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Suggestion Thread: Things to improve ... - Page 2 — Mirror's Edge™ Catalyst Forums
Make a Mac version so you don't lose fans who have macs and can't play
This is a little bit big suggestion wise, and it will only happen if more people buy the game, which will only happen if reviews stop being **** bent on tearing the game apart piece by piece. Also, I refuse to support Apple in any way ... so yeah. Sorry, it's a vow I swore at my eighth birthday.
Dualshock 4 support. Pretty sure majority of PC users will play with keyboard and mouse and XInput support is fine base level. But still many major publishers do have dualshock support - last one I tested was rainbow six siege and game already should have assets from PS4 version of the game. Game is already pain to get work with steam controller, so at least having bit wider support wouldn't hurt anyone.
This is a little bit big suggestion wise, and it will only happen if more people buy the game, which will only happen if reviews stop being **** bent on tearing the game apart piece by piece. Also, I refuse to support Apple in any way ... so yeah. Sorry, it's a vow I swore at my eighth birthday.
If the reviewers deem the game bad, then they do say it's bad. There's no point in sugar coating something just so there would be a change of OS X or even Linux porting.
I'm not exactly boycotting anything made by apple, just that none of their devices seem good for my usage at all.
Also with that, far greater issue is the frosbite 3 engine being only done for windows. They first need to make the engine compatible with the OS X to even start porting games using it. But if they do that, it's only in their best interest to offer OS X Origin users more games at that point.
In response to Marioysikax, I guess I could suggest greater compatibility in general. I mean it wouldn't hurt, and lots of the suggestions on the list are quite unlikely anyway. However, I'll put it on once I have enough material for a Technical & Graphics section, as so far it doesn't have a corresponding category.
You can say that again. In fact their patch didn't fix my cutscenes so they're still out of sync.
Also, this isn't really the place to say this, but does anybody else get the feeling that they're going slower than the people in videos? Not slow motion slower, but enough to make you think: dang that's not fair! I know lots of people complain that they want more speed in general, but I get the feeling that watching some of these videos, that some people already seem to have it ... But it might just be a feeling.
A small suggestion that could be part of an update:
In the original game, they included all the cutscenes between chapters and filed them under 'videos'. If anyone remembers, they were in the same category as music and wallpapers. It would be great if they had done the same in MEC- putting all of the cutscenes into an individual folder so that players can flick through them whenever they want to. For example the cutscene where (SPOILERS):
Kuma tries to make Icarus feel better about the pain Reflection causes him by pinching his leg- I find this quite funny and would like to see it without having to replay the entire mission. Even the introductory cutscenes matter, for example, when Faith emerges onto Zephyr Transit Hub at the start of the game and you can see the MEC title above the city. My personal favourite is when she first goes to The View district and the camera pans out over the entire area- it's really beautiful. Again, I'd like to see this without playing the entire mission.
Survival is overrated. You need to live a little too.
A small suggestion that could be part of an update:
In the original game, they included all the cutscenes between chapters and filed them under 'videos'. If anyone remembers, they were in the same category as music and wallpapers. It would be great if they had done the same in MEC- putting all of the cutscenes into an individual folder so that players can flick through them whenever they want to. For example the cutscene where (SPOILERS):
Kuma tries to make Icarus feel better about the pain Reflection causes him by pinching his leg- I find this quite funny and would like to see it without having to replay the entire mission. Even the introductory cutscenes matter, for example, when Faith emerges onto Zephyr Transit Hub at the start of the game and you can see the MEC title above the city. My personal favourite is when she first goes to The View district and the camera pans out over the entire area- it's really beautiful. Again, I'd like to see this without playing the entire mission.
You can say that again. In fact their patch didn't fix my cutscenes so they're still out of sync.
Also, this isn't really the place to say this, but does anybody else get the feeling that they're going slower than the people in videos? Not slow motion slower, but enough to make you think: dang that's not fair! I know lots of people complain that they want more speed in general, but I get the feeling that watching some of these videos, that some people already seem to have it ... But it might just be a feeling.
I definitely got that feeling. It's bizarre, because I don't know if I'm going any slower than the people on the videos, or if it's just the feeling since you're not playing it yourself.
