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Sure there is some blame to put on on EA but in this case the rabid idiots destroyed the franchise who wrote off the game based on a few animation glitches, that were neither the rule to the game nor that big of a deal in the greater scheme of things. So I'm more mad at those and the clueless idiots towing the line thereafter.if theres no DLC then I probably won't bother finishing the game, it was doomed from the start, I shouldn't be surprised that EA destroyed another franchise.
http://kotaku.com/sources-mass-effect-andromeda-will-not-get-single-pla-1796548159
tldr: 3 sources report to Schreier that all single-player DLC is cancelled.
By the end of my first play through, I had all the skills I wanted maxed out. Near the end of the game I was just filling in the holes with extra points. I'm at level 99 I believe and I think I have skill points and no place to put them.
I am trying my best to progress but it is fucking hard. I just went to this planet (second one for me like Haevarl or some crap) where again I have to do a vault. Which I have done. But man, it sucks ass. I don't know when, if ever, I will even finish the main story.
The vaults are also typically the easiest part of each new planet.
The bigger parts are the politics, and stuff that tells the stories of the Outlaws, the Krogans, and on Havarl the Angara.
http://www.deepfreeze.it/journo.php?j=jason_schreierhttp://www.pcgamer.com/bioware-kiboshes-mass-effect-andromeda-dlc-cancellation-rumor/
Note the updated headline and the opening updated paragraph. The rest is background. Other outlets need to catch up.
I'm at the point I don't believe anything this gent at Kotaku writes.
I can't see those links at work- what's up?
Icons from top to bottom: Collusion, Dishonesty, Sensationalism, Trivia.I can't see those links at work- what's up?
Is there a mod yet to unlock more skill slots? Or remove the profile-swap cooldown.
Might be fun to play again with more skills available...
Those two basically ruined the skills experience didn't they? Don't know why they would think that was a good idea. Being stuck with the 3 basic skills for the entire game. You never knew exactly what type of encounter to expect, so you couldn't switch profiles pre-emptively. And switching during a battle is suicide due to the cooldown reset on everything. So the only sane tactic is to use the 3 most universally useful skills you can find and stick with them. Which was overload / energy drain / and incinerate for me.Is there a mod yet to unlock more skill slots? Or remove the profile-swap cooldown.
Might be fun to play again with more skills available...
Finally had enough time to get into the game over the last couple days. So far I'm enjoying myself. It feels like Mass Effect, although I never have been a fan of games where you go into cover "automatically" because it so rarely works. Especially when there's no crouch command.
They love throwing a whole bunch of things at you at once. From the R&D stuff, to scanning quests, to a bunch of menus...I kinda wish they'd space some of that stuff out. It's a little overwhelming and the menu UI's aren't very intuitive.
Any tips on the R&D stuff? The game isn't offering much in the way of insight as to what's worthwhile or not. I don't see any stat comparisons or anything like that. What guns are good vs. not?
The differences in the vaults actually makes no sense to me. You'd think something like a big atmospheric processing complex, or terraforming complex would be a standard or prefabricated unit for easy deployment. Not a one off custom for each planet. This is one of those areas where it being a game shows through and takes a little away from the already thin story. That said, I'm just nit picking after the fact. I didn't think about it too much while playing the game the first time.
I agree they can be a bit boring after doing the first two. But as for why they aren't the same? Different planets require different processes. Each of the planets has a different atmosphere and different conditions that have to be normalized. Why would you have the same cookie cutter device for each one?
If you are terraforming planets for the same life forms, the devices should be more or less the same. We aren't talking about a technical difference in the devices, we are talking about the complexes simply being different for the sake of some variance in the game play.
Huh? Really? You think you would use the same types of devices to terra-form completely different worlds?
The life forms aren't the issue, it is getting the planet to the desired consistency for that life form. Meaning the world isn't at that proper range and consistency yet. Why would you use the same terra-forming device to try and remove toxic gases from one world on a world that has no toxic gases but is too cold?
Yes I do. Worlds that would be candidates for terraforming would have to sit a specific distance from a star and have a specific chemical makeup that would be conducive to terraforming for a specific life form.
Achieving the required consistency, means using worlds that fit certain parameters. Already we are aware that virtually all planets in the known universe have the same basic chemical makeup. We would just need terraforming candidates that have these ingredients in the right amounts to adjust. There is no reason why you wouldn't want to use a device of the same design each time to do this. Whether you ship the hardware to a given world or deploy workers, drones or both, you would want to make sure you used the same blueprint each time for the task.
Again, we know that worlds in the universe have the same basic chemical makeup. You wouldn't use a world that's too cold if that world was too far from the ideal habitable zone. You wouldn't use a world with gasses that can't be removed easily, or were in concentrations too high to clear out or repurpose. And once more, those gases are all things we have on Earth, just in different quantities.
Except in this case these worlds aren't within the best range for that. They all have issues with them that keep them from being habitable. Some have toxic gases, some are too cold, some have wildlife issues. Each of the planets has something different that needs to be altered to make it habitable. There is no single solution for them. That is the point here and why the vaults are needed. Remember the pathfinders went there thinking that all these planets were going to be somewhat habitable, but they were not. That was the initial crisis.
So you are saying that Uranus, Jupiter, and Earth all have the same chemical makeup? They all have similar chemicals, but are not identical in the ratios, consistency, or formation of those.
You are assuming that these planets have all the necessary chemicals in the right amounts or in the right composition. That is not necessarily so. One planet may need devices that dig deep into the core and bring out certain materials that are needed to form a proper atmosphere. Some may need something that removes certain chemicals from the atmosphere and puts them into the core. Some might have some super virus or other that needs to be eliminated or altered. There are all sorts of possibilities. That was the whole point in this game, nothing was as expected when they arrived.
Again, this goes back to the first point. They were expecting planets that were already habitable in the right ratios when they came to the new galaxy. They found that was not the case. That is the whole point to the vaults and the Remnants in the first place.