thelonelypoet
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire
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Post by thelonelypoet on May 8, 2017 22:23:41 GMT
My biggest issue still with the new combat is that it makes my company useless.
With warm regards, a great biotic wind
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Laughing_Crow
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You are in a maze of twisty little passages, all alike.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights
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Post by Laughing_Crow on May 9, 2017 0:57:10 GMT
One of the Guilded author's points caught my attention:
I'm not pointing fingers at anyone specifically, but something that seems to occur a lot in 'corporate life'. Think back to when BioWare was a single company. EVERYONE worked at the same location - there's no disconnect between the top and the bottom layers of the company.
I experienced the same in a company I was employed (different industry). Initially one location. Then a few takeovers and buyouts and upper management move out and disconnect from the company. A few more buyouts and upper management moves even farther away. Then add a lot of weird money and stock market stuff, hostile takeover attempts, etc. and you end up with multiple locations and a bizarre ever-changing corporate hierarchy of people making decisions who have never set foot in the working parts of the operation. And that's not counting the politics that go on in these corporations that have nothing to do with studio life.
While BioWare, Edmonton works on some secret IP, Andromeda gets tasked to Montreal, with some work passed to Austin and some remaining at Edmonton (probably voice). From the tweets that have been posted here, most, if not all the direction is coming out of Edmonton while the bulk of the game dev is in Montreal. To me, that suggests a big disconnect between the people in charge/responsible from the studios doing the main work of Andromeda. I don't know, but possibly they do a lot of video conferencing to make up for the distance but it's still a disconnect.
And I'd bet all my Andromeda credits, that there's EA people in charge of some things (like marketing, etc) who have never set foot in Edmonton or Montreal or Austin, but get a major say in what happens. Corporate life - it's the way it is.
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danishgambit
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A master of his game
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by danishgambit on May 9, 2017 1:59:34 GMT
So your argument is there is a gameplay mechanic in the game you can't be bothered to use so the game loses points because of it? At least play on a fair battleground, friend. The game offers you the choice. You choose not to use it. I never enchant weapons in Skyrim. I can't be bothered to learn the enchantments or max up that skill and utilize it in game. I'd rather find a pre-enchanted weapon or just go pure steel to foe. The game doesn't lose points because I'm too lazy to use the gameplay mechanic offered to me. To argue, as the article professes, that you CAN'T use more than three powers is false. You can. I set up three distinct favorite wheels that I switched to when the time called for it. That isn't even considering the Profiles you can switch and gain benefits from on the fly, which I DIDN'T use. The skill point set up and that you get more of them later but the least of them sooner is probably backwards. Initially they probably should give people more access to them because if you dump a bunch into passives then you really don't want to put them into a ton of other skills if you want to play pure or mostly pure powers. I had this problem myself. Starting a game you have nothing and trying to build something that feels solid, for me I ended up relying on guns more than I liked and actually ended up being more of an infiltrator soldier type when I really did want to get more into biotics but by the time I had a good mix of skills, I just felt like why bother. Passives take up a lot of points. It's great we have passives and they are highly useful, but when you get only a few points per level that's still not many points early on. Dropping them into other trees game me more profiles but those profiles had maybe one power because I was using the passives and that one power. Simply put, it's sort of silly to give the least amount of points per level early on and the most amount later. It takes far to long to really build up to what you want and then to start building something else, by then, you might be more invested in what you started. Also, cooldowns on profile swaps make it kind of less appealing early on. Sure, I could have put points into biotics to grow that tree but I was so invested in tech and soldier at that point that I felt I should just stay focused there or I would have to waste another several levels of points just to get the passives to make it worthwhile. The system is good but it needs some tweaks. It needs to be more appealing to spread the points around. By the time you get enough points that you want to really try more variety (unless you don't mind spending points all over the place and be a jack of all master of none build) you are probably pretty far along in the game where it might not feel worth it. The system is a gimmick. People have every right to attempt to use the swapping system if they want but they just end up being mediocre at everything and the only thing that fixes this is sheer powerleveling like in JRPGs. It's significantly more efficient to just pick a "class" and specialize in it and forget about swapping until the late game or NG+ where you're so high leveled that it doesn't matter what you do anymore. And the way Bioware balanced things, there's nothing that one specialization can't handle anyway so swapping is more of an aesthetic thing than anything. Mass Effect has always been about DPS with a slight need for abilities that get shields and armor out of the way which do nothing more than to make it take longer to kill enemies that have nothing going for them other than high DPS and health. Enemies are not smart, they don't pose significant challenges and they will never do anything that will make you regret having one specialization over another. All that matters is whether you can get rid of shields and armor quickly so you can just rain DPS on the enemies. Some people like to pick weird builds to have fun and this is ok. I finished ME3 using nothing but drones and the predator. But this isn't a very effective way to play at all and it really just gimps the player. And this is the problem. Bioware wants to make a soft RPG where anyone can do anything and all it does is defeat the purpose of classes or specializations and you just end up picking your favorite way to out DPS everything rather than having approaches to the game that are actually different. For example, soldiers should be the ones that just nail enemies with sheer firepower and engineers should be weak but have great crowd control abilities to screw with enemies. But it doesn't work that way. For every encounter you just strip shields/armor and rain DPS on everything. Specializations are really just for aesthetics and nothing more.
