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Bioware General (Mass Effect/Dragon Age/Other)

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TheodoricFriede
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 17th, 2017, 2:58 pm

magnuskn wrote:I'm not sure I like the new Turian model. They seem much more gangly than the ones from the trilogy. I liked the more "solid" version.

You are used to seeing them wearing massive, heavy armor.

If you look at the turians in ME1, especially wearing casual clothing on the Citadel, they are quite thin.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby NCLanceman » March 17th, 2017, 3:04 pm

HellBovine wrote:Don't see why they couldn't have shared assets with Inquisition to get the human faces. Other than the sweaty look of the skin, human faces looked significantly better.

If I had to guess, the art direction pipeline wouldn't have supported it. Dragon Age: Inquisition is a medieval world where most of the indoor lighting comes from reddish fire with an emphasis on shadow. Mass Effect is a science fiction future where most of the indoor lighting is soft blue with an emphasis on reflections off brushed steel. The underlying textures, UV mapping, and such that look good in one setting wouldn't necessarily look good in another. Adjusting one set of assets to another takes time and energy away from both teams (and the Dragon Age team is almost certainly working on something else by now) for negligible gain to either. That's an organizational problem and it's not easily surmountable unless you're a company like Ubisoft, where your teams have been working so closely together for over a decade that all your games now look and play alike.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 17th, 2017, 3:07 pm

If nothing else they are at least acknowledging complaints about the Character Creator.

This seems to be a bigger deal than the DA:I complaints of 101 choices for a shaved head.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 17th, 2017, 3:18 pm

As long as I don't regret my custom face because I couldn't see it from a certain angle or in certain lighting and flaws became apparent immediately when I was handed the controls and I'm forced to sit through a long-ass intro again to remake the face (looking at you, ME2), then I'm good.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby SciFlyBoy » March 17th, 2017, 3:20 pm

Someone With Mass wrote:As long as I don't regret my custom face because I couldn't see it from a certain angle or in certain lighting and flaws became apparent immediately when I was handed the controls and I'm forced to sit through a long-ass intro again to remake the face (looking at you, ME2), then I'm good.

It was always the most jarring seeing 'my' face going from 2 to 3.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby HellBovine » March 17th, 2017, 3:29 pm

Wow, I thought people might be making too big of a deal with this CC but no.

This is the most anemic CC I've seen in a Bioware game, and thats including SWTOR. Also, whoever designed the beard options has no idea whatsoever what one is supposed to look like.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Croatsky » March 17th, 2017, 3:48 pm

NCLanceman wrote:
I'm going to nitpick for a second here. Bioware didn't "remove" anything from Mass Effect character creator, for the good and simple reason that in the switch from Unreal Engine to Frostbite they had to rebuild everything from the ground up. It's a bit like saying that a building that didn't get rebuilt after the great 1909 Chicago fire was removed by city planners. Having some idea of the work involved here, that bit is slightly unfair.

That being said, overall it sounds like my rampant impatience in preordering might pay off after all!


I don't see why couldn't they add those hair and facial hair styles back. I mean, some NPC's have them. Why not give it to Ryder?

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Raga » March 17th, 2017, 3:53 pm

My best guess is that it's related to the Ryder dad issue I brought up in the spoiler thread. That and they wanted to exert control over eyelash clipping and cross eyes and wonky mouth shape on custom characters (which has always been a problem that's garnered complaints) by forcibly limiting the pool of potential customization to preset face shapes. That seems to be what's limited: face shape changes. You can change colors and textures to your hearts content.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby NCLanceman » March 17th, 2017, 4:47 pm

Croatsky wrote:I don't see why couldn't they add those hair and facial hair styles back. I mean, some NPC's have them. Why not give it to Ryder?


Ryder likely has a different skull. In most games the main character has different features than most NPCs simply because the main character requires more detail since you're going to spend most of the time looking at him/her. NPC hair might not fit on Ryder's head correctly.


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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 17th, 2017, 6:30 pm

I think North Koreans have more choices for mens hairstyles.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

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Re: Bioware General (Mass Effect/Dragon Age/Other)

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » March 17th, 2017, 9:42 pm

Pre-order items overview:

https://www.youtube.com/watch?v=l8Xrzj-kdGI

Seems the weapons were worth the investment.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 18th, 2017, 1:14 am

Trying to beat ME3 before the 21st. Have no idea how much content is in the game, since I hadn't touched it since March 2nd of 2012 or thereabouts. Harder to do than I thought, haven't really powergamed in years, being focused on _one thing_ is refreshing, since normally my head is a scattershot of commitments, plans, and stress.

