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Post by blaw on Apr 20, 2017 14:51:20 GMT
Well, for me the main story feels like some ripped out the second half of a book. I do kinda like the main story but the problem is that it feels unfinished. We never get to see the conflict between the Archon and the other Kett, which could have been quite interresting and the story never deals with the scourge and the jaardan. Main plot introduces many plot points and questions but Bioware just doen't go anywhere with it. Because DLCs, future games and money. Please believe me that I'm not trying to be rude or antagonistic, just in case my post "reads" that way. I don't get this particular complaint about ME:A. I've seen it from a few sources now, and it just doesn't make sense to me. Many, MANY forms of entertainment set up plot hooks for use later down the line. Having a plot hook for a sequel to latch on to is a GOOD thing, in my opinion. Not every sub-plot needs to be resolved in the "episode" in which it was revealed. Hell, the Reapers were still on their way at the end of ME1! And if you played Arrival as the last bit of ME2, they were STILL on the way! That was a "plot hook" that was left after the first game, mentioned briefly in the second, then fully grabbed onto in ME3. "Cliffhangers" have been a thing since serial novels were popular, TV, comic books...all of these things. I don't understand why it's suddenly a problem in ME:A. Don't worry you weren't rude. I see your point and opinion. Maybe a few words to clarify my point of view: 1.You are totally right that there are unresolved storylines in ME1 and ME2 and I too think it is a good thing if you are going for a trilogy. Casey Hudson and the rest at Bioware always emphasized that the games story spreads over three games. I was always under the impression Andromeda will be a standalone game like DA Origins. 2. There are far too many unresolved plotpoints in MEA (in my opinion). Imagine ME1 wouldn't tell you anything about the protheans, their fight against the reaper and their plan to stop the next invasion. They won't tell you who build the citadel and mass relays. No word that Saren is indoctrinated. This is exactly how I feel about Andromeda and their many plot points. And I don't think Andromedas main story is bad. I kinda liked it. It is just the fact that it feels very unfinished to me.
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Post by Deleted on Apr 20, 2017 15:09:48 GMT
The biggest question I am left with:
It appears that the Remnant were playing god, trying to engineer prefect worlds with created Angara. But someone did not consider it appropriate and unleashed the Scourge, willing to destroy the Angara. Were the Remnant truly benevolent, or was there someone like Shepard in Andromeda Galaxy that defied the will of the logical machine controlled evolution?
The first issue seems similar to the Reapers’ final motivation that did not get a full explanation till the ending of the ME3 really. I am not expecting them to tackle it fast.
On the other hand, I figured that Kett have whatever complex government structure and Archon was a religious splinter and imo it’s all was there so the Kett Boss # Next is available for the new game. I treat kett similar to Darkspawn in DA games, they really very important for a bit, then don’t really matter that much. Just a convenient mob to come and go.
The theme that the Initiative was betrayed, that’s the one I wanted a clearer answer for in the end of the game, but it feels like it is what the DLC will be about, at least to me.