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cypherj
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Post by cypherj on May 9, 2017 3:39:30 GMT
I really don't buy the whole it's one cluster excuse. Bioware could have come up with numerous different reasons to have more than one new race in the game. They could have had a non humanoid race like the Rachni, living on some world. The Kett aren't from the cluster, and they could have made a story about a race that fled the Kett and arrived in that cluster and had some tenuous alliance with the Angara, anything, it was a blank canvas. A race we'd hear about but never meet? I guess I don't see the point. I'd also like to point out that our introduction to MEU was mostly tell, via codex entries (walking or stationery). When we start ME1, humanity was already involved in the Citadel and had relationships with these various other species. In MEA, we go through the entire process of becoming acquainted with the new species we encounter ( show). I thought that depth was not only appropriate, but desirable given the game's premise. That's not to say we've already met the only new species Andromeda has to offer. I expect there will be more to come - vorcha and drel didn't come along until ME2. When did I say we'd never meet the race? I just said on some world, meaning one of the ones that we'd visit. My point is if Bioware wanted to they could have put another race in the game and no one would have complained, so the one cluster thing is just an excuse. If you think one race worked best for the story, then fine, but I'm just tired of hearing this, well there was only one race because it was just one cluster. As for the game's premise. To me the premise was you being a Pathfinder, first on the ground picking locations, making first contact, etc. But all that had already been done by the time you arrive. Settlements had already been established and lost, first contact had already been made with Angara and Kett, and Angara were already working with Milky Way people. Would have worked much better IMHO for us to have had real first contact. Meet Angara on the planet, develop some sort of trust, see one of their smaller villages/towns and eventually get brought back to the main city, and then forge the alliance. That to me is more a full process of getting acquainted with a new species.
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Post by projectpatdc on May 9, 2017 3:57:40 GMT
This just about sums up what I thought of the article. And I disagree with just about everything he wrote. Yeah you have more than 3 powers... Who honestly bothers switching? You max the three you like and maybe experiment with three new ones on a new play through. Spreading your points around is just inefficient. As for the cluster debate... Bioware made the choice to limit themselves to a cluster - a convenient excuse for a lack of new races. It doesn't matter what you call it - it's just lazy. Fine. Only two races because a new cluster... But to also remove previous races? C'mon. You know you're going to paying for them in DLC, right? I played with 4 favorites using around 9 main abilities that I invested in with different combinations based on how I wanted to play out each scenario for most of the game. I also invested points based on how I specifically used each skill with the type of loadout. It evolved over time which was awesome to see as I could finally make my character how I wanted with 9-12 powers instead of how the game made it for me (with only 3 or 4 abilities in the OT anyways). And the cool down when switching between favorites is fast so it's never an issue. Complaing about about Having access to 12 powers, 4 favorites and possible 4 profiles quickly doesn't make sense to me, but I get that not everyone enjoys it. The PC players especially complain but they have to realize the game is designed around the consoles button limitations. The power wheel was a result of console button limitations in the first place. The races and it being in a cluster isn't a big deal but I guess people can get upset over this
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Post by suikoden on May 9, 2017 6:53:59 GMT
And I disagree with just about everything he wrote. Yeah you have more than 3 powers... Who honestly bothers switching? You max the three you like and maybe experiment with three new ones on a new play through. Spreading your points around is just inefficient. As for the cluster debate... Bioware made the choice to limit themselves to a cluster - a convenient excuse for a lack of new races. It doesn't matter what you call it - it's just lazy. Fine. Only two races because a new cluster... But to also remove previous races? C'mon. You know you're going to paying for them in DLC, right? I played with 4 favorites using around 9 main abilities that I invested in with different combinations based on how I wanted to play out each scenario for most of the game. I also invested points based on how I specifically used each skill with the type of loadout. It evolved over time which was awesome to see as I could finally make my character how I wanted with 9-12 powers instead of how the game made it for me (with only 3 or 4 abilities in the OT anyways). And the cool down when switching between favorites is fast so it's never an issue. Complaing about about Having access to 12 powers, 4 favorites and possible 4 profiles quickly doesn't make sense to me, but I get that not everyone enjoys it. The PC players especially complain but they have to realize the game is designed around the consoles button limitations. The power wheel was a result of console button limitations in the first place. The races and it being in a cluster isn't a big deal but I guess people can get upset over this That's just inefficient to me. The enemies are all the same - there's no point in swapping abilities. If the game had a huge variety of baddies that required you to adjust, then the current system would work. It doesn't, so you're just making more work for yourself. It's like incorporating the mindless tasks into customisation for the sake of customisation but with zero payoff.
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Post by Deleted on May 9, 2017 6:58:17 GMT
The story the simplicity of the characters the shift from Shepard being Jesus to Ryder being athiest?
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shermos
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Games: Mass Effect Trilogy, Dragon Age Inquisition, Jade Empire, SWTOR
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Post by shermos on May 9, 2017 8:27:23 GMT
I agree with the review. I played the trial, and have seen enough on youtube to get a good feel for the game. The guy knows what he's on about. The combat in ME3 was better overall imo.