Game's a lot better than I remembered. Set pieces are epic, models are even better, though the melodrama doesn't always hit. Ash getting her ass kicked was timed poorly, since she'd been nothing but a bitch to me for 2 games up to that point, so why do I care that she's bruised and bedridden? Then the whole PTSD thing, it really does seem like it was setting up Indoctrination Theory, at least it could have if they cared to. Alas.

Combat's the hardest of the trilogy so far, on Insanity of course, since a grenade is an instant kill, and I get about 2-3 seconds out of cover before I drop to normal fire. But as an Infiltrator, starting at level 30, I'm getting along fine. Other than fights with flanking, which take a few tries to iron out.

I'm finding some old feelings coming back. Not quite as strong, but there's some scenes I know will get my blood up. Mostly faffing around knocking out exploration and side quests, then to Tuchanka.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 18th, 2017, 2:43 am

magnuskn wrote:Pre-order items overview:

https://www.youtube.com/watch?v=l8Xrzj-kdGI

Seems the weapons were worth the investment.


"Originally built by Armax Arsenal in the Milky Way, the Scavenger incorporates quarian technology that allows the user to better analyze, interface, and integrate foreign components."

Does it come with an emergency induction port too?

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Croatsky » March 18th, 2017, 3:23 am

Bioware changed it's review embargo, reviews to be released tomorrow instead of at Monday.

Correction, it's lifting streaming limitations.
Everyone with review copies can show everything in streams, so heavy spoilers warning for tomorrow.
Reviews still embarged until Monday.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 18th, 2017, 3:42 am

With any luck, thats a sign of confidence.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby NCLanceman » March 18th, 2017, 10:57 am

I've played a bit of the demo because I have nothing resembling patience for videogames out of curiosity. There's some jank there, but it's not as omnipresent as /v/ would have you believe, because /v/ doesn't like videogames anyway. So far it's been pretty fun.

On the character customization front, there's definitely fewer options, but the one time I wish they'd actually given me fewer options was in selecting eye color. You manually pick the color of outer and inner irises from a color wheel. You know, in case you really wanted a red-eyed monster exploring a new galaxy. I tried for forest green and wound up with a neon monstrosity.

Remember kids, inner irises are closer to dark brown or black than anything else. People with bright inner irises are... Well...

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Spartanburger » March 18th, 2017, 1:13 pm

I didn't think the EGM added any new actual cinematics, just superfluous stuff to the Normandy and more galaxy map locations (and fetch quests)...


But holy shit. I just got Tali. After inviting her up for the conversation after you get her and rekindling the romance, the mod adds the ability to call your love interest up, and they will hang around the cabin, and you can interact with them for a short new cinematic. For those curious, here's the cinematics for Tali:

First time, Tali is standing next to the fishtank, looking into it with her hands behind her back. Interacting has Shepard stand next to her and she rests her head on Shep's shoulder Fade to black, and Shepard then gets up from the bed. Of course.

Second time, Tali is on the chair next to the bed. Interacting with her has the two of you sit on the couch and watch Fleet and Flotilla. If you hired a chef (I forgot to mention that EGM lets you hire a chef), their style of food will be on the table, too.

Third time is just like the couch one in ME2, where you just kinda sit and stare at each other. Only this time the cinematic ends with you getting up from the bed after a fade to black. Of course.

There's no dialog in any scene, but it's still nice to know that modding has managed to add things like this to the game.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » March 18th, 2017, 1:36 pm

Is it compatible with MEHEM?

*edit* Apparently it is.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby magnuskn » March 18th, 2017, 2:17 pm

Oh my god, I didn't know how much the thing with Joker's sister still pisses me off. :(

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 18th, 2017, 4:28 pm

Alas it would seem that the spoilers have started in earnest.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 18th, 2017, 6:40 pm

Just thought id share that Bioware's genuinely racist asshole employee Manvier Hier or whatever is no longer working at Bioware.

Thank merciful Fuck.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby NCLanceman » March 18th, 2017, 7:04 pm

Yeah, he's been out for like... three months, right?

