3 (yeah yeah) is that the world felt more alive because I could encounter random stuff on my own without the game holding my hand and guiding me to it. If I stumble across a monster at the well of an abandoned village. I can investigate the well, the village, and so on and figure out what happened and take care of the problem on my own, then head to the notice board in town to see if anyone posted about the monster. There was a bit of freedom in how I can solve an issue. Because I've played TW3 so many times, I can skip certain chains in a quest and go directly to the places I need to go to press forward.
MEA is rigid in that I must stay within the chain to complete a quest and in some cases where I can break it a bit, the game doesn't acknowledge it. Like on Eos, I can take out the large Kett facility, and then while I'm in the area some guy contacts me and tells me he wants to see me or something, I go and he talks about how I need to take out small Kett bases because I'm not ready to hit the big one yet. There is no option to say "Not only am I ready but I did it already, bye."
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Post by R'Shara on Apr 22, 2017 0:10:56 GMT
Actually, at least two people right here are currently doing so. Really? Who are they? And what specifically have they said that makes you think they are in denial? Also the gif guy.
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Post by smilesja on Apr 22, 2017 0:15:10 GMT
Really? Who are they? And what specifically have they said that makes you think they are in denial? Also the gif guy. But he said that he only agreed a few of your points. I don't see denial.
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Post by smilesja on Apr 22, 2017 0:17:19 GMT
I haven't read every post but here is my 2 cents. I gave MEA a 6/10 because I don't think it is a bad game but it has a lot of hard to ignore problems. Animation and character designs aside. The narrative is just plain terrible, the companions are just decent, it takes no risks, villains are sleep inducing, and it tries too hard to be all three games in one without knowing what made each game great. It's just a safe, boring, generic story with a safe, boring, generic dialogue system. The game is also very annoying to play even while you're doing something you're interested in. The original travel animations from planet to planet drained the excitement from what could have been exciting stories. Bioware also don't consider player agency in their open world game. What I loved about TW3 (yeah yeah) is that the world felt more alive because I could encounter random stuff on my own without the game holding my hand and guiding me to it. If I stumble across a monster at the well of an abandoned village. I can investigate the well, the village, and so on and figure out what happened and take care of the problem on my own, then head to the notice board in town to see if anyone posted about the monster. There was a bit of freedom in how I can solve an issue. Because I've played TW3 so many times, I can skip certain chains in a quest and go directly to the places I need to go to press forward. MEA is rigid in that I must stay within the chain to complete a quest and in some cases where I can break it a bit, the game doesn't acknowledge it. Like on Eos, I can take out the large Kett facility, and then while I'm in the area some guy contacts me and tells me he wants to see me or something, I go and he talks about how I need to take out small Kett bases because I'm not ready to hit the big one yet. There is no option to say "Not only am I ready but I did it already, bye." It's funny, I feel a lot more freedom in ME: A then in ME: 2 and to some extent ME: 1. It didn't really feel rigid as some of those planets are optional to completing the main quest.
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Post by smilesja on Apr 22, 2017 0:19:46 GMT
Uh huh. Please, feel free to quote me on whatever crazy you think you've seen me post. My point all along has been that ME:A is a fun game, sure. There are some compelling storylines that I would be interested to see pan out. The combat is pretty fun. The scenery is great. But it underwhelms me ( and a lot of other people). There are a large number of objective issues that the game has. Whether those issue affect you, or certain other people is up to you and your opinion, which you are welcome to. That doesn't change the fact that they are issues, and that a lot of people are being affected by them in a negative way. Don't care that every asari looks like Lexi? Good for you. I didn't care either at first, and thought the issue was exaggerated. Then I rescued the asari ark and the clone army stormed the gates. Yikes. Now I can't unsee it. Please speak for yourself. Because there's a lot of people who are very happy with the game.
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Post by R'Shara on Apr 22, 2017 0:20:12 GMT
But he said that he only agreed a few of your points. I don't see denial. Doesn't not agreeing something is a problem mean that he doesn't think it's a problem? Did I say everyone? I said "a lot of other people." Unless a lot suddenly means "everyone," then I think I'm still correct. Heck, I didn't even say most.