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dm04
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by dm04 on May 9, 2017 9:59:00 GMT
Right off the bat I'm already having serious reservations about this article author just because they seem to display a stunning lack of knowledge about key features of the game and gameplay to be writing a criticism. Nevertheless, I'll address a few points. One of their complaints is that there are only two new alien races in a new "galaxy" yet they conveniently omit the fact that we are in ONE CLUSTER of the entire galaxy for the entirety of the game and not exploring all of Andromeda. It would have been a bit silly to come in and have five brand new races that all of the races in the Milky Way have to get to know, ally with etc. As it is, the game only establishes SOME of the history and information on the Kett and the Angara, let alone the Jardaan or Remnant. Truly this could be an entire thread of it's own to discuss and debate, but I would have rather started out with a few new races in addition to the old races arriving in the arks as opposed to many, many new races all packed in one cluster for some reason that we don't spend a lot of time getting to know but still have to somehow make first contact over and over again and forge a very swift alliance. What an awful criticism of the game, in my opinion. Consider the fact that many people wanted a game set pre-ME Trilogy during the First Contact War. Would there still be this complaint? There would have to be, considering the only race we would get to actively meet would be the Turians as our enemy. Also, in the same paragraph they complain about the barriers at the end of the map. What....? This argument is just silly and petty. EVERY open world game has this. What's the difference between the shimmering barrier to let you know you've reached the end of the map in MEA than the pop up letting us know we Can't Go That Direction in Fallout 4? Did they expect the worlds to just continue forever? The Combat section also shows the authors lack of knowledge on the powers system, or just intentionally left out information. You can set up four different distinct "favorite" lists of different powers and change them in the weapon wheel on the fly. You aren't limited to three powers. You are limited to twelve. That's... a lot of powers and a lot of builds you can set up. They complain that you have to wait to reselect "sweet new weapons" you find in a container until you go back to the ship or are at a forward station. Okay, part of this complaint I agree with. I don't see any reason why you can't go into your inventory and change weapons on the fly akin to Skyrim, Fallout or many other RPGs. That was a poor design choice, in my opinion. However, you CAN equip a new weapon when you pick it up. I've seen the option where you can scroll down in a container to the new weapon and select "equip." So you find a brand new weapon in a container? Great.. Equip it. That feature is there. Plus on the open worlds the Forward Stations are very plentiful, become fast travel points and allow you to completely change your inventory and squad mates while still on the ground. Best design choice? No. Major inconvenience that ruins the experience? No. Same paragraph it complains about inventory space. Again, I agree that there should be storage units on the ship to off load your inventory. However, you can gain AVP to select cryo pods that increase your storage space to 200 over the initial 100. If you are smart about what you keep in your inventory and don't absolutely horde gear that is far underleveled and, essentially, useless you really probably won't go over 100 very often. I played 70+ hours and went over 100 in my inventory a handful of times, actively selling things I knew I was never going to use or underleveled. Later in the article they are comparing graphics of Andromeda to DA:I. I started off thinking, yes I agree the generic NPCs look pretty rough and that has been a main complaint from many (asari clones etc.) Then they showed a picture comparison saying how woeful MEA characters look in comparison to 2014 DA:I. I've never played DA:I so at first I thought that was a significant change and they downgraded heavily. Then I saw the comment "Of course, these are primary characters and not generic NPCs" in regards to DAI's picture........ This author really has no credibility. If you are going to compare graphics and character design... I mean come on... Generic background NPCs in MEA that you are going to glance at in passing vs. major primary characters you see frequently and are handcrafted to look good and unique in DAI? Seriously? What was wrong with comparing say Vetra, Drack and Cora to those three primary characters in DAI? It didn't feed the authors narrative? I didn't have high hopes for this article as I said at the start but this kind of took the cake. I'm sorry, I had to stop reading. The author is beyond nitpicky, vastly unknowledgable about features they want to see in game that are ALREADY IN GAME and then that last part I posted about? Really? There are some legitimate complaints out there about MEA. As someone who thoroughly enjoys the game, I will freely admit that. This however? No. - Have to admit, this sort of things makes criticism about MEA pretty shallow. The question is, why does it happen? Do they realy have no idea and do not think about it, or did they try to express something without finding the proper words? Well, to me... one "native" race, one invading and one "fallen" is pretty much more then enough for one cluster. The question remains... with 5 years of development, why just one cluster? In comparison this appears to come very short, but then again, it is just one cluster and full of detail (compared to old clusters in MEOT). Kind of reminds me about Ryders "first contact", I have to say a lot of negative things about MEA, but Ryders first contact never make me grind my teeth... because, it is not first contact. Kett and Angara had first contact with humans months ago (exiles), but everyone have to admit, the writing (depicting it all the time as first contact) was very unfortunate and unwise. - About the barriers, well I do not know what people expect, realy endless worlds? On the other hand, you are not getting what the autor said, he is pretty much asking about a "better" way to place boundaries instead of just a blue barrier (and he never said FO4 handled it better)... also he did not say anything about ME, the "open worlds" had the same blue barrier. - Well here I do not know what you are getting at. The favorite system is