Thank you God. I hope that guy gets fucked with a rake. First one end, then the other.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Spartanburger » March 18th, 2017, 8:17 pm

Sorry, I'm gonna rave about the EGM again:

One of the interesting things that the game lets you do is reinforce your ship with additional crew and equipment. You can choose a squadmate to be your XO (I chose Garrus), for example, which changes certain email stories and some scanning missions. You can also choose different senior officers, like a Marine Officer (Vega) and a chief engineer (take a wild guess). Although medical officer (default Chakwas) and supply officer (default Cortez) are there as well, you cannot choose who they are. A number of junior officer positions are present as well, but those cannot be changed.
Each of these options gives you some fan-written extended background and service history for each person.

The mod also lets you choose a ship marine detachment. As you progress throughout the story, you unlock options for larger detachments, from minimal and up. This doesn't change anything storywise or gameplay wise, but it does add a number of NPCs around the ship, including guards on certain locations (airlock, the cabin), as well as just hanging around the ship. It helps make the ship feel a bit less empty and more crowded.

There are some options that change your gameplay, too.
You can choose a medical team, which really is just one NPC, but the selection will give extremely minor bonuses to things like weapon damage, cooldown, and health. You get to choose between two humans, an asari, and a Salarian. Just like with the other NPCs the mod adds, they can be seen actually doing things. Sometimes just waiting outside the med lab on the crew deck, sometimes attending someone on one of the medical tables. But they're there, in addition to Chakwas.

As I mentioned in my previous post, you get to choose a chef. Only two are unlocked for me right now: a barman named Eli LeJeune who serves cajun food, been and "good times" and a chef named Keiko Hamada, who serves "high quality japanese food and a clean ship." Neither of these change the gameplay much, but the main bonus of a chef is that they feed your fish for you, and act as a complete replacement for the fish auto-feeder thing, which has been completely removed from the game. Like everyone else, they can actually be seen cooking and interacting with other NPCs, though as with all that the mod adds, there's no voice or interaction options. Who you choose also changes the models for the food that you see on the kitchen table, and on the table in the Cabin if you call your love interest up.

Once you get past Rannoch, you get two engineering crew slots. You get to choose two of six options: three Geth and three Quarians. These individuals have a greater effect on the Galaxy map gameplay loop, increasing the scanrange of the normandy's scanner, decreasing the rate at which you are detected, moving faster in system and in FTL, among other things. One of the NPCs is even familiar: Kenn'Raedor, the Quarian merchant on Omega.

You can add additional squadmembers, too. Assuming they survived, and there isn't a story reason for them to not be there, they can be added to a "standby" list which adds them to the squad list, and you can actually take them down on missions. Though, story missions may lock some of them from selection. For example, at least one "vanilla" squadmate is required when you do the bomb mission on Tuchanka, and once you finish the Tuchanka story arc, you loose access to Wrex. I presume all non-regular squadmates you can take with you in the Armax simulator from the Citadel DLC can be chosen at some point.

Additional equipment is neat, too.
Although your primary vehicle is locked, (the kodiak), you can choose a secondary vehicle that is also visible in the cargo bay towards the end, like a Mako for the dull, or a Hammerhead for the interesting. Different types of the same thing are available, too. Like anew IFV Mako, flying modern alliance colors. An option for the hydrolic flooring in the bay is added near Cortez's station that lowers or raises the flooring surrounding the vehicle.

You get a mechbay, too, allowing you to choose two types of mechs that are in the bay as well, like a YMIR mech and a Cat-6 Atlas. You can climb up a ladder to access a menu that can raise or lower them onto the ground, though they cannot be piloted. Just there for looks.

There's a Javelin missile battery as well, which takes up a lot of space but is still neat.

Oh, and perhaps the most impressive part: A fully functional shooting range, like on the Citadel Spectre offices. Complete with customizable targets, and the option for it to be casual (weapons but no armor) or formal (full gear).

All weapons that you unlock throughout the game are placed on a retractable and energy-shield protected weapons locker that can be slid out of the wall with a button press.

Speaking of the weapons, it adds every multiplayer DLC weapon and mod to the game.

There's an option to choose a Guard dog, though I haven't unlocked anyone other than Kei-9 right now.


Down in engineering, there's an engineering store menu that lets you access additional ship upgrades, like from ME2, that improve certain galaxy map gameplay elements, like the engineers. Faster speed, longer scanrange, and lesser detection from Reapers.


Oh and you can buy dextro chocolate for Tali, which shows up on the table in the cabin when you invite her up.

There's still a lot more that this mod enables, and I still haven't fully experienced it, but it is impressively integrated into the game. Sometimes I don't even realize it's something from the mod.