I really like the combat trials idea, I personally love the combat in Catalyst, especially now that I've basically mastered it, it would be so cool to have these combat trials in game, similar to the be like water story mission, there's a set amount of enemies placed in the environment and you have to get rid of them as fast as possible, these combat trials would obviously put a great emphasis on traversal attacks.
I do actually have a pretty simple suggestion though, an option in the settings to turn off hints, it's really annoying when every time I approach a mag rope attachment area to have the pop up of "Press *Button* to attach", or the annoying "Runners vision offline/online" to pop up every so often.
I don't know how simple this would be, but can we have an option to turn off those ugly black footprints on the buildings? I know they're hints, but a lot of us don't need them and they really ruin the aesthetic of the city for me.
You can say that again. In fact their patch didn't fix my cutscenes so they're still out of sync.
Also, this isn't really the place to say this, but does anybody else get the feeling that they're going slower than the people in videos? Not slow motion slower, but enough to make you think: dang that's not fair! I know lots of people complain that they want more speed in general, but I get the feeling that watching some of these videos, that some people already seem to have it ... But it might just be a feeling.
I definitely got that feeling. It's bizarre, because I don't know if I'm going any slower than the people on the videos, or if it's just the feeling since you're not playing it yourself.
I found a fix, or I think so. It's all an illusion! Just crank up your field of view to 90. That seemed to make things look faster for me anyway.
I do actually have a pretty simple suggestion though, an option in the settings to turn off hints, it's really annoying when every time I approach a mag rope attachment area to have the pop up of "Press *Button* to attach", or the annoying "Runners vision offline/online" to pop up every so often.
I don't know how simple this would be, but can we have an option to turn off those ugly black footprints on the buildings? I know they're hints, but a lot of us don't need them and they really ruin the aesthetic of the city for me.
I was literally about to add these things as suggestions today. You read my mind! Those footprints and scoffmarks do damage the pristine smooth aesthetic to the game, and the 'Press button to attach' is annoying too!
Movement:
*Disable the "shift" button when reaching maximum speed and reduce both the speed and the distance of the back/evade shift thing. That way you won't have to keep that **** blocker at the edge of each thing when pressing shift + jump and people wouldn't exploit the glitch of back wall shift.
*I think the shift speed is a bit too fast, it doesn't feel realistic and it kind of break the logic to have a full speed point. Maybe the "kick" should be more progressive and less linear. The point of the game is to keep the flow, not to overuse shift everytime you loose it. I think it makes the game a bit too easy.
Combat:
*I hate it when ennemies can't pursue you. I like the logic of being tracked through the whole city but come on, AI are very dumb and can't even get up to a stair sometime to chase you. I also miss the first Mirror's Edge AI in the project icarus that do parkour and pursue you. Here the game is more about hiding behind a crate with a small roof for a few second because AI can't reach it rather than loosing for sure your enemy and I think it doesn't create enough challenge. When you know you can't be followed by AI on the ground and that the copter is pretty dumb, it's never hard. It's truly the weakest point of the gameplay.
*Focus Shield should always be lost when engaging with heavy attack. It makes the game wayyyyyyy too easy since it builds focus shield to kick an enemy, you're almost invincible in a fight, it's not funny at all.
*Make enemies bullet effective. I prefer the logic of the first one over this one. I mean it makes no sense that you can be hit and resist. I think you should take max 2-3 hits and die but have the focus shield defect the bullets.
*AI detects you by proximity and not by view, it's terrible and senseless. You can be above or beneath them, there's no way they can see/hear you and yet, they engage.
Environment:
*UP=> open more building. You're supposed to be on top of building and yet it feels like you're on the floor. Most of the building in this game have a 1 level of full flatness. I miss the possibility to have true alternate route and more possibilities to climb on top of very high building. It's so depressing to be on top of one of the tallest building during the campaign but not be allowed to makes such climb in free roaming. I'd like to see one or three tall building be open to climb like the one between the Transit Hub and the Shimmering Height or the other one between the Eden Village and Ocean Pier. There are even several they could open for Regata Bay and Construction Zone.
*DOWN=> give more access to the street like small alley. I liked the beginning of the game on ground level and the moment when you save Icarus. But one of the place is inaccessible and the other is not open anymore. I'm sure they could have worked on some transition/underground station, a few backyard/dead end alley. What it really need is a bit more diversity, not too much, but just that bit that will make every location feels unique and different.