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Post by smilesja on Apr 22, 2017 0:26:59 GMT
But he said that he only agreed a few of your points. I don't see denial. Doesn't not agreeing something is a problem mean that he doesn't think it's a problem? Did I say everyone? I said "a lot of other people." Unless a lot suddenly means "everyone," then I think I'm still correct. Heck, I didn't even say most. Some of what you stated is subjective like the dialogue. I personally have no problem with it.
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Post by alanc9 on Apr 22, 2017 0:28:36 GMT
So what makes something an "actual problem"? (Besides R'Shara disliking it, of course.) Have you got a principled standard for us? To pick one at random: Are the facial animations mediocre to bad with some stupid glitches, even when compared to ME1, 2, and 3, which had some awesome glitches? Objective, Yes. Do you care about them? Do they affect your enjoyment of the game? Subjective, Yes, No or Somewhat. That's one. What about the other twelve?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by R'Shara on Apr 22, 2017 0:30:22 GMT
Dialogue options are a lot more limited than in previous games. Might not be a problem for you, you might not even notice it, but they are more limited, and there is more automatic dialogue.
A lot of times, Ryder has the option to either be a doormat or a dick. One example that sticks out to me today is Suvi's belief system. You have the choice to "feel the same way" or something like, "You're completely wrong." Wow.
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Post by R'Shara on Apr 22, 2017 0:31:44 GMT
To pick one at random: Are the facial animations mediocre to bad with some stupid glitches, even when compared to ME1, 2, and 3, which had some awesome glitches? Objective, Yes. Do you care about them? Do they affect your enjoyment of the game? Subjective, Yes, No or Somewhat. That's one. What about the other twelve? Look around and you can probably find a thread about every single one of them. But here's another: Asari clone army.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Posts: 133 Likes: 246
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Post by Rochrok on Apr 22, 2017 0:35:45 GMT
I haven't read every post but here is my 2 cents. I gave MEA a 6/10 because I don't think it is a bad game but it has a lot of hard to ignore problems. Animation and character designs aside. The narrative is just plain terrible, the companions are just decent, it takes no risks, villains are sleep inducing, and it tries too hard to be all three games in one without knowing what made each game great. It's just a safe, boring, generic story with a safe, boring, generic dialogue system. The game is also very annoying to play even while you're doing something you're interested in. The original travel animations from planet to planet drained the excitement from what could have been exciting stories. Bioware also don't consider player agency in their open world game. What I loved about TW3 (yeah yeah) is that the world felt more alive because I could encounter random stuff on my own without the game holding my hand and guiding me to it. If I stumble across a monster at the well of an abandoned village. I can investigate the well, the village, and so on and figure out what happened and take care of the problem on my own, then head to the notice board in town to see if anyone posted about the monster. There was a bit of freedom in how I can solve an issue. Because I've played TW3 so many times, I can skip certain chains in a quest and go directly to the places I need to go to press forward. MEA is rigid in that I must stay within the chain to complete a quest and in some cases where I can break it a bit, the game doesn't acknowledge it. Like on Eos, I can take out the large Kett facility, and then while I'm in the area some guy contacts me and tells me he wants to see me or something, I go and he talks about how I need to take out small Kett bases because I'm not ready to hit the big one yet. There is no option to say "Not only am I ready but I did it already, bye." It's funny, I feel a lot more freedom in ME: A then in ME: 2 and to some extent ME: 1. It didn't really feel rigid as some of those planets are optional to completing the main quest. True, but for an open world game MEA was fairly rigid and hand holdy. And the fact that the planets were skippable made everything I did on them worthless because the problems on each of the planets were solved during the final mission. I would actually be okay with that if the game acknowledged this post game. Correct me if I'm wrong. But I heard that even after completing the game, if you skipped any vaults on a planet, you still have to clear the vaults to solve the problem on the planet, and set up an outpost. If this is true, it renders both the final mission and activating the vaults on each planet meaningless. ME OT was rigid but they aren't open world games. The narrative was also stronger and tighter. Edit: I'm not against Bioware creating open world games and I don't think Bioware has to sacrifice good storytelling for open world game play. It's possible to do both, I just don't think they have yet.
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