Edit: It also adds another appearance outfit for Tali. Though I don't like the colors, I do like the Hood-Down option, and it's nonetheless impressive that it's been implemented into the game. For those wondering, the back of the head isn't actually modeled by default, and the modder hacked geometry from the Human helmets back there in order to make it work.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 18th, 2017, 8:40 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 18th, 2017, 8:40 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 18th, 2017, 8:41 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 18th, 2017, 8:41 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 18th, 2017, 8:42 pm

Spartanburger wrote:I didn't think the EGM added any new actual cinematics, just superfluous stuff to the Normandy and more galaxy map locations (and fetch quests)...


But holy shit. I just got Tali. After inviting her up for the conversation after you get her and rekindling the romance, the mod adds the ability to call your love interest up, and they will hang around the cabin, and you can interact with them for a short new cinematic. For those curious, here's the cinematics for Tali:

First time, Tali is standing next to the fishtank, looking into it with her hands behind her back. Interacting has Shepard stand next to her and she rests her head on Shep's shoulder Fade to black, and Shepard then gets up from the bed. Of course.

Second time, Tali is on the chair next to the bed. Interacting with her has the two of you sit on the couch and watch Fleet and Flotilla. If you hired a chef (I forgot to mention that EGM lets you hire a chef), their style of food will be on the table, too.

Third time is just like the couch one in ME2, where you just kinda sit and stare at each other. Only this time the cinematic ends with you getting up from the bed after a fade to black. Of course.

There's no dialog in any scene, but it's still nice to know that modding has managed to add things like this to the game.



Spartanburger wrote:Sorry, I'm gonna rave about the EGM again:

One of the interesting things that the game lets you do is reinforce your ship with additional crew and equipment. You can choose a squadmate to be your XO (I chose Garrus), for example, which changes certain email stories and some scanning missions. You can also choose different senior officers, like a Marine Officer (Vega) and a chief engineer (take a wild guess). Although medical officer (default Chakwas) and supply officer (default Cortez) are there as well, you cannot choose who they are. A number of junior officer positions are present as well, but those cannot be changed.
Each of these options gives you some fan-written extended background and service history for each person.

The mod also lets you choose a ship marine detachment. As you progress throughout the story, you unlock options for larger detachments, from minimal and up. This doesn't change anything storywise or gameplay wise, but it does add a number of NPCs around the ship, including guards on certain locations (airlock, the cabin), as well as just hanging around the ship. It helps make the ship feel a bit less empty and more crowded.

There are some options that change your gameplay, too.
You can choose a medical team, which really is just one NPC, but the selection will give extremely minor bonuses to things like weapon damage, cooldown, and health. You get to choose between two humans, an asari, and a Salarian. Just like with the other NPCs the mod adds, they can be seen actually doing things. Sometimes just waiting outside the med lab on the crew deck, sometimes attending someone on one of the medical tables. But they're there, in addition to Chakwas.

As I mentioned in my previous post, you get to choose a chef. Only two are unlocked for me right now: a barman named Eli LeJeune who serves cajun food, been and "good times" and a chef named Keiko Hamada, who serves "high quality japanese food and a clean ship." Neither of these change the gameplay much, but the main bonus of a chef is that they feed your fish for you, and act as a complete replacement for the fish auto-feeder thing, which has been completely removed from the game. Like everyone else, they can actually be seen cooking and interacting with other NPCs, though as with all that the mod adds, there's no voice or interaction options. Who you choose also changes the models for the food that you see on the kitchen table, and on the table in the Cabin if you call your love interest up.

Once you get past Rannoch, you get two engineering crew slots. You get to choose two of six options: three Geth and three Quarians. These individuals have a greater effect on the Galaxy map gameplay loop, increasing the scanrange of the normandy's scanner, decreasing the rate at which you are detected, moving faster in system and in FTL, among other things. One of the NPCs is even familiar: Kenn'Raedor, the Quarian merchant on Omega.

You can add additional squadmembers, too. Assuming they survived, and there isn't a story reason for them to not be there, they can be added to a "standby" list which adds them to the squad list, and you can actually take them down on missions. Though, story missions may lock some of them from selection. For example, at least one "vanilla" squadmate is required when you do the bomb mission on Tuchanka, and once you finish the Tuchanka story arc, you loose access to Wrex. I presume all non-regular squadmates you can take with you in the Armax simulator from the Citadel DLC can be chosen at some point.

