@JamieK81 wrote:
I would personally love it if they would, at the very least add in waypoints for ALL the tasks in the game, i mean there are tasks that have zero waypoints and are totally ignored since finding all, if not one of them is pure luck.
Yeeeaaahhhh tasks are broken, no question. Not even in a good way, where it's a bug and there's plausible deniability - they designed them to be vague. I can see on some level the idea that 'you're an EXPLORER, go EXPLORE'. But that principle is not in the same realm as wandering random hotspots on a planet for four hours hoping to get this damn quest out of your journal.
@PretzleMe wrote:
Someone said to allow us to equip our squadmates but I disagree with this from a roleplay and lazy perspective. I don't dress my friends. They're grown, like my squadmates. I prefer they be responsible for themselves in that way... but I wouldn't be opposed to this feature being added long as I am not forced to do it or punished for not doing it.
More casual outfits - Namely Liam and Cora's. Also, there's an outfit I only saw at the end of the game that looked like my armor just with all the armor bits stripped away. I'd like that as an option as a casual outfit.
Having to equip your companions in an RPG is the most annoying thing in the world for me. Remember Dragon Age, when you had to juggle all of the competitive upgrades and items for all of your 8-ish+ companions, constantly? I don't miss that at all.
What I DO miss, however, is the neat little outfits system ME3 had, allowing you to change a companion's look if you really, really hate it. No one will ever convince me that playing Barbie's Dress-Up Adventure with my crew of misfits is not an integral part of the RPG experience.
@PretzleMe wrote:
Pre-defined colors in addition to the option to access the color wheel and or... if no pre-defined colors, the ability to store 4 custom colors. Makes it easier to match things.
I didn't realize this was a thing I wanted back until you mentioned it. The color wheel is nice, but sometimes unintuitive to the artfully-deficient among us (like me) when you just want to select brown.
@Walayimuna wrote:
A better mining system, I mean, seriously?
Agreed. Sort of. I just generally want more bang for my buck in mining, and a clearer system for informing me where mineral deposits are. Even an indicator that points you in the direction of the largest deposit when you get within a certain distance is better than guessing.
And as for a totally unrealistic expectation, I want some kind of reward for scanning every. Single. Planet. Fleshing out lore is cool, but after the fifteenth system where it's 'here's some copper....and nothing else!' it feels like a waste of time. At least give us a sweet XP or mineral reward for getting 100% in a solar system.
@Sirenapples wrote:
Patches:
• No cooldown when switching profiles. The game comes across as intending you to switch profiles, like your dad did on Habitat 7, but then they actively discourage you from doing so by hiding it behind a secondary menu when you hit the quickmenu / radial wheel, and then putting everything on cooldown.
• Profiles should be seen on the main radial menu itself.
Again, things I didn't know I wanted until they were mentioned. I never swap profiles for this exact reason. Well, among others. Profiles also need a much quicker hotkey than the back button screen. I'm thinking D-pad on console, arrow keys/WASD (depending on whether you're a southpaw) on PC. Just a quick button tap to maximize your quickness and efficacy in combat.
In regards to AVP, this was the part I hated about DAI's war room. I am not going to sit around and twiddle my thumbs for hours waiting for your timers to run down. I'm busy. Just GIVE us the AVP rewards directly every time the clock runs down, but only when we're actually in-game. Whether my Research Data is finally in is NOT the foremost thing on my mind when Remnant are shooting at me.
More/expanded romance options patched in or in the DLCs, please. I see it echoed a lot and that's because it's kind of a big deal. Give us more romance-specific banter! More organic tender moments! More substance to romances outside your crew!
Apparently Bioware is feeling the heat from only 1 Scott-only male romance option. Well here's an idea for you - give us Avitus. That guy needs a hug, ASAP. Even better, jump the boundaries and make it an entirely nonsexual romance path, like Jack's. We could use some relationship diversity like that with all the T&A flying at our faces.
Let's talk about game balance for a second. We get it. It's hard. But it's also the same. Just about every game on the market today feels like it has the same expectations of difficulty, which is almost nothing. Here's how it shakes out:
Normal: Normal.
Hard: More health, more damage on enemies.
Harder: More health, more damage on enemies.
Hardest: More health, more damage on enemies.
Masochist: More health, more damage on enemies.