I really liked the ending though, way cooler than pretty much every game in DA?ME franchise, though maybe ME3 one is better at integrating the player choices (ducks)
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Post by VanSinn on Apr 20, 2017 15:11:08 GMT
Please believe me that I'm not trying to be rude or antagonistic, just in case my post "reads" that way. I don't get this particular complaint about ME:A. I've seen it from a few sources now, and it just doesn't make sense to me. Many, MANY forms of entertainment set up plot hooks for use later down the line. Having a plot hook for a sequel to latch on to is a GOOD thing, in my opinion. Not every sub-plot needs to be resolved in the "episode" in which it was revealed. Hell, the Reapers were still on their way at the end of ME1! And if you played Arrival as the last bit of ME2, they were STILL on the way! That was a "plot hook" that was left after the first game, mentioned briefly in the second, then fully grabbed onto in ME3. "Cliffhangers" have been a thing since serial novels were popular, TV, comic books...all of these things. I don't understand why it's suddenly a problem in ME:A. Don't worry you weren't rude. I see your point and opinion. Maybe a few words to clarify my point of view: 1.You are totally right that there are unresolved storylines in ME1 and ME2 and I too think it is a good thing if you are going for a trilogy. Casey Hudson and the rest at Bioware always emphasized that the games story spreads over three games. I was always under the impression Andromeda will be a standalone game like DA Origins. 2. There are far too many unresolved plotpoints in MEA (in my opinion). Imagine ME1 wouldn't tell you anything about the protheans, their fight against the reaper and their plan to stop the next invasion. They won't tell you who build the citadel and mass relays. No word that Saren is indoctrinated. This is exactly how I feel about Andromeda and their many plot points. And I don't think Andromedas main story is bad. I kinda liked it. It is just the fact that it feels very unfinished to me. I think the main thing is that Bioware kinda learned from the issues the Trilogy had in regards to consistency. Leaving these plot issues more vague leaves room for them to be expanded on in a sequel, without locking them into any particular path. Granted, this could come to bite them in the ass if they let it drop like the dark energy sub-plot from ME2, but I get the feeling that Andromeda was trying to kinda "play it safe" a bit, since the OT had its fair share of inconsistencies and unfired Chekov's guns. They gave enough info on the main players to get us through this initial outing in Andromeda, and left enough on the table for any future installments. I know they downplayed the idea of this being a trilogy (almost outright denied it at one point, iirc) but I think in the back of their minds it was a "Let's do this, see if it goes over well, and we'll continue it if it does, but let's not outright say this is gonna be a trilogy to get anyone's expectations too high." I could well be wrong, but quite a bit of what I saw in Andromeda's main story pointed heavily towards continuing the story.
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blaw
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Post by blaw on Apr 20, 2017 15:28:28 GMT
Don't worry you weren't rude. I see your point and opinion. Maybe a few words to clarify my point of view: 1.You are totally right that there are unresolved storylines in ME1 and ME2 and I too think it is a good thing if you are going for a trilogy. Casey Hudson and the rest at Bioware always emphasized that the games story spreads over three games. I was always under the impression Andromeda will be a standalone game like DA Origins. 2. There are far too many unresolved plotpoints in MEA (in my opinion). Imagine ME1 wouldn't tell you anything about the protheans, their fight against the reaper and their plan to stop the next invasion. They won't tell you who build the citadel and mass relays. No word that Saren is indoctrinated. This is exactly how I feel about Andromeda and their many plot points. And I don't think Andromedas main story is bad. I kinda liked it. It is just the fact that it feels very unfinished to me. I think the main thing is that Bioware kinda learned from the issues the Trilogy had in regards to consistency. Leaving these plot issues more vague leaves room for them to be expanded on in a sequel, without locking them into any particular path. Granted, this could come to bite them in the ass if they let it drop like the dark energy sub-plot from ME2, but I get the feeling that Andromeda was trying to kinda "play it safe" a bit, since the OT had its fair share of inconsistencies and unfired Chekov's guns. They gave enough info on the main players to get us through this initial outing in Andromeda, and left enough on the table for any future installments. I know they downplayed the idea of this being a trilogy (almost outright denied it at one point, iirc) but I think in the back of their minds it was a "Let's do this, see if it goes over well, and we'll continue it if it does, but let's not outright say this is gonna be a trilogy to get anyone's expectations too high." I could well be wrong, but quite a bit of what I saw in Andromeda's main story pointed heavily towards continuing the story. Yes, I think they learned that lesson to and I get the strong feeling they know where to go next and what the answers to the most important questions are. I suspect Chris Schlerf gave them a complete story and lore and then Bioware decided to cut many things for future installments. But even if they told us that MEA would be a triology I think I would still complain about the unresolved story lines. Even ME1 and ME2 felt more complete to me.