Additional equipment is neat, too.
Although your primary vehicle is locked, (the kodiak), you can choose a secondary vehicle that is also visible in the cargo bay towards the end, like a Mako for the dull, or a Hammerhead for the interesting. Different types of the same thing are available, too. Like anew IFV Mako, flying modern alliance colors. An option for the hydrolic flooring in the bay is added near Cortez's station that lowers or raises the flooring surrounding the vehicle.

You get a mechbay, too, allowing you to choose two types of mechs that are in the bay as well, like a YMIR mech and a Cat-6 Atlas. You can climb up a ladder to access a menu that can raise or lower them onto the ground, though they cannot be piloted. Just there for looks.

There's a Javelin missile battery as well, which takes up a lot of space but is still neat.

Oh, and perhaps the most impressive part: A fully functional shooting range, like on the Citadel Spectre offices. Complete with customizable targets, and the option for it to be casual (weapons but no armor) or formal (full gear).

All weapons that you unlock throughout the game are placed on a retractable and energy-shield protected weapons locker that can be slid out of the wall with a button press.

Speaking of the weapons, it adds every multiplayer DLC weapon and mod to the game.

There's an option to choose a Guard dog, though I haven't unlocked anyone other than Kei-9 right now.


Down in engineering, there's an engineering store menu that lets you access additional ship upgrades, like from ME2, that improve certain galaxy map gameplay elements, like the engineers. Faster speed, longer scanrange, and lesser detection from Reapers.


Oh and you can buy dextro chocolate for Tali, which shows up on the table in the cabin when you invite her up.

There's still a lot more that this mod enables, and I still haven't fully experienced it, but it is impressively integrated into the game. Sometimes I don't even realize it's something from the mod.

Edit: It also adds another appearance outfit for Tali. Though I don't like the colors, I do like the Hood-Down option, and it's nonetheless impressive that it's been implemented into the game. For those wondering, the back of the head isn't actually modeled by default, and the modder hacked geometry from the Human helmets back there in order to make it work.


To partially borrow a quote: You had my curiosity…. but now you have my attention!

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Su37 » March 18th, 2017, 10:14 pm

I'm still not sure if I want to go ahead and take the plunge and purchase Andromeda. I really want more Mass Effect, but from what I've seen and heard, I'm incredibly wary.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 2:51 am

ME3 is far better than I've given it credit for. Though I've yet to do any DLC or see the EC, so I'll reserve final judgement, since the original ending was a kick in the balls. But the atmosphere and world building is really well done, a great many touches I'm only noticing now.

Also I maxxed out EMS and I only finished Rannoch, so I'm on a good pace.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 2:53 am

Su37 wrote:I'm still not sure if I want to go ahead and take the plunge and purchase Andromeda. I really want more Mass Effect, but from what I've seen and heard, I'm incredibly wary.

The bad appears to be tremendously overblown by people who're feeling malice rather than schadenfruede, so take that as you will. There's going to be jank, clearly, but reading between the lines, it does seem like it will be Mass Effect if nothing else.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TheodoricFriede » March 19th, 2017, 2:59 am

Mass Effect 3 doesn't get seriously infuriating until the Cerberus/endgame stuff starts in earnest.

I was having the same "You know its not as bad as I remember" until I reached that point. Then I was literally shouting at my TV how terrible the game is.


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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 19th, 2017, 6:22 am

TheodoricFriede wrote:Mass Effect 3 doesn't get seriously infuriating until the Cerberus/endgame stuff starts in earnest.

I was having the same "You know its not as bad as I remember" until I reached that point. Then I was literally shouting at my TV how terrible the game is.


The Normandy can do danger-close bombing runs, knock out a Collector cruiser with two shots, outmaneuver fighters and disguise itself as a Reaper on IFF readings, which would make a surgical strike easy as hell during the invasion, but taking out one gunship that's pretty much hovering in place is impossible.

Makes one miss the days when Shepard had a grenade/missile/nuke/gravity well/arc launcher on him at all times. And that was when everything was peaceful by comparison.

I really wonder why they removed the heavy weapons. I mean, if I just want to nuke a boss and be done with it, that's my CHOICE, isn't it?

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Vol
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 10:16 am

https://www.youtube.com/watch?v=sTY-BOYesmM

TLDR; Fans are now devs, they refuse to admit the original ending was bad, they know fans are passionate

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Deano
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Deano » March 19th, 2017, 10:35 am

Some stupid stuff in that video. I would never admit my b and c teams were working on my Flagship game, even if it happens all the time.