Other than that: 1) Fix the desync Cut scene 2) Put sentinels in the street. I'd love to fight them outside SP campaign
Movement:
*Disable the "shift" button when reaching maximum speed.
Combat:
*I hate it when enemies can't pursue you.
*Make enemies bullet effective. I prefer the logic of the first one over this one. I mean it makes no sense that you can be hit and resist. I think you should take max 2-3 hits and die but have the focus shield defect the bullets.
*AI detects you by proximity and not by view, it's terrible and senseless. You can be above or beneath them, there's no way they can see/hear you and yet, they engage.
Other than that: 1) Fix the desync Cut scene 2) Put sentinels in the street. I'd love to fight them outside SP campaign
Some awesome ideas here. The shift button thing I totally agree with. I want to concentrate on running the most effective route, not spamming the shift button! In fact, don't you think it should a one use only? Like you can't shift like 3 or 4 times in a row? For the enemies pursuing you and the proximity thing I feel you too. Especially the proximity thing. I mean dammit, you can be running behind a wall or something and they'll detect you. They should have a FOV. Not to mention that having that cut you off more would be cool and make things more of a challenge too. And about the bullets, I've already added that on the list.
Your environment suggestions are great too! We want more vertical variety!
Oh, and I want sentinels on the street too. I mean it's fun to fight some enemies who actually fight back, and require some punch to take down. Not only would it allow us to work on combos and practice, but we'd get to see some more of those third person takedowns! Either they should just hang out like the others, preferably outside of more important buildings, or they'd appear if you got your Notoriety (or whatever it is) up high enough. Like if you take out a bunch of enemies and that drone.
Whatever the case, great ideas, they all go on!
Comments
This is a little bit big suggestion wise, and it will only happen if more people buy the game, which will only happen if reviews stop being **** bent on tearing the game apart piece by piece. Also, I refuse to support Apple in any way ... so yeah. Sorry, it's a vow I swore at my eighth birthday.
If the reviewers deem the game bad, then they do say it's bad. There's no point in sugar coating something just so there would be a change of OS X or even Linux porting.
I'm not exactly boycotting anything made by apple, just that none of their devices seem good for my usage at all.
Also with that, far greater issue is the frosbite 3 engine being only done for windows. They first need to make the engine compatible with the OS X to even start porting games using it. But if they do that, it's only in their best interest to offer OS X Origin users more games at that point.
You can say that again. In fact their patch didn't fix my cutscenes so they're still out of sync.
Also, this isn't really the place to say this, but does anybody else get the feeling that they're going slower than the people in videos? Not slow motion slower, but enough to make you think: dang that's not fair! I know lots of people complain that they want more speed in general, but I get the feeling that watching some of these videos, that some people already seem to have it ... But it might just be a feeling.
In the original game, they included all the cutscenes between chapters and filed them under 'videos'. If anyone remembers, they were in the same category as music and wallpapers. It would be great if they had done the same in MEC- putting all of the cutscenes into an individual folder so that players can flick through them whenever they want to. For example the cutscene where (SPOILERS):
Kuma tries to make Icarus feel better about the pain Reflection causes him by pinching his leg- I find this quite funny and would like to see it without having to replay the entire mission. Even the introductory cutscenes matter, for example, when Faith emerges onto Zephyr Transit Hub at the start of the game and you can see the MEC title above the city. My personal favourite is when she first goes to The View district and the camera pans out over the entire area- it's really beautiful. Again, I'd like to see this without playing the entire mission.
Good one. On the list it goes ...
I definitely got that feeling. It's bizarre, because I don't know if I'm going any slower than the people on the videos, or if it's just the feeling since you're not playing it yourself.
I do actually have a pretty simple suggestion though, an option in the settings to turn off hints, it's really annoying when every time I approach a mag rope attachment area to have the pop up of "Press *Button* to attach", or the annoying "Runners vision offline/online" to pop up every so often.
I found a fix, or I think so. It's all an illusion! Just crank up your field of view to 90. That seemed to make things look faster for me anyway.
I was literally about to add these things as suggestions today. You read my mind! Those footprints and scoffmarks do damage the pristine smooth aesthetic to the game, and the 'Press button to attach' is annoying too!
Movement:
*Disable the "shift" button when reaching maximum speed and reduce both the speed and the distance of the back/evade shift thing. That way you won't have to