Look likes you have to activate the trial by March 7th which means it would end two days before the MEA trial on the 16th.
The smart assholes !!!
Look likes you have to activate the trial by March 7th which means it would end two days before the MEA trial on the 16th.
Has this been confirmed?
How does it work?
Your first 7 days are FREE if you sign up for Origin Access before March 7! After your trial ends you'll be charged monthly or yearly, depending on the plan you choose. Cancel anytime during your 7-day free trial and you won't be charged.
Q: How does MEA Insanity compare to ME2 Insanity?
Ian: Hard to compare them apples to apples. ME2 added layers of defense (shield, barriers, armor, etc.) to everybody, which made it brutally difficult to take enemies down. While I enjoyed the challenge of ME2 Insanity, I didn't like that Adepts got the shaft due to all those layers of defense.
With MEA, we decided to keep defenses static (i.e. If an enemy doesn't have shields on Normal, then he doesn't have them on Insanity either), but we increase enemy durability enough to require a well-made character (and ideally well-crafted weapons) to take them down quickly, we increase enemy damage enough to melt you very quickly when you're out of cover, we increase enemy reaction times and make them smarter about flanking and taking advantage of when you do something unwise (trying to use a hover attack when surrounded by entrenched foes, for instance), using more flushing attacks to force you out of cover, and so forth. We also scale the player's health and shield gates, so you've got very little slack if you screw up.
In general I find that if I want to get through insanity without a silly amount of deaths, it's best to:
- Optimize my build. Your skills, armor, weapons, and profile should all have strong synergies.
- Build in some flexibility. Whether with Favorites, Consumables, backup weapons, or some mix of the above, be prepared to deal with different sorts of threats than my "main" build is optimized for.
- Use my squad smartly. Choose their skill evolves in a way that complements yours and each other's. In battle, order them into strong positions which guard my flanks, and order them to directly attack a target when a good opportunity presents itself.
- Git gud
Source: http://bsn.boards.net/post/305838
BTW, do we know if there is a way to fully turn the HUD off/on, and that such option can be assigned to a key (instead of having to enter the menu)? Not sure why that's not standard.
Ah, missed the announcement that it would support Ansel at release. That's good then.Didn't confirm if all elements can be turned Off or if there is hotkey for that. On PC you can work around that with Ansel if you have NV GPU.
Do we know or have any idea when the next video in this series releases?
Q: How does MEA Insanity compare to ME2 Insanity?
Ian: Hard to compare them apples to apples. ME2 added layers of defense (shield, barriers, armor, etc.) to everybody, which made it brutally difficult to take enemies down. While I enjoyed the challenge of ME2 Insanity, I didn't like that Adepts got the shaft due to all those layers of defense.
With MEA, we decided to keep defenses static (i.e. If an enemy doesn't have shields on Normal, then he doesn't have them on Insanity either), but we increase enemy durability enough to require a well-made character (and ideally well-crafted weapons) to take them down quickly, we increase enemy damage enough to melt you very quickly when you're out of cover, we increase enemy reaction times and make them smarter about flanking and taking advantage of when you do something unwise (trying to use a hover attack when surrounded by entrenched foes, for instance), using more flushing attacks to force you out of cover, and so forth. We also scale the player's health and shield gates, so you've got very little slack if you screw up.
In general I find that if I want to get through insanity without a silly amount of deaths, it's best to:
- Optimize my build. Your skills, armor, weapons, and profile should all have strong synergies.
- Build in some flexibility. Whether with Favorites, Consumables, backup weapons, or some mix of the above, be prepared to deal with different sorts of threats than my "main" build is optimized for.
- Use my squad smartly. Choose their skill evolves in a way that complements yours and each other's. In battle, order them into strong positions which guard my flanks, and order them to directly attack a target when a good opportunity presents itself.
- Git gud
Source: http://bsn.boards.net/post/305838
Gotta give props to the amount of questions Ian is answering on Twitter. Learning more from him than the videos so far.