pretty much crap. I wonder if you would like the author to go more into detail for another half a page here. The cooldown delays related to switching profiles make it pretty much worthless in combat, so yes, we ARE limited to 3 powers... when I switch from tech to biotic, the fight is over before I can use the skills! We can cripple ourselves and go for "recharge speed" rather then damage etc, but even then, 80% of the combat is done. The favorite system only works in conjuction with "classes" and the profiles, which, in the long run, have no real impact either (I do not notice any difference between infiltaror with 40% a lot of passive weapon bonues to an adept, where all passives are biotic related). - Weapon equipping... you are missing a large point here. I NEVER EVER had to loot just a weapon, there is like a ton of worthless stuff (salvage) as well, so I actualy ahve to scroll like mad to the weapon, then make comparisons and equip it... comparison I can not even make, so I can equip a weapon from the "loot window" but when the weapon turns to be bad, I have to stick with it, until I reach a forward station? And yes, we got plenty of them, but none during missions... you know, ME3 had weapon loadoutstations all over the place (at least). This is not just about some "bad design choice", it is incredibly stupid to have it this way. Equipping only while looting without knowing... yah, better skipp that "feature", not worth mentioning. If your stance towards the author is negative because he did not mention that, then MEA deserves a heavy beating for implementing "such" a feature. - Inventory... had a discussion about this already. The MEA inventory serves NO real purpose, it is there just to be there. It is not even a remotely working limiting factor with the patch update from 60 to 100 slots, and no limit to consumables (having 500 shield capacitors right now, yay) and ressources and salvage, but limit to weapons/armor, heh? It even rendered the cryo pods that increase inv space completely useless. Again, you are getting at the author because he mentioned only the "limiting factor" instead of saying "yes the inventory is shit"? - oh oh the NPC graphics, very poor choice of words from the author. You know, even the main characters in MEA look like generic chars and even the generic chars in DAI look decent, just like the main characters... it is just, in DAI we can distinguish main characters from generics, they have unique facial features, the chance a "generic" face is reused a few time for unimportant characters is actualy qute high. On the other hand MEA: all generic characters use the facial features of the main characters, thus, all look the same. Yay. But I admit, the author shouldn't have used the picture description. It is only confusing. If the author has no credibility, so you neither. You are nitpicking, you pick what you like to discredit the article, without looking at the bigger picture. Yah the author, like many others, didn't got everything "perfectly fine", but you should be looking at problems, rather then picking that lines and discrediting them. See what is wrong with MEA and not what someone says. He missed the target maybe by 2 to 10 inches, but you do it by a mile.
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danishgambit
N3
A master of his game
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Posts: 364 Likes: 367
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A master of his game
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Post by danishgambit on May 9, 2017 10:42:13 GMT
I hate the cluster excuse. Why make the setting any place where you can't do new things or create new races? It's like making a pokemon game in one or two towns and saying that there are no water pokemon in the game because there are no seas in the game. It's a ridiculous thing to do.
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Finnen
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by Finnen on May 9, 2017 11:01:35 GMT
Some points are good, however I stopped reading after comparison of DA:I's main companions to some generic NPCs from Outposts. Why didn't he compare Josephine, Cullen and Cassandra to any of the Tempest Crew? It's like trying to prove a point no matter what. The same generic NPCs can be found in Inquisition around your tents in Hinterlands, I guess.
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sharkboy421
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by sharkboy421 on May 9, 2017 11:26:53 GMT
I hate the cluster excuse. Why make the setting any place where you can't do new things or create new races? It's like making a pokemon game in one or two towns and saying that there are no water pokemon in the game because there are no seas in the game. It's a ridiculous thing to do. Even in the first trilogy it seemed to be one species per cluster. Sure they were all intermingled by the time of the games, but only turians came out of Apien Crest for example. There are also no Mass Effect Relays in Andromeda and only the Kett have some way to move between clusters efficiently. I mean I would love to see more new species but it fits perfectly within the game rules why they did what they did.
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Post by KaiserShep on May 9, 2017 11:31:03 GMT
I hate the cluster excuse. Why make the setting any place where you can't do new things or create new races? It's like making a pokemon game in one or two towns and saying that there are no water pokemon in the game because there are no seas in the game. It's a ridiculous thing to do. Technically, they didn't create a setting that precludes the existence of other races. The Kett basically confirm that there's others. They just chose to isolate the angara for this story.
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Post by disi on May 9, 2017 11:36:30 GMT
Every face in DA:I looks more detailed than in Andromeda. I played both games now (Andromeda only a bit). The problem with DA:I, in the default game you never zoom close enough to enjoy them (they are still being rendered). Hair is not good in both games. Skin-Texture is way better in DA:I. Eyes, faces and custom features are way better in DA:I. Every single side-quest NPC has a custom very detailed face in DA:I. The generic NPC without any dialogue are more scaled down in DA:I like here some random NPC without dialogue in the pub: www.youtube.com/edit?o=U&video_id=Cl3V-UfvCXAThose are the worst faces there are in DA:I and they still look OK. You tend to squeeze yourself between the NPC and rocks or walls in the conversations to get a better close-up.