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Post by VanSinn on Apr 20, 2017 15:42:49 GMT
I think the main thing is that Bioware kinda learned from the issues the Trilogy had in regards to consistency. Leaving these plot issues more vague leaves room for them to be expanded on in a sequel, without locking them into any particular path. Granted, this could come to bite them in the ass if they let it drop like the dark energy sub-plot from ME2, but I get the feeling that Andromeda was trying to kinda "play it safe" a bit, since the OT had its fair share of inconsistencies and unfired Chekov's guns. They gave enough info on the main players to get us through this initial outing in Andromeda, and left enough on the table for any future installments. I know they downplayed the idea of this being a trilogy (almost outright denied it at one point, iirc) but I think in the back of their minds it was a "Let's do this, see if it goes over well, and we'll continue it if it does, but let's not outright say this is gonna be a trilogy to get anyone's expectations too high." I could well be wrong, but quite a bit of what I saw in Andromeda's main story pointed heavily towards continuing the story. Yes, I think they learned that lesson to and I get the strong feeling they know where to go next and what the answers to the most important questions are. I suspect Chris Schlerf gave them a complete story and lore and then Bioware decided to cut many things for future installments. But even if they told us that MEA would be a triology I think I would still complain about the unresolved story lines. Even ME1 and ME2 felt more complete to me. Well, I understand your position a bit better, even if I may not share the same opinion. Friendly "agree to disagree?"
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Post by blaw on Apr 20, 2017 15:53:31 GMT
Yes, I think they learned that lesson to and I get the strong feeling they know where to go next and what the answers to the most important questions are. I suspect Chris Schlerf gave them a complete story and lore and then Bioware decided to cut many things for future installments. But even if they told us that MEA would be a triology I think I would still complain about the unresolved story lines. Even ME1 and ME2 felt more complete to me. Well, I understand your position a bit better, even if I may not share the same opinion. Friendly "agree to disagree?" Doen't it go against the forum rules to be friendly to each other when we disagree. Yeah, I can understand your opinion as well. I think it is just a matter of personal preference if something is too unresolved or not.
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Post by VanSinn on Apr 20, 2017 16:09:08 GMT
Well, I understand your position a bit better, even if I may not share the same opinion. Friendly "agree to disagree?" Doen't it go against the forum rules to be friendly to each other when we disagree. Yeah, I can understand your opinion as well. I think it is just a matter of personal preference if something is too unresolved or not.
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Post by Deleted on Apr 20, 2017 18:08:15 GMT
I have no problem following the main story of this game. That is finding a new home for the Initiative. Of course the kett are there and it is clear that coexistence isn't an option. Eventually the needs of the Initiative come at a collision course with the Archon. At that point I let the main story shift focus. I much prefer not to be spoon-fed the story so less hand-holding works fine for me. I could do with even less hand-holding at times. What do you mean "even less"? SAM constantly reminds you that you can mine, that the temperature has dropped or risen, that you can scan stuff to advance a quest, that maybe there's a button around to interact with etc etc.. I don't think I've had as much hand-holding in any other Bioware game to date. It's a huge annoyance. I think there are multiple levels of hand-holding a game can do. SAM is very guilty of it at a micro-level, but the game gives you a lot of freedom at a higher level. In my first playthrough, I never finished Kadara. I was eager to get to Meridian, so I finished that plotline, and did not complete a lot of the other content. Also - I placed an outpost on Eladaan before I even went to Kadara, but this time I went to Kadara before Eladaan. Right now, I have a couple of LMs in the journal plus more content on every planet, plus more stuff to do at the Nexus, and I haven't yet gone to track down the Archon's ship. Contrast that with something like ME2, where you're given a few dossiers to recruit people, and once you've done that, you're assigned a few more. Recruits ask personal favors at certain intervals (LMs), and TIM interjects with some missions you must do right now to move the collector plot along. Most of ME2 is done per a specific schedule - if not measured by specific quest completion, then by number of quests completed. ME3 uses a similar formula - you're assigned Priorities, and given additional N7 (and other) missions that are optional. Along with planet scanning and retrieving stuff, some of the side content will become unavailable if you don't complete it by a certain story beat. Ryder has quite a few different types of tasks open at any given time, and they relate to different storylines within the overall narrative. I like the role-playing freedom inherent in that, as it allows Ryder to set priorities.