That's not difficulty, that's a chore. If 'harder' enemies just have buckets of health and nothing else, it doesn't mean the encounters are harder, it means every random fight takes a half-hour, which is not fun. It also takes a lot of the intensity out of boss fights when an Ascendant is just as hard/easy to take down as a pod of normal kett. If my choices are 'x difficulty' and 'x difficulty but the fights just TAKE longer', I'm gonna go be bored to tears on casual because at least then I get the story faster.
Game difficulty should reward higher tiers of player skill and require a solid knowledge of mechanics, tactics, and actions on the spot. Giving Anointed 5000+ shields (this is not hyperbole, I did the math and it hurt my soul) isn't that.
Credit where credit is due. Andromeda does this better than most games because the enemy AI improves beyond 'shoot ineffectually from behind the same cover until you die or I do'. They maneuver, they push, they suppress. That's awesome! I should be surprised by my enemies on Insanity, they should make me adapt!
So here's the deal. Restructure the health and damage system. Make Ryder the baseline instead of the lame duck. Our powers don't do enough damage, our health pool is too low (seriously guys, my level 55 Sentinel should not have the best armor, augs, and maxxed out toughness passives and then end up with LESS THAN HALF the health and shields of any of my companions.)
Full stop. Pause.
Really though.
The main character should not be less effective than the NPCs.
Ahem. Our powers don't do enough damage, our health pool is too low, and our best feature of versatility is neutered by the way switching profiles works right now. Let our companions be a force amplifier instead of their own force, tone the health and damage of enemies way the hell down (especially on higher difficulties) and focus on numbers, AI improvements, and twists in the game to carry the rest. I shouldn't need to describe combat as a 'slog'. That's not fun by definition. Moreover, a player should be able to choose whether their battles are slow and methodical, high-risk assault pushes, or tense firefights by their playstyle.
This is a longshot, but consider throwing in additional power sets of amplifiers to enemies based on character level and difficulty. Even the best models get boring once you know all their tricks. But if I hit level 40 and all of a sudden raiders are throwing Incinerate at me? It changes the game. It forces me to adapt, learn new tricks, keeps the combat fresh.
To a lesser extent, this is much my same gripe with multiplayer. Remember ME3? Bronze play was fast-paced, relatively easy, pick-up-and-get-started fun. It was the gatekeeper to introduce you, let you get the hang of the system, and graduate to silver and gold. Now it starts out punishing. You're too weak, everything else is too strong, and the rewards are...eeeeeccch. Everyone from narrative to insanity players should be able to jump right into bronze and check out the modes. Hell, if you have to make a 'mud' difficulty where everything is hilariously easy. Something so that ANYONE can go in and see if it's their bag, then work their way up organically.
Also, rewards. Leveling up in multi is far too slow. Even bronze should give you double the XP at the end of the match as it does now. At least. Again, in ME3 your first ten levels passed in a flash, which was great for player investment and game balance because it meant you were able to upgrade and learn your abilities much faster. Now, if you get your soldier to level 10 and find out that it's just not to your liking, you've just wasted about 20 matches, if not more.
Also, please. Please please please. Let us purchase characters and weapons and upgrades directly, with credits, instead of using boxes. Charge triple the credit cost, making it infeasible unless you really just want the one thing! 100,000 credits for an uncommon! Hell, allow Andromeda Point transfers for individual buys, to keep Pimp Daddy EA happy. Just something to alleviate the RNG rage before it gets too bad. I can't be the only one who remembers farming for boxes, begging for a Black Widow X, only to keep getting repeats of Vorcha Engineer or worse, the Spitfire. Ugh.
Couple more points before I go.
Fix Invasion. Invasion is the worst. Powers that are straight debuffs with no real damage effect are bad enough because there's no real way to tell if it's working or not. It takes up a slot that you could have used for Backlash. Or Overload. Or Backlash. Or Remnant VI. Or, like, Backlash. At the very least, give it an upgrade that allows it to set up a combo. Boom. You can see it doing something.
A couple of others have talked about removing the profile swapping entirely for more powers. I like the IDEA of profiles, but the pause menu in the other games worked a lot better. I think a balance of the two could work, opening more slots per profile while keeping profiles relatively intact. Sans forced cooldown, obviously. But bring back holding down a button to pause AND see your full power list. That utility was too great to give up.