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Fen'Harel Faceman
N7
GIF Addict
Workin' so hard, to make it easy.
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Post by Fen'Harel Faceman on May 9, 2017 11:47:06 GMT
I hate the cluster excuse. Why make the setting any place where you can't do new things or create new races? It's like making a pokemon game in one or two towns and saying that there are no water pokemon in the game because there are no seas in the game. It's a ridiculous thing to do. It's one of the few things they stick to the lore with - can't go zipping around the galaxy without them there mass relays - and species clearly evolved and dominated separate clusters in the Milky Way. Packing a cluster with butt loads of space-faring species wouldn't make sense.
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Post by vonuber on May 9, 2017 11:52:18 GMT
And then they saw him: a figure flitting between the piles of rubble, a ghostly shape slowly but surely coming closer. The air was still as if it too was holding its breath, waiting to see if he would make it. Closer, ever closer he came, an insignificant worm crawling through the muck and filth, intent on his purpose.
Ever so gently a fountain of earth blossomed into the air - as if on cue the heavens opened; shells rained down onto the landscape, tracer fire etched its spidery language across walls. Somewhere in the confusion of smoke and hellfire he struggled on, on towards safety.
Suddenly out of nowhere he leapt, tumbling down into the safety of the trench and his awaiting comrades. Bloodied but unbowed suikoden knew it was worth it, knew the sacrifice of 30 men left as carrion on the battlefield was worth the cost: the world needed to know about one more negative Mass Effect Andromeda article.
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Post by projectpatdc on May 9, 2017 12:14:01 GMT
I played with 4 favorites using around 9 main abilities that I invested in with different combinations based on how I wanted to play out each scenario for most of the game. I also invested points based on how I specifically used each skill with the type of loadout. It evolved over time which was awesome to see as I could finally make my character how I wanted with 9-12 powers instead of how the game made it for me (with only 3 or 4 abilities in the OT anyways). And the cool down when switching between favorites is fast so it's never an issue. Complaing about about Having access to 12 powers, 4 favorites and possible 4 profiles quickly doesn't make sense to me, but I get that not everyone enjoys it. The PC players especially complain but they have to realize the game is designed around the consoles button limitations. The power wheel was a result of console button limitations in the first place. The races and it being in a cluster isn't a big deal but I guess people can get upset over this That's just inefficient to me. The enemies are all the same - there's no point in swapping abilities. If the game had a huge variety of baddies that required you to adjust, then the current system would work. It doesn't, so you're just making more work for yourself. It's like incorporating the mindless tasks into customisation for the sake of customisation but with zero payoff. I do think the remnant varied from the other enemies but really only from the fact that they have more shields and take more damage from tech powers. The move sets from bigger guys sometimes required a different approach, but besides that, you're right. I've complained about the lack of enemy variation/diversity as well being an issue. I do have my flamethrower and turbocharge ready for armored enemies, another build specifically tailored around close combat as a vanguard, and third build as a long distance anti-tech engineer. Anything else is just for fun. It still doesn't mean I'm forced to use any one build because of the enemies so I could just be boing and us the same three powers. I guess it just comes down to creativity of the player, but yeah, the lacks variety of baddies. The crafting and customization as well; although fun and pretty cool, it doesn't present any real advantages or necessities.
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Post by projectpatdc on May 9, 2017 12:24:26 GMT
I hate the cluster excuse. Why make the setting any place where you can't do new things or create new races? It's like making a pokemon game in one or two towns and saying that there are no water pokemon in the game because there are no seas in the game. It's a ridiculous thing to do. Except we aren't talking about one or two towns, we are talking about an entire cluster. Our solar system is still a dot compared to the size of our cluster. And we are giving Kett, Angaran, and remnent. Three new "races" or types of aliens in one cluster along with several other aliens that aren't humanoid. That's a lot compared to anything presented in the Original Trilogy where one cluster might have to alien species total at most.
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Fen'Harel Faceman
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GIF Addict
Workin' so hard, to make it easy.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Fen'Harel Faceman on May 9, 2017 12:27:59 GMT
And then they saw him: a figure flitting between the piles of rubble, a ghostly shape slowly but surely coming closer. The air was still as if it too was holding its breath, waiting to see if he would make it. Closer, ever closer he came, an insignificant worm crawling through the muck and filth, intent on his purpose. Ever so gently a fountain of earth blossomed into the air - as if on cue the heavens opened; shells rained down onto the landscape, tracer fire etched its spidery language across walls. Somewhere in the confusion of smoke and hellfire he struggled on, on towards safety. Suddenly out of nowhere he leapt, tumbling down into the safety of the trench and his awaiting comrades. Bloodied but unbowed suikoden knew it was worth it, knew the sacrifice of 30 men left as carrion on the battlefield was worth the cost: the world needed to know about one more negative Mass Effect Andromeda article.
