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Post by stinker666 on May 7, 2017 8:56:26 GMT
It's beyond me how any anyone could ever come up with the idea that putting these into a game would be a good idea. I have not in my entire life met someone who said "yes, these are good and positively add to the gameplay". They actually do the exact opposite. They halt all form of gameplay. Unless you consider beeing abruptly locked in an animation and forced to repeatedly spam a button as gameplay.
The Ascendant is the one exception, his sync kill is predictable and easy to dodge, as it should be. The Fiend is also kinda predictable when he dosen't sneak up behind you or teleports, but still to fast.
It's the same with staggering. It's makes the game more difficult, but in the most annyoing and counterproductive way possible. The last thing an action focused shooter should do is take away the players control. Yet it constantly does it.
I'll never understand why game developers keep thinking pausing the gameplay in these ways is a good idea.
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Post by Papa Franku on May 7, 2017 9:05:56 GMT
This is a such small part of the game play that I wonder why someone would even complain about it. How many times has someone been grappled by an enemy during a play through? 2-4 times maybe, during a 60-80 hour long play through that is so significant small that the interruption and punishment system isn't worth complaining about in my opinion. Then the loading times is more interruptive then the grappling system. It surely adds more depth to the combat play, you think more about keeping your distance from these enemies and I think that's a positive thing.
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Post by stinker666 on May 7, 2017 10:13:08 GMT
This is a such small part of the game play that I wonder why someone would even complain about it. How many times has someone been grappled by an enemy during a play through? 2-4 times maybe, during a 60-80 hour long play through that is so significant small that the interruption and punishment system isn't worth complaining about in my opinion. Then the loading times is more interruptive then the grappling system. It surely adds more depth to the combat play, you think more about keeping your distance from these enemies and I think that's a positive thing. It is NOT a small part. It's an integral part of the game. You haven't played multiplayer right? It's a pure staggering simulator, just like ME3 was. And ME2 singleplayer, as much as I love that game, was pretty mad with stunning the player, too. I agree it's hardly apparent in the campaign, simply because there is not the ammount of enemies. It IS worth complaining about, because it's an integral part of the gameplay and is the main reason why I die in mp. And simply keeping your distance is often not possible on higher difficulties. Enemies sneaking up on you, 2-3 Berserkers spamming flak cannons, getting flanked from 3 angles (when there only are 3). Don't mistake the multiplayer for not important, it's the part of the game where the gameplay actually get's in depth. Singleplayer even on insanity is almost casual compared to Gold.
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Post by kumazan on May 7, 2017 10:21:08 GMT
Eh, in MP you get staggered what, 1/2 times per match? It's far from being one of the most pressing issues. In fact, I don't find it a problem at all. Fiends grabbing you through walls or from 30 meters away is bad though. Really bad. Or the fucking timely lag just when an ascendant is doing their force sphere thing I suffered in the last match I played. Though my favourite is still the CTD I suffered earlier this morning, just for Origin to show up with a "Happy Sunday kumazan" at the top of my start page. Yeah, happy CTDing assholes.
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Post by stinker666 on May 7, 2017 10:22:30 GMT
Eh, in MP you get staggered what, 1/2 times per match? It's far from being one of the most pressing issues. In fact, I don't find it a problem at all. Fiends grabbing you through walls or from 30 meters away is bad though. Really bad. Or the fucking timely lag just when an ascendant is doing their force sphere thing I suffered in the last match I played. Though my favourite is still the CTD I suffered earlier this morning, just for Origin to show up with a "Happy Sunday kumazan" at the top of my start page. Yeah, happy CTDing assholes. 1/2 times per match? Maybe if you're sitting on the edge of the map sniping.
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Post by kumazan on May 7, 2017 10:24:56 GMT
Eh, in MP you get staggered what, 1/2 times per match? It's far from being one of the most pressing issues. In fact, I don't find it a problem at all. Fiends grabbing you through walls or from 30 meters away is bad though. Really bad. Or the fucking timely lag just when an ascendant is doing their force sphere thing I suffered in the last match I played. Though my favourite is still the CTD I suffered earlier this morning, just for Origin to show up with a "Happy Sunday kumazan" at the top of my start page. Yeah, happy CTDing assholes. 1/2 times per match? Maybe if you're sitting on the edge of the map sniping. Nah, I don't snipe, I'm utter crap with SRs other than the Raptor. In fact I'm too melee for my skills.