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Post by Deleted on Apr 20, 2017 19:31:17 GMT
I actually slice it a little thinner than that, and consider 3 primary plotlines: - The colonization effort - making planets habitable and securing outposts. Working the rem tech is pretty cool. ---- Sort of a sub-plot here is strengthening the Nexus. We have missing arks to find, stolen property to retrieve, and exiles to deal with. - Dealing with the angara - there's quite a lot of content here. I really appreciate the whole diplomatic process and their factional strife. We started MET with those relationships already formed, the various species and their history were mostly codex entries (some walking, some stationery). - The kett/Archon. I vastly prefer this approach over being spoon-fed a branching narrative one chapter at a time. I get to be a much more active participant in creating my character's story. I'm about 1/3 of the way through my second run, and it is very different from the first. Does it help if you consider the Pathfinder's primary objective as establishing a new home in Andromeda, and all of those other activities, plots, sub-plots contribute to that goal? It's not a game breaker for me, by any means, since both arcs (I consider the angaran story part of the colonization arc, but I can see why you separate it) are well done, and I enjoyed both. But it's a thing that bugs me on some level, and it's one of the main reasons I think ME:A was more poorly received than I believe it deserved. A tighter, more connected critical path could have alleviated some of the criticisms, and since on some level I agree with this one, it bothers me that I agree with people who think this game is shit, even a little. Understood - and I don't disagree, but I have this tendency to view RPGs as toys, or toolsets I can use to create my own narrative. Obviously, we're at a point where most of them have pre-planned narratives to deliver, but I still enjoy having a lot of freedom to create my own. Let's see if I can do a little better job of explaining. DAO - Your character was recruited to become a grey warden and stop the blight. There were some sidequests (in hubs and on bboards), but the warden had a prime directive and major questlines to support that goal. DAI - Your character was made the inquisitor because s/he had the ability to close rifts. Healing the rifts in the sky plus the mage/templar rift, stopping those responsible, bringing a degree of security to the people of the land were the inquisitor's objectives. ME1 - Stop Saren, the geth, defeat Sovereign. ME2 - Stop the collectors. ME3 - Defeat the reapers. In all of those cases, much of the game's content feeds and supports those objectives. DA2 - Um... uh... lessee... Yeah, I had a lot of trouble with that game. I played hour after hour, trying to figure out whether Hawke had any real goals in life. It started out with basic survival, then pursuing the deep roads expedition to accrue enough wealth to move out of Gamlen's, but that was wrapped up by the end of Act 1. Then what? Well, a conversation with Varric, I chose the take care of family option - then oops. Mom bit it. I was challenged to figure out why Hawke would stay in Kirkwall once the HoF had defeated the darkspawn, and losing the family made it harder. As near as I can tell, DA2 presents 3 plots: Acquiring the mansion, dealing with the qunari, and the fall of the Chantry's control of the Circles of Magi. The only thing that ties them together is that they all happen in Kirkwall with Hawke present. It's really more "A Decade in Kirkwall" than it is a story about Hawke. And yeah, I do understand that a lot of people really enjoy DA2. I can certainly appreciate a lot of the content it offers, but playing a character who only reacts to what other actors are doing instead of setting and working toward goals of her own isn't my cuppa. I don't know whether you've ever played Skyrim, but I'll offer a few examples here, too. I played a 153-year-old Bosmer who really just wanted to establish a home and family and create financial security by mastering crafting skills - which she did. She was concerned about the problems with vampires, so she joined the Dawnguard and completed those questlines, too. I played a young Orsimer who felt that she had a lot to prove, and set out to become Thane of every reach. I've actually never engaged any of the civil war plotlines, as the characters I've played thus far don't much care who wins - but I still plan to do that at some point, probably from both sides. The point is that each of these characters had their own internal motivations that determined which of the available content they would engage. A friend of mine who is quite a talented writer has written some very detailed journals for some of her characters in Bethesda games. All that said, I can agree that BioWare could have done more to tie some of the storylines together - but I do think they work as is if your Ryder regards all of them as being part of the overall objective to establish a home in Andromeda. If you think about it, recruiting the mages, elves, dwarves, and Arl Eamon's support were separate storylines in DAO, and they all tied into the warden's goal of defeating the darkspawn. As always, YMMV.