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Post by malgus on May 9, 2017 14:07:51 GMT
And then they saw him: a figure flitting between the piles of rubble, a ghostly shape slowly but surely coming closer. The air was still as if it too was holding its breath, waiting to see if he would make it. Closer, ever closer he came, an insignificant worm crawling through the muck and filth, intent on his purpose. Ever so gently a fountain of earth blossomed into the air - as if on cue the heavens opened; shells rained down onto the landscape, tracer fire etched its spidery language across walls. Somewhere in the confusion of smoke and hellfire he struggled on, on towards safety. Suddenly out of nowhere he leapt, tumbling down into the safety of the trench and his awaiting comrades. Bloodied but unbowed suikoden knew it was worth it, knew the sacrifice of 30 men left as carrion on the battlefield was worth the cost: the world needed to know about one more negative Mass Effect Andromeda article.
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kino
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The path up and down are one and the same.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by kino on May 9, 2017 14:17:39 GMT
Right off the bat I'm already having serious reservations about this article author just because they seem to display a stunning lack of knowledge about key features of the game and gameplay to be writing a criticism. Nevertheless, I'll address a few points. One of their complaints is that there are only two new alien races in a new "galaxy" yet they conveniently omit the fact that we are in ONE CLUSTER of the entire galaxy for the entirety of the game and not exploring all of Andromeda. It would have been a bit silly to come in and have five brand new races that all of the races in the Milky Way have to get to know, ally with etc. As it is, the game only establishes SOME of the history and information on the Kett and the Angara, let alone the Jardaan or Remnant. Truly this could be an entire thread of it's own to discuss and debate, but I would have rather started out with a few new races in addition to the old races arriving in the arks as opposed to many, many new races all packed in one cluster for some reason that we don't spend a lot of time getting to know but still have to somehow make first contact over and over again and forge a very swift alliance. What an awful criticism of the game, in my opinion. Consider the fact that many people wanted a game set pre-ME Trilogy during the First Contact War. Would there still be this complaint? There would have to be, considering the only race we would get to actively meet would be the Turians as our enemy. Also, in the same paragraph they complain about the barriers at the end of the map. What....? This argument is just silly and petty. EVERY open world game has this. What's the difference between the shimmering barrier to let you know you've reached the end of the map in MEA than the pop up letting us know we Can't Go That Direction in Fallout 4? Did they expect the worlds to just continue forever? The Combat section also shows the authors lack of knowledge on the powers system, or just intentionally left out information. You can set up four different distinct "favorite" lists of different powers and change them in the weapon wheel on the fly. You aren't limited to three powers. You are limited to twelve. That's... a lot of powers and a lot of builds you can set up. They complain that you have to wait to reselect "sweet new weapons" you find in a container until you go back to the ship or are at a forward station. Okay, part of this complaint I agree with. I don't see any reason why you can't go into your inventory and change weapons on the fly akin to Skyrim, Fallout or many other RPGs. That was a poor design choice, in my opinion. However, you CAN equip a new weapon when you pick it up. I've seen the option where you can scroll down in a container to the new weapon and select "equip." So you find a brand new weapon in a container? Great.. Equip it. That feature is there. Plus on the open worlds the Forward Stations are very plentiful, become fast travel points and allow you to completely change your inventory and squad mates while still on the ground. Best design choice? No. Major inconvenience that ruins the experience? No. Same paragraph it complains about inventory space. Again, I agree that there should be storage units on the ship to off load your inventory. However, you can gain AVP to select cryo pods that increase your storage space to 200 over the initial 100. If you are smart about what you keep in your inventory and don't absolutely horde gear that is far underleveled and, essentially, useless you really probably won't go over 100 very often. I played 70+ hours and went over 100 in my inventory a handful of times, actively selling things I knew I was never going to use or underleveled. Later in the article they are comparing graphics of Andromeda to DA:I. I started off thinking, yes I agree the generic NPCs look pretty rough and that has been a main complaint from many (asari clones etc.) Then they showed a picture comparison saying how woeful MEA characters look in comparison to 2014 DA:I. I've never played DA:I so at first I thought that was a significant change and they downgraded heavily. Then I saw the comment "Of course, these are primary characters and not generic NPCs" in regards to DAI's picture........ This author really has no credibility. If you are going to compare graphics and character design... I mean come on... Generic background NPCs in MEA that you are going to glance at in passing vs. major primary characters you see frequently and are handcrafted to look good and unique in DAI? Seriously? What was wrong with comparing say Vetra, Drack and Cora to those three primary characters in DAI? It didn't feed the authors narrative? I didn't have high hopes for this article as I said at the start but this kind of took the cake. I'm sorry, I had to stop reading. The author is beyond nitpicky, vastly unknowledgable about features they want to see in game that are ALREADY IN GAME and then that last part I posted about? Really? There are some legitimate complaints out there about MEA. As someone who thoroughly enjoys the game, I will freely admit that. This however? No. Pretty much all of the above.