As for hiring multicultural over talent, I'm just going sit here hoping that isn't a thing.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 19th, 2017, 10:50 am

To me, being multicultural is a plus at best. It's really not something I'd pay someone to be, since it sounds like it'd be more practical to have as a hobby more than anything, unless you're traveling a lot or you happen to be an ambassador or something. Get the technical talent over anything else, then you can worry about being hopelessly PC.

Really, games are best when they stay away from such limiting bullshit. If I want to expose myself to it, I can read a blog. Makes it so much easier to ignore too.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Alienmorph » March 19th, 2017, 10:55 am

Vol wrote:TLDR; Fans are now devs, they refuse to admit the original ending was bad, they know fans are passionate


I feel like this is a good response to lots of the things they bring up in that video...

https://www.youtube.com/watch?v=petDYMHXo1A

Thei're right about one thing, that if people care or cared so much is because they did alot of things right. But I really feel like they should have the damn guts to finally admit that there were some objective screw-up going on with the third game, and that is not just a matter of fanboys being upset the story doesn't end as they wanted.

Also yes... you need developers that can make a good game, more than you need a token woman, LGBT or black guy on your team. You want to promote equality? Great, then just pick people based on their merits in the work they're gonna be haired for, and not because they belong to a particular minority.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 19th, 2017, 11:08 am

Alienmorph wrote:Also yes... you need developers that can make a good game, more than you need a token woman, LGBT or black guy on your team. You want to promote equality? Great, then just pick people based on their merits in the work they're gonna be haired for, and not because they belong to a particular minority.


The real irony is that it's pretty much the only time I want BioWare to think less of its supposed "fans" and more as a company.

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Vol
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 11:18 am

Oh man, the Kai Leng fight. I'd forgotten this. Pop him in the head once with a cloaked Black Widow, immediately goes into his invulnerable recharge state. Gunship doesn't touch me, just have to wait and wait to pop him again, back to charge, wait, charge. Then cutscene magic where the guy who didn't get 5 feet from his starting position styles on me.

The thematic idea of what happens, Shepard finally hitting a brick wall, that's well and good. But c'mon. The sequence of events should flow, and the gameplay portion shouldn't be so trivial.

@SWM: Fuck diversity. If you're working on a single, coherent project, what possible good what having people with disparate backgrounds and beliefs give you towards making a unified team? Competence and communication skills matter, not who you like to fuck, what shade of brown you are, or what kind of gonad you have.

Know where diversity would be good? Writing. Then a range of views and beliefs are useful for making your aliens and people interesting. In the code pit? NOPE.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 11:43 am

All my credits and fuel got reset to 0 randomly. How nice.

Edit: And medigel.

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Deano
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Deano » March 19th, 2017, 12:09 pm

If you're on PC you can use the Save editor to fix that.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Someone With Mass » March 19th, 2017, 1:33 pm

Damn, you guys are just blazing through the trilogy. I'm still in ME1. Mostly because the completionist in me screams whenever I don't do side missions. After 19-something hours, I'm finally getting ready to recruit Liara as my first story mission outside the Citadel. Did everything else before that. Got to the AI on the Citadel, the wandering nuke (I suspect that the guy who rigged that one was supposed to be a turian/batarian since, hey asshole, you tried to destroy the largest human colony at the time), fought a thresher maw that killed admiral Kahoku's unit on foot because I'm a badass, killed Nassana's sister, got Wrex's family armor, gave Tali a copy of the geth data and taught Garrus that the fast way isn't the best way.

Got to the part where the geth drop a geth Armature, snipers, hoppers and shock troopers right on your head. Usually, I'd deal with them with some three ton teabag action a la Mako, but I had to leave it behind. Snipers on Insane are annoying motherfuckers on their own, but then I had to deal with everything else while cowering behind a crate. After I died about seven times, I gave up.


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Vol
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » March 19th, 2017, 3:41 pm

Eh. Finished Omega DLC. Some nice setpieces, the eezo factory, and the adjutants were a decent idea. Bit too much pointless navigating though, and the Cerberus troops were basically no threat at this point. Story was hard to swallow, Aria being able to summon an entire army and fleet, then the attack then the people rallying behind her, and Talon, and all of it. Felt like some story spackle was needed there.

Aria's still such a bitch, and the only chance I saw to counter her was as a Boyscout, rather than a hook to the jaw. Alas. Wasn't expected the Allah-Ackbar moment either. Apparently I got a crappy ending, since she was sounding pretty tyrant-like in her speech, I had no convo with her, and I got no kiss (misandrist bitch).

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » March 19th, 2017, 3:53 pm

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