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Post by VanSinn on Apr 20, 2017 20:37:11 GMT
It's not a game breaker for me, by any means, since both arcs (I consider the angaran story part of the colonization arc, but I can see why you separate it) are well done, and I enjoyed both. But it's a thing that bugs me on some level, and it's one of the main reasons I think ME:A was more poorly received than I believe it deserved. A tighter, more connected critical path could have alleviated some of the criticisms, and since on some level I agree with this one, it bothers me that I agree with people who think this game is shit, even a little. Understood - and I don't disagree, but I have this tendency to view RPGs as toys, or toolsets I can use to create my own narrative. Obviously, we're at a point where most of them have pre-planned narratives to deliver, but I still enjoy having a lot of freedom to create my own. Let's see if I can do a little better job of explaining. DAO - Your character was recruited to become a grey warden and stop the blight. There were some sidequests (in hubs and on bboards), but the warden had a prime directive and major questlines to support that goal. DAI - Your character was made the inquisitor because s/he had the ability to close rifts. Healing the rifts in the sky plus the mage/templar rift, stopping those responsible, bringing a degree of security to the people of the land were the inquisitor's objectives. ME1 - Stop Saren, the geth, defeat Sovereign. ME2 - Stop the collectors. ME3 - Defeat the reapers. In all of those cases, much of the game's content feeds and supports those objectives. DA2 - Um... uh... lessee... Yeah, I had a lot of trouble with that game. I played hour after hour, trying to figure out whether Hawke had any real goals in life. It started out with basic survival, then pursuing the deep roads expedition to accrue enough wealth to move out of Gamlen's, but that was wrapped up by the end of Act 1. Then what? Well, a conversation with Varric, I chose the take care of family option - then oops. Mom bit it. I was challenged to figure out why Hawke would stay in Kirkwall once the HoF had defeated the darkspawn, and losing the family made it harder. As near as I can tell, DA2 presents 3 plots: Acquiring the mansion, dealing with the qunari, and the fall of the Chantry's control of the Circles of Magi. The only thing that ties them together is that they all happen in Kirkwall with Hawke present. It's really more "A Decade in Kirkwall" than it is a story about Hawke. And yeah, I do understand that a lot of people really enjoy DA2. I can certainly appreciate a lot of the content it offers, but playing a character who only reacts to what other actors are doing instead of setting and working toward goals of her own isn't my cuppa. I don't know whether you've ever played Skyrim, but I'll offer a few examples here, too. I played a 153-year-old Bosmer who really just wanted to establish a home and family and create financial security by mastering crafting skills - which she did. She was concerned about the problems with vampires, so she joined the Dawnguard and completed those questlines, too. I played a young Orsimer who felt that she had a lot to prove, and set out to become Thane of every reach. I've actually never engaged any of the civil war plotlines, as the characters I've played thus far don't much care who wins - but I still plan to do that at some point, probably from both sides. The point is that each of these characters had their own internal motivations that determined which of the available content they would engage. A friend of mine who is quite a talented writer has written some very detailed journals for some of her characters in Bethesda games. All that said, I can agree that BioWare could have done more to tie some of the storylines together - but I do think they work as is if your Ryder regards all of them as being part of the overall objective to establish a home in Andromeda. If you think about it, recruiting the mages, elves, dwarves, and Arl Eamon's support were separate storylines in DAO, and they all tied into the warden's goal of defeating the darkspawn. As always, YMMV. I get where you're coming from. And in Bethesda games, I do tend to give my characters their own motivations. That can be quite enjoyable, and there are times I relish that level of freedom in that kind of game. The main plots of those games, though, have widely been criticized for being too shallow. I don't particularly care in Bethesda games, because that's what they do. Give us a relatively basic framework to play off of, and in most cases we can choose to ignore the critical path and strike off on our own. Bioware games, however, have, almost without exception, been the games that I went to when I wanted a tighter, more focused story. Forging relationships with your crew and other characters within a narrower, but more fleshed out, and more consistent plotline. Sometimes those plotlines haven't been all that great, (DA2, ME2/ME3, DA:I to some extent) but they've generally been serviceable, and the characters along the way make the experience worthwhile. ME:A still has some of the elements of that, but it's just disjointed enough that the Bethesda "style" of storytelling is just a bit too present. That's not what I look for in Bioware games, while it's exactly what I look for in Bethesda games, if that makes sense. I like both, but when I want coffee, I don't brew tea. When I want steak, I don't grill up chicken. That's kinda why I'd prefer the main plot in ME:A or any upcoming sequels to be just a bit more towards the storytelling style of older Bioware games, and less like Bethesda games. YMMV, but that's where I stand and why.