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Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
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Post by correctamundo on May 9, 2017 16:42:40 GMT
And then they saw him: a figure flitting between the piles of rubble, a ghostly shape slowly but surely coming closer. The air was still as if it too was holding its breath, waiting to see if he would make it. Closer, ever closer he came, an insignificant worm crawling through the muck and filth, intent on his purpose. Ever so gently a fountain of earth blossomed into the air - as if on cue the heavens opened; shells rained down onto the landscape, tracer fire etched its spidery language across walls. Somewhere in the confusion of smoke and hellfire he struggled on, on towards safety. Suddenly out of nowhere he leapt, tumbling down into the safety of the trench and his awaiting comrades. Bloodied but unbowed suikoden knew it was worth it, knew the sacrifice of 30 men left as carrion on the battlefield was worth the cost: the world needed to know about one more negative Mass Effect Andromeda article.
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Post by LilTIM on May 9, 2017 17:38:50 GMT
I was going to make a long post with quotes, but dm04 already did most of the work.
The only reason Andromeda occurs only in one cluster is because the devs made a conscious decision to have one cluster with 5 explorable planets, and some friendly aliens, hostile aliens, and robots. That's pretty much the whole game. First contact - was the pathfinder role is talked about, never happens because the Nexus did first contact with the Kett before Ryder even leaves Hyperion.
Instead they could have made 3 clusters with 2 or 3 planets each, with different aliens on each cluster, where how you treat the natives would make a difference. Say one hostile and friendly, and one neutral than can go either way depending on player's choices. Only 4 Milky way races, why? The nexus could have had elcor, hanar, volus and everyone else, in fact their special needs could have a played a key part on the uprising.
Considering how much this game was sold on open world and exploration, these artificial barriers on maps are a shame. They should have used mountains, water (like a sea or river), depressions, maybe even a huge thresher maw creature who warns you to turn back, and if you don't she eats you whole. When you add open worlds, it's your responsibility to make it look believable. That's another point: the worlds feel earth-like, where even the animals are the same: the same dinosaur lives on kadara, voeld and elaaden.
The overall point of the article is right: there is a lot of copy-paste work on this game, and a narrative focused on justifying why this scope is so limited. Pre-space flight world with primitive aliens? Nope, let's just add one more angara world. Different animals for Voeld? Sorry, no time, take these Eos lizards and put them there.
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Post by sdzald on May 9, 2017 17:40:29 GMT
The honeycomb barrier is a fair criticism of the map design. An impassable rock formation at the edges of the map would be sufficient in limiting travel. I didn't like it in ME1 and it's not really welcome here either. Not that big a deal though since points of interests generally don't bring you anywhere near them. At least in ME1 the barrier was Joker informing you that you were leaving the 'mission area' and then go to far and it auto returns you. Having some force field around an 'open world' just seems so crappy. But then what a surprise, they do so little right in MEA.
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Post by smilesja on May 9, 2017 17:46:06 GMT
Right off the bat I'm already having serious reservations about this article author just because they seem to display a stunning lack of knowledge about key features of the game and gameplay to be writing a criticism. Nevertheless, I'll address a few points. One of their complaints is that there are only two new alien races in a new "galaxy" yet they conveniently omit the fact that we are in ONE CLUSTER of the entire galaxy for the entirety of the game and not exploring all of Andromeda. It would have been a bit silly to come in and have five brand new races that all of the races in the Milky Way have to get to know, ally with etc. As it is, the game only establishes SOME of the history and information on the Kett and the Angara, let alone the Jardaan or Remnant. Truly this could be an entire thread of it's own to discuss and debate, but I would have rather started out with a few new races in addition to the old races arriving in the arks as opposed to many, many new races all packed in one cluster for some reason that we don't spend a lot of time getting to know but still have to somehow make first contact over and over again and forge a very swift alliance. What an awful criticism of the game, in my opinion. Consider the fact that many people wanted a game set pre-ME Trilogy during the First Contact War. Would there still be this complaint? There would have to be, considering the only race we would get to actively meet would be the Turians as our enemy. Also, in the same paragraph they complain about the barriers at the end of the map. What....? This argument is just silly and petty. EVERY open world game has this. What's the difference between the shimmering barrier to let you know you've reached the end of the map in MEA than the pop up letting us know we Can't Go That Direction in Fallout 4? Did they expect the worlds to just continue forever? The Combat section also shows the authors lack of knowledge on the powers system, or just intentionally left out information. You can set up four different distinct "favorite" lists of different powers and change them in the weapon wheel on the fly. You aren't limited to three powers. You are limited to twelve. That's... a lot of powers and a lot of builds you can set up. They complain that you have to wait to reselect "sweet new weapons" you find in a container until you go back to the ship or are at a forward station. Okay, part of this complaint I agree with. I don't see any reason why you can't go into your inventory and change weapons on the fly akin to Skyrim, Fallout or many other RPGs. That was a poor design choice, in my opinion. However, you CAN equip a new weapon when you pick it up. I've seen the option where you can scroll down in a container to the new weapon and select "equip." So you find a brand new weapon in a container? Great.. Equip it. That feature is there. Plus on the open worlds the Forward Stations are very plentiful, become fast travel points and allow you to completely change your inventory and squad mates while still on the ground. Best design choice? No. Major