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Post by SofaJockey on May 7, 2017 11:50:39 GMT
This is a such small part of the game play that I wonder why someone would even complain about it. How many times has someone been grappled by an enemy during a play through? 2-4 times maybe, during a 60-80 hour long play through that is so significant small that the interruption and punishment system isn't worth complaining about in my opinion. Then the loading times is more interruptive then the grappling system. It surely adds more depth to the combat play, you think more about keeping your distance from these enemies and I think that's a positive thing. It is NOT a small part. It's an integral part of the game. You haven't played multiplayer right? It's a pure staggering simulator, just like ME3 was. And ME2 singleplayer, as much as I love that game, was pretty mad with stunning the player, too. I agree it's hardly apparent in the campaign, simply because there is not the ammount of enemies. It IS worth complaining about, because it's an integral part of the gameplay and is the main reason why I die in mp. And simply keeping your distance is often not possible on higher difficulties. Enemies sneaking up on you, 2-3 Berserkers spamming flak cannons, getting flanked from 3 angles (when there only are 3). Don't mistake the multiplayer for not important, it's the part of the game where the gameplay actually get's in depth. Singleplayer even on insanity is almost casual compared to Gold. It's part of the challenge. If it becomes debilitating, you're playing it wrong...
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Post by Deleted on May 7, 2017 12:46:00 GMT
They can be frustrating, at times, but c'mon! They get the blood going! They also make one have a heightened awareness of the environment, so as not to get snatched up. Furthermore, in MP they also promote team work, because it is the bigger, more difficult baddies that are the ones that can sync kill, thus team synergy really goes a long way to dispatch them quickly. Better to be kept on your toes than have game-play become stagnant. Try killing the big shit that can sync kill first, then you won't have to worry about it the entire time.
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Post by themikefest on May 7, 2017 13:04:59 GMT
I like them especially the fiend. Its awesopme Fiend grabs rookie ryder, takes a bite and smashes her/him to the ground like a piece of crap.
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Post by evhgear on May 7, 2017 15:20:41 GMT
I like them especially the fiend. Its awesopme Fiend grabs rookie ryder, takes a bite and smashes her/him to the ground like a piece of crap. At first, I didn't even knew sync-kill was possible in SP because in never happened to me. I discovered that in MP, this video was like the second/third time it happened to me and god that stupid fiend sync-kill is stupid, being grabbed trought the floor/ceilling.
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Post by stinker666 on May 7, 2017 15:55:50 GMT
It is NOT a small part. It's an integral part of the game. You haven't played multiplayer right? It's a pure staggering simulator, just like ME3 was. And ME2 singleplayer, as much as I love that game, was pretty mad with stunning the player, too. I agree it's hardly apparent in the campaign, simply because there is not the ammount of enemies. It IS worth complaining about, because it's an integral part of the gameplay and is the main reason why I die in mp. And simply keeping your distance is often not possible on higher difficulties. Enemies sneaking up on you, 2-3 Berserkers spamming flak cannons, getting flanked from 3 angles (when there only are 3). Don't mistake the multiplayer for not important, it's the part of the game where the gameplay actually get's in depth. Singleplayer even on insanity is almost casual compared to Gold. It's part of the challenge. If it becomes debilitating, you're playing it wrong... Taking away the players control over the character has nothing o do with challanging. it's just annoying. No matter what good of a player you are (I tend to be the top player a lot of the time), when a fucking Breacher comes up behind you while you are busy with 2 Destroyers, a Nullufier and 3 Observers, there is nothing you can do about that. You stumbe out of cover like a drunk retard. At least it's not like ME1 where enemy biotics woud turn you into a god damn ragdoll.
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Post by alanc9 on May 7, 2017 16:05:32 GMT
Enemies doing bad stuff to you is supposed to be annoying, isn't it? I don't see how this is different from being sniped.
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Post by KaiserShep on May 7, 2017 16:21:13 GMT
Because it's fun? The effect is pretty cool, I think. Of course, enemies gotta catch me first (which they can't!).
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Post by plasmasnack on May 7, 2017 18:13:29 GMT
Sync kills are supposed to punish the player for being too close to an enemy and to make them more of a threat. Unless you are a vanguard in singleplayer, you'll pretty much never be sync killed, but it's terrible for multiplayer. Not exaggerating when I say that almost every time I've been sync killed has been BS. Usually I rubber-band or get magnetically grabbed into the animation, or my favorite is when a Fiend picks me up from a story below.
As it stands they would not be nearly as bad if the game was less laggy and more stable. Again in singleplayer it works fine as a punishment mechanic, but it just gets abused online due to terrible connections, netcode, or whatever.
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Post by Kappa Neko on May 7, 2017 18:42:01 GMT
Well, they did have to reign in vanguards somehow, I suppose...