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Post by Conquer Your Dreams on Apr 20, 2017 20:47:51 GMT
Hehehe i agree with some people in here, when MEA main story is finished you don't really feel you have accomplished anything in here. Way too many unresolved plotpoints. It's like you stopped playing before the big finale.
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Post by clips7 on Apr 21, 2017 5:43:56 GMT
Ugh...I hate asking questions, but here it goes. I'am currently on Veoild? (spel)....My question is I'am really trying to do all or most of the side missions without running into Cora's or Peebee's,...but unfortunately on the way to doing another side quest, I ran into Peebees without really talking to her about it...I solved the glymph puzzle related to her quest, at least i think i did (Ryder said something about, ok lets do this for Peebee or something along those lines) but that is where i saved it....so if i finish say Cora's loyalty mission or Peebees, will that do anything in regards to the side missions?, because again i really am trying to complete side missions first before doing main story missions. Loyalty missions are side missions, so you should be fine. A decision in Cora's LM potentially affects the main plot in a minor way, but it doesn't matter if you do it now or just before the final mission. One thing to remember though: LMs are often staged, so if you start them too late, you may not be able to finish them before finishing the main plot. I recommend doing them as early as possible, they're spread out enough between the companions and the quest stages that it doesn't feel as if you had done too much important stuff early. Also apart from Cora's they're... ...completely irrelevant to the main plot, they don't have the impact they had in ME2. Ahhhh....thanks. I was worried about doing these missions as i thought they were related to the main story. Good to hear that they are not and i will get started on finishing some of them....
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Mar 22, 2017 15:16:16 GMT
March 2017
sincro
Mass Effect Trilogy, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by sincro on Apr 21, 2017 19:26:11 GMT
I'm not sure what the standards for necroing a thread are, but I had thoughts on this topic, and I didn't want to make a whole new thread on a topic that looks mostly closed. Caution, lots of text coming up, although I did try to put it in readable paragraphs.
I personally didn't mind the dual-main plot idea of both making colonies, and thwarting the Archon's plan for the cluster.
However, I think there could have been some definite improvements along the way, and here's a few of the ideas I have had (many of which others have mentioned) on how I would have changed tings up, had it been my decision.
The Archon half, in my mind is like a slow-burn type of deal with the Kett aware of a new set of races, at first, and just using them to continue their whole incorporate races via exaltation thing to start with. Then vaults start getting activated, and they start to realize, hey, these new people are undoing a lot of our work, and oh, hey, they also have figured out something we have struggled with for decades, which then turns into the WTF we have to get to Meridian - our side to secure viability across the cluster, their side to use it to wipe out the new threat before it can really take root. I would have saved the reveal of Meridian's existance until the third vault activation.
Then, and here is where I make major structural changes, I would start by chopping off about half of the current non-plot-related quests and tasks. Any non-plot quest and task that remained would be modified (if necessary) to ensure quest markers point you where you need to go.
To make up for that loss of content, the colonization aspect of the main plot would be significantly altered. For starters, I would add 3 new explorable planets, and then make it so your goal is to plant 4 colonies, one for each of the Ark races. The Krogan colony doesn't need planted, they have done that, and your goal there is to either bring them into the fold, or let them go their own way. You could *almost* make the same case for Kadara, but I would rather leave that as a melting pot trading port/hub, then change it to a colony.
