Joblom wrote:Right. In ME1 you pick your dialog choices with the analog stick and in ME3 you still pick your dialog choices with the analog stick. See? I can do it too.
Yeah, thanks for misunderstanding the entire point that all the "feeling different" differences from ME1's combat to ME2's was literally because of the entire rest of the game.
The engine changed so that means animation, physics, Game Design choices, plot, squadmate interaction, tactics, literally everything changed.
You can not say that they're the same as much as you can't say the gunplay/combat was different because any comparison automatically leads you to showing how completely uninteracting both games are with each other when it comes to gameplay systems.
One is old RPG with action elements, the other is action with old RPG elements.
Both are made differently from the ground up.
Joblom wrote:I agree. I would like an inventory with lots of different armor and weapons, but only if those items are each distinct enough to be interesting on their own. Of-course, this is a lot more work and so the devs in ME2 opted not to bother.
ME2 kinda bothered to make things more streamlined.
Mass Effect isn't the type of game (yet) where you can just go picking up weapons like you could in an old RPG. Guns weren't "customized" like a sword might be to suit one dude's particular personality/combat style. Things like guns are fairly standardized.
I mean, more "sidegrades" would be okay but once the optimal had come about (the Widow) all of the other choices were kinda of useless. Add more variants on top of that and you've just made clutter.
ME3 came under that same problem as once you had either the Black Widow or the Javelin you're pretty much set in terms of combat.
There would be a need to make a different game entirely to make the "lots of variation" in the guns meaningful.
Andromeda stepped a little bit into it but never committed to it.
But it would be way too much work as you'd have to fit and balance 3-4 combat styles/mechanics to run concurrently AND all of it's possible permutations.
Raga wrote:The people who think ME1 had compelling gameplay just baffle me (no offense). Some of the things that game had, just to recap:
1. An interminably large number of guns, ammo, mods, and armor which did nothing but change stats and horribly clutter up your inventory. They made 0 actual gameplay difference.
Very true.
I mean, sure the novelty of making either a literally unlimited ammo gun or a massive rail-gun was fun, but once you found the best way to do things it was all just useless.
Raga wrote:2. Chances to hit being highly influenced by stats which resulted in such fun things as missing with shotguns from 3 feet away if you weren't skilled enough or being unable to snipe until you nearly maxed out the sniper rifle meter because of how much the camera wildly careens around.
3. There being little to no meaningful difference in classes. The only meaningful class difference from a gameplay perspective I can think of was whether or not you could cast singularity.
Christ I hated that about being an infiltrator in ME1.
The only upside I had is the fact I was using the highest damage weapons but that was removed when I found out this trained sniper was more wobbly than jelly!
I mean it got to the point where Soldier class was pretty much optimal as you could at least switch out to another decent weapon if needs be.
I mean even if you could cast singularity itself it wasn't until ME2 when they had a more robust physics engine that they could actually put it to decent use and add the actually good combos, other than ME1's pot luck of combos.
For ME1 it was just easy enough to have a squadmate do it as the only times they actually threw up their powers seemed to be the same amount of times singularity was actually useful!
Raga"
3. Dumping points into the armor/shield/regneration/whatever power turning everybody into indestructible tanks who could stand indiscriminately out in the open in a hail of bullets and who had to take multiple rockets to the face to even break a sweat.
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That's more a case for the difficulty scaling in the game, which did, and still does, the old RPG fare of MORE HEALTHBARS BUT DIFFERENT COLOURS!!!
I mean it's not until Andromeda where things get to the point where flanking and movement is done properly but ME2 was still an improvement over ME1.
[quote="Raga wrote:4. Terrible companion AI (not that companion AI in *any* ME game ever actually rose to competency)
Yeah I already touched on that one and I agree.
The optimal playstyle was soldier Shep, Tali and Liara.
Raga wrote:5. The MAKO (do I even need to say more than that?)
I mean if they'd gotten a decent team to make the driving engine good it wouldn't been fine. But, hey, old engine and team that doesn't do driving games will make any and all vehicles bad.
The Hammerhead also handled like arse but was also just weak.
The onky satisfying vehicle was the Nomad and that's only because they got some people who have actually made driving games in on the development.
Raga wrote:6. Completely monotonous enemies who exhibited no tactics worth mentioning
And that's without getting into all the aesthetic problems that just exacerbate that stuff. ME2 is not going to win any awards for shooter mechanics and had it's own host of issues, but compared to ME1, there is like a 200% improvement.
Yeah, ME2, and to an extension 3, turned into a "Gears of War cover based shooter clone". But the main thing that changed was they let the action and story drive what was necessary for combat.
No more "planet X with it's open plains" or "corridor too tight for the player's camera to fit into at times, let alone them and some enemies" but actual designed levels directed by the story.
Raga wrote:*Addendum*
I don't think the heat sink/cooldown system in ME1 was part of the problem though. And it became essentially irrelevant toward the end of the game as your equipment improved. The only problem I can identify is basically a balance problem, with the cooldowns being maybe slightly too draconian at low levels and slightly too generous at high levels.
However, I don't really care if the system works via ammo or cooldowns. Either can work. It just depends on implementation.
Yeah, the whole system difference could work, as they show in Andromeda you can have a balance between the two if you so choose, but that means you have to pick a playstyle for it to design around.
If you chose one over the other it'll make some decisions you don't intend.
I mean if you had the "heatsinks" design for guns in ME2 all the tension out of fights is immediately gone IMO.