inconvenience that ruins the experience? No. Same paragraph it complains about inventory space. Again, I agree that there should be storage units on the ship to off load your inventory. However, you can gain AVP to select cryo pods that increase your storage space to 200 over the initial 100. If you are smart about what you keep in your inventory and don't absolutely horde gear that is far underleveled and, essentially, useless you really probably won't go over 100 very often. I played 70+ hours and went over 100 in my inventory a handful of times, actively selling things I knew I was never going to use or underleveled. Later in the article they are comparing graphics of Andromeda to DA:I. I started off thinking, yes I agree the generic NPCs look pretty rough and that has been a main complaint from many (asari clones etc.) Then they showed a picture comparison saying how woeful MEA characters look in comparison to 2014 DA:I. I've never played DA:I so at first I thought that was a significant change and they downgraded heavily. Then I saw the comment "Of course, these are primary characters and not generic NPCs" in regards to DAI's picture........ This author really has no credibility. If you are going to compare graphics and character design... I mean come on... Generic background NPCs in MEA that you are going to glance at in passing vs. major primary characters you see frequently and are handcrafted to look good and unique in DAI? Seriously? What was wrong with comparing say Vetra, Drack and Cora to those three primary characters in DAI? It didn't feed the authors narrative? I didn't have high hopes for this article as I said at the start but this kind of took the cake. I'm sorry, I had to stop reading. The author is beyond nitpicky, vastly unknowledgable about features they want to see in game that are ALREADY IN GAME and then that last part I posted about? Really? There are some legitimate complaints out there about MEA. As someone who thoroughly enjoys the game, I will freely admit that. This however? No. - Have to admit, this sort of things makes criticism about MEA pretty shallow. The question is, why does it happen? Do they realy have no idea and do not think about it, or did they try to express something without finding the proper words? Well, to me... one "native" race, one invading and one "fallen" is pretty much more then enough for one cluster. The question remains... with 5 years of development, why just one cluster? In comparison this appears to come very short, but then again, it is just one cluster and full of detail (compared to old clusters in MEOT). Kind of reminds me about Ryders "first contact", I have to say a lot of negative things about MEA, but Ryders first contact never make me grind my teeth... because, it is not first contact. Kett and Angara had first contact with humans months ago (exiles), but everyone have to admit, the writing (depicting it all the time as first contact) was very unfortunate and unwise. - About the barriers, well I do not know what people expect, realy endless worlds? On the other hand, you are not getting what the autor said, he is pretty much asking about a "better" way to place boundaries instead of just a blue barrier (and he never said FO4 handled it better)... also he did not say anything about ME, the "open worlds" had the same blue barrier. - Well here I do not know what you are getting at. The favorite system is pretty much crap. I wonder if you would like the author to go more into detail for another half a page here. The cooldown delays related to switching profiles make it pretty much worthless in combat, so yes, we ARE limited to 3 powers... when I switch from tech to biotic, the fight is over before I can use the skills! We can cripple ourselves and go for "recharge speed" rather then damage etc, but even then, 80% of the combat is done. The favorite system only works in conjuction with "classes" and the profiles, which, in the long run, have no real impact either (I do not notice any difference between infiltaror with 40% a lot of passive weapon bonues to an adept, where all passives are biotic related). - Weapon equipping... you are missing a large point here. I NEVER EVER had to loot just a weapon, there is like a ton of worthless stuff (salvage) as well, so I actualy ahve to scroll like mad to the weapon, then make comparisons and equip it... comparison I can not even make, so I can equip a weapon from the "loot window" but when the weapon turns to be bad, I have to stick with it, until I reach a forward station? And yes, we got plenty of them, but none during missions... you know, ME3 had weapon loadoutstations all over the place (at least). This is not just about some "bad design choice", it is incredibly stupid to have it this way. Equipping only while looting without knowing... yah, better skipp that "feature", not worth mentioning. If your stance towards the author is negative because he did not mention that, then MEA deserves a heavy beating for implementing "such" a feature. - Inventory... had a discussion about this already. The MEA inventory serves NO real purpose, it is there just to be there. It is not even a remotely working limiting factor with the patch update from 60 to 100 slots, and no limit to consumables (having 500 shield capacitors right now, yay) and ressources and salvage, but limit to weapons/armor, heh? It even rendered the cryo pods that increase inv space completely useless. Again, you are getting at the author because he mentioned only the "limiting factor" instead of saying "yes the inventory is shit"? - oh oh the NPC graphics, very poor choice of words from the author. You know, even the main characters in MEA look like generic chars and even the generic chars in DAI look decent, just like the main characters... it is just, in DAI we can distinguish main characters from generics, they have unique facial features, the chance a "generic" face is reused a few time for unimportant characters is actualy qute high. On the other hand MEA: all generic characters use the facial features of the main characters, thus, all look the same. Yay. But I admit, the author shouldn't have used the picture description. It is only confusing. If the author has no credibility, so you neither. You are nitpicking, you pick what you like to discredit the article, without looking at the bigger picture. Yah the author, like many others, didn't got everything "perfectly fine", but you should be looking at problems, rather then picking that lines and discrediting them. See what is wrong with MEA and not what someone says. He missed the target maybe by 2 to 10 inches, but you do it by a mile. But the problem is the guy is very shallow in his critique to the point where he adds almost no value
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