The way I could tank two primes even on gold in ME3MP as Novaguard was ridiculous.
The sync-kill feature could get really annoying but mostly it was your own fault getting too close or not paying attention to your surroundings.
No idea how it is in MEA. Will find out soon.
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Post by wolfsite on May 7, 2017 22:07:45 GMT
Because if they didn't have sync kills people would be complaining about why these powerful enemies can't one shot someone when they are clearly capable of doing that.
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Post by Reorte on May 7, 2017 22:45:44 GMT
It is NOT a small part. It's an integral part of the game. You haven't played multiplayer right? It's a pure staggering simulator, just like ME3 was. And ME2 singleplayer, as much as I love that game, was pretty mad with stunning the player, too. Not played too much Andromeda multiplayer but so far I've not been staggered too often. I've played a ridiculous amount of ME3 MP and don't get staggered in that very often either, getting staggered, grabbed, or synch killed is something to be avoided, like being shot at. Different enemies pose different threats and need to be prioritised and dealt with in different ways accordingly.
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Post by tatsumaki on May 8, 2017 1:39:21 GMT
Can't stagger whats not on the ground! On a more serious note I did another Poor Man's guide to gold farming on the Asari Adept. Stagger/ Synch kill wasn't even an option to be worried about.
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Post by dreman999 on May 8, 2017 4:05:36 GMT
Blame vanguard and it's charge power. Sync kills are there to offset powers that keep classes and power that keep the player alive in the thick of battle. It you can say alive due to a quick cool down of charge then were is the challenge.
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Post by KaiserShep on May 8, 2017 5:42:13 GMT
Blame vanguard and it's charge power. Sync kills are there to offset powers that keep classes and power that keep the player alive in the thick of battle. It you can say alive due to a quick cool down of charge then were is the challenge. I guess, though you can still kind of charge the hell out of hydras and fiends without getting grabbed if you'r quick. It's really the ascendants that I generally don't do that often to unless they're staggered.
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Post by dreman999 on May 8, 2017 12:59:39 GMT
Blame vanguard and it's charge power. Sync kills are there to offset powers that keep classes and power that keep the player alive in the thick of battle. It you can say alive due to a quick cool down of charge then were is the challenge. I guess, though you can still kind of charge the hell out of hydras and fiends without getting grabbed if you'r quick. It's really the ascendants that I generally don't do that often to unless they're staggered. I mean it was how it started. Back in me2 a great vanguard was unkillable if they knew what they are doing with hit and run tactics. It was added in me3 to boss enemies so the vanguard class would not be as over powered being that they can just hit and run till they die with out it. And it was carried over to mea.
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Post by KaiserShep on May 8, 2017 15:55:17 GMT
Yeah being a Vanguard in ME2 was very high risk, but only in the beginning. Once I was maxed out, it would've looked like a warp speed pinball game from above.
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Post by AnDromedary on May 8, 2017 16:40:12 GMT
Only happened to me once in my 115 hour PT, so I don't think it's a problem.
But in terms of a general design decision, I'd rather have gone with a synch action that doesn't outright kill you. Wouldn't it have been enough if the Fiend grabs you and hurls you around the map, doing massive damage but not quite killing you? It would still be punishing but it would keep the game flowing. All the kill does is making you reload a save.
Might make more sense in MP where you can be resurrected but n SP it's weird.
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Post by Deleted on May 8, 2017 17:28:31 GMT
Only happened to me once in my 115 hour PT, so I don't think it's a problem. But in terms of a general design decision, I'd rather have gone with a synch action that doesn't outright kill you. Wouldn't it have been enough if the Fiend grabs you and hurls you around the map, doing massive damage but not quite killing you? It would still be punishing but it would keep the game flowing. All the kill does is making you reload a save. Yes - and given the swaths of the game where you can't save manually, you never know how far it will set you back. Actually, if you're sync-killed in MP, you're out for the rest of the wave. If it happens on the final wave, you won't extract, which also hurts your teammates. As for the rest - yeah, I think the staggers are overdone. Each faction has units with attacks that will stagger you through cover and strip your shields repeatedly. Then there's the invisible and/or spawnable anywhere dogs (wraiths, breechers, adhi) that can easily reach and grab you from any angle. In MP, you might have a fiend bearing down on you, so you pull out an RPG and just as you're about the pull the trigger, an invisible dog grabs you. By the time you deal with the dog, the fiend may have teleported to sync-kill you - even if it doesn't, you still have to reload the RPG again - and the fiend may have changed directions or teleported somewhere else, so you've lost your opportunity for a clean shot from an advantageous angle.
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