Yeah, it's great. We're definitely in the "time to talk about everything" phase. Thorough, regular gameplay trailers will be the media mainstay, devs opening up to questions in twitter, and hands-on press previews tomorrow.
Previews tommorow?Yeah, it's great. We're definitely in the "time to talk about everything" phase. Thorough, regular gameplay trailers will be the media mainstay, devs opening up to questions in twitter, and hands-on press previews tomorrow.
Anyone mind doing a summary of what is being said?
Knight-enchanter on Tumblr went and compiled recent info out of dev twitter feeds. I noticed this thanks to Reddit thread: https://www.reddit.com/r/masseffect/comments/5upwqv/compilation_of_recent_tweets_from_mea_designers/
- Narrative is purely the lowest difficulty setting, not comparable to ME3′s action mode which removed dialogue choice in favor of pre-scripted cutscenes
- PC gamers are probably able to adjust their FOV
- Mechanically, power cells work like grenade ammo did in ME3
- Well see a mix of old, new, and revised powers. Pull, for instance, incorporates elements of Lift
- Generally speaking there are counterbalances built into the crafting system to prevent you making super OP weapons
- Theres aim assist, and you can disable it if you wish, on all platforms
- You can keep playing the game after finishing the main story - the majority of content including loyalty missions remains available
- Digital copies of the game will definitely have pre-load. Exact date currently uncertain but it will be close to launch
- We still need to strip away barriers and shields before the fun part of using biotics on enemies begins
- SMGs are still in the game, filed under the pistols category along with hand cannon pistols for the sake of simplicity
- If you want to you can keep leveling up til you max out every skill, but well likely need to start NG+ at least once to pull that off (Ian later tweeted that it might be possible to do it in one run, but he doubts it, and added that youll likely need more than one run to pull it off ). You can do more than one NG+ with the same character
- More info to come on modding and crafting
- Theres definitely no first person view
- Drack was described as grizzled and someone who loves to blow things up
- Supposedly nobody knows how long krogan can live as they do not tend to die of old age
- vfx and colors for abilities are set, we dont select those
- Dpad and left analogue stick both work when navigating through menus
- Cora and Drack are a fun combination in combat, especially if you spec him for fire priming and her for charges that detonate combos
- If Im interpreting the tweets right, the meeting Drack scene was one of a cinematic designers favorite scenes to work on . Tom Taylorson commented that it was one of the easiest scenes to voiceact for (just obvious how to perform due to the awesomeness of the writing)
- Theres no crouch button, you automatically crouch when you take cover against something low
- We can switch profiles in the field. Theyll be showing more about the Favorites feature in the next gameplay vid
- The game is SLi friendly (edit: I think this means SLi compatible, its a specs thing, see here/here)
- Jason Eldred (gameplay designer) is the person to thank for Ryder being able to hold and control Pulls. Apparently hes done some really cool stuff with the powers
- In multiplayer there are only drops, not a crafting system like in DA:I. You can apply mods to weapons, but it is not crafting exactly
- When you start NG+, your level carries over, along with most of your non-narrative progression
- Some weapons and armor are only craftable for narrative reasons, but most drop as loot
- Squad commands will be covered in the next gameplay vid
- Adjectives which most describe Cora in Andromeda, per her writer: Professional, supportive, fearless.
- Seems the games ESRB rating has been updated a bit. Partial nudity now reads just nudity
- In multiplayer you can reach max level and then start again from level 1 if you want. Q. But will this promotion give u any benefits (like ME3MP N7 rating or DAIMP stats; maybe achievements)? -> A. No, we'd call this "resetting." We don't do promotions, but we have another mechanic that serves that role
- You cant really get stuck in cover as it is now not magnetic but all very fluid and smooth. To enter cover all you have to do is approach with your gun drawn - Your body animation and an icon in the HUD help msg that you're in cover.
