Posted on 10/21/2016 at 12:38 PM
| Filed Under Feature
The inventory issue is a non issue. They were already veterans of RPG development by the time the first game came out. We have 3 decades, at least, of examples of how to design an inventory, including other Bioware games. wtf
Abilities: I thought the abilities in ME1 were well explained. The come with descriptions on what they do. It's up to the player to figure out how to use them in combat to tactical advantage. This is a solution looking for a problem. Some people just aren't made for certain types of games. Bioware has to decide who they are going to serve.
Shooting: Another "duh." You are playing a military commander, a war hero. A basic level of firearm proficiencey should be assumed. You are not a peasant like in a classic fantasy RPG. Bioware were stuck on stupid with this one. And please, no damage numbers. Looks cheap and spoils immersion.
Planets: Seems like a development resources issue. Maybe they ran out of time and money. Still, we had fleshed out planets in games before ME and NMS, so it's not a matter of technology.
The Mako: Just make it drive normally. The fucking thing was bouncing around like a rubber ball. Why sould this be hard to code? 30 years of driving games. That's a poor excuse. And why keep the original control scheme? I don't think anyone is that attached to it. Another no brainer issue that the geniuses at Bioware can't seem to resolve, but I like some of your ideas.
It's very frustrating looking at the modern AAA scene. Just so many boneheaded design choices and poor solutions to minor or non-issues. Things that were solved many moons ago. I just don't get it...