And since I know the vaults make the planets viable is a thing in this game, leave it as it is, but once the vault has been activated, the planets actually need to be viable! I'm looking at you, Voeld. -31 Celsius is not viable. Viable means a climate appropriate to the race that will be living there, and the ability to actually produce their own food. I'm adding 2 planets so you can have some planets belong to the Angara and be places to help them deal with the Kett as well as help them by activating vaults on their worlds, to show them that the Initiative is not just interested in activating Vaults for our own gain. The Angara can have Voeld and Havarl. Aya is the Angaran capital, and rightfully we keep our noses out of it except by invite. The Krogan can have Elaadan. Kadara stays as a multi-national wretched hive of scum and villany port/trading hub. We need a world appropriate to each race. With the changes I have made, those options become Eos plus the 3 added worlds.
The initial 'plant a colony here' beacon would serve the exact same purpose, but the initial colony would be smaller then how they currently appear. The science vs military shenanigan would be scrapped, each colony needs both, given the threat faced. Additional quests would flesh out that initial colony, adding modules, science outposts away from the main section, forward military outposts, etc, with the end goal (beyond the scope of a single game) to make those colonies the capital for each race's new home world in Heleus. Obviously, the quests to find the missing arks would need to be brought forward in the game so the other races were present and needing their own worlds. Now the other pathfinders become something more then throwaways, and you work with each one on their planet to deal with the Kett, treat with the Angara, and handle dissidents brought about by Nexus stupidity.
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Link"Guess"ski
3,882
August 2016
linkenski
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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asblinkenski
Linkenski
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Post by Link"Guess"ski on Apr 21, 2017 19:59:23 GMT
It feels like to me that BioWare Montreal made a really thin and shallow main plot and then developed its levels and moments and that overall amounted to a very short, very shallow game that didn't playtest well.. then they hauled in the other studios to make the open-world components and threw in some nonchalant dialogue references to those things in the final battle and that's it.
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griffith82
Hope for the best, plan for the worst
4,259
Mar 15, 2017 21:36:52 GMT
March 2017
griffith82
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Post by griffith82 on Apr 21, 2017 20:24:00 GMT
Doen't it go against the forum rules to be friendly to each other when we disagree. Yeah, I can understand your opinion as well. I think it is just a matter of personal preference if something is too unresolved or not. Why'd you do that? Now this is stuck in my head.
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Deleted Member
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Deleted
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guest@proboards.com
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Nov 29, 2024 12:51:33 GMT
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Nov 29, 2024 12:51:33 GMT
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Post by Deleted on Apr 21, 2017 20:33:28 GMT
To make up for that loss of content, the colonization aspect of the main plot would be significantly altered. For starters, I would add 3 new explorable planets, and then make it so your goal is to plant 4 colonies, one for each of the Ark races. The Krogan colony doesn't need planted, they have done that, and your goal there is to either bring them into the fold, or let them go their own way. You could *almost* make the same case for Kadara, but I would rather leave that as a melting pot trading port/hub, then change it to a colony. I like the idea of planting species-specific colonies, but I think that ought to be done by the other species' Pathfinders, not Ryder. One sub-plot that had also occurred to me is the different species arguing about who gets what world. If any species feel that they got shorted in those negotiations, there's a whole new reason for inter-species conflict in Andromeda. I noticed that Voeld is used to mine ice to ship to drier locations that need more water. I thought that was an interesting take, and these worlds aren't supposed to be golden. That they aren't entirely self-sufficient adds tension, and is not an altogether bad thing, imho. I'd like to have seen growth over time, as you suggested. I think the science vs military stuff was really just a role-playing opportunity, since Ryder seemed to have made some sort of statement with that choice.
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suikoden
1,692
March 2017
suikoden
Mass Effect Trilogy, Dragon Age: Origins, Baldur's Gate
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Post by suikoden on Apr 21, 2017 20:38:20 GMT
What do you think? At what moment/time the Bioware officals noticed, that the game need a main story?
For me it looks like someone has created the main story of the game in the last days before the release of the game.
That is for me the only explarnation why the plot has so many holes and look so unfinished like someone thought about it only one time and not again and again and that could be better, and that.... They chose to focus on loyalty missions, banter and the open world. The main plot took a backseat to that - just like Mac intended.
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