- Peebees writer (who wrote the Sith Warrior storyline in SW:TOR) says that there are some similarities between Vette (SW companion) and Peebee but that Peebee is a very different character
- Peebees writer wrote another character in the game too
- You can swap camera shoulder whenever you want for optimal visibility
- Characters pop in and out of the Nomad as opposed to an exit/enter animation. There used to be such an animation in development but it was removed as they found it annoying
- Using the Nomad with 4 or 6 wheel changes the way it feels and handles, especially on steep inclines
- Theres an answer to why the N7 Piranha, a weapon that was designed for the Reaper War, appears in the game
- Q. Through crafting, can you use resources to upgrade your gun to higher levels? ie level up a Mattock I to a Mattock IV? -> A. Yes and no. You don't "upgrade" a gun from III to IV, per se, but you can outright craft a IV.
- Ryder holds the foregrip of SMGs properly (in contrast to the original trilogy); the animation team did some extra magic for SMGs
- Q. So what are the chances Cerberus will be in the ME:A timeline? -> A. Low.
- Aaryn Flynn re-emphasized that there are relationships that do not culminate in sex
- High impact sniper rifles are definitely in the game
- Loot/crates in multiplayer is ME3-style. They say theyve made improvements to the rng (for drop rates etc)
- Keep an eye on IGN for upcoming Andromeda coverage
Previews tommorow?
9 AM eastern.
They got several hours of hands on.
*Everything* is up for discussion - missions they played, including side missions, gameplay, lore, all six squadmates, how the game begins (but not how Ryder becomes the Pathfinder).
You can keep playing the game after finishing the main story - the majority of content including loyalty missions remains available
Wow. Open world in principle. Unending gameplay milieu first, story second.
Doesn't this just mean that the main plot is smaller scale then? Weird reaction.Wow. Open world in principle. Unending gameplay milieu first, story second.
Big judgement to make when you know very little about the narrative structure of the game, but I guess that's what happens when so many games come down to saving the planet/universe/reality itself and lead themselves down a dead end.
Also a nice look at the customized haircutsReally nice shots. Best one of Sara by far.
It's not a judgement, not negatively. One of the main tenets of an open world game, in my experience, is that the game doesn't have an "ending point." The game exists for the sake of the game, and basically never ends. I guess this makes simulation games open world, too? To a certain extent?
But anyway, in other ME games when the main story ends, that's it. Story dictates the ending point. So it's a bit of a shift in design philosophy. I'm not criticizing it. Just wasn't expecting it.
Is that a CC ?
Nah, that's Dad Ryder.
Fair enough, but I think it's a stretch to say it indicates some change in design philosophy. You can write stories that don't have hard end states, so I don't see why the thinking needs to go beyond that. It ends the way it does because that's how it's been written.
Wow. What if you make your CC black, does dad ryder change too :O ?
Dpad and left analogue stick both work when navigating through menus
Yes, or at least in principle. They've confirmed that you can customize both Scott and Sara Ryder and both character's appearances will affect Alec Ryder's appearance, though whichever of the siblings you choose to play as will be the greater determining factor.
Wait what ?
I actually have not kept up with this game at all because I like going blind and don't like watching too much trailers.
The male and female avatars both exist at the same time ?? And you can only play one ?
Can you make them different race or they have to be the same since they are siblings ?
Interesting.
On an unrelated note, melee is still in the game right ? I liked the sword attack in ME3 .
Is that a CC ?
Thank God!!
I've been replaying DA:I lately and it still winds me up that i have to use the analogue stick.
The male and female avatars both exist at the same time ??
And you can only play one ?
Can you make them different race or
they have to be the same since they are siblings ?
On an unrelated note, melee is still in the game right ? .
That was incredibly annoying in Inquisition.
Now I just hope that jump and interact are not the same button. Was awful in Inquisition as well (and FFXV).
Yes, yes, nah, yes, yes.
Nice shots but the eyes are still not impressing me. Too bad as the eyes are the most important part of the face, IMO.
Who is this?
Who is this?
honestly speaking, i truly hope we get an optimized pc game, frostbite is actually "good" on pc but not everyone is DICE so yeah, still holding onto my 980Ti hoping it will give high and ultra settings for this game
First instinct was a MP character.
Obviously Kai Leng !
Obviously Kai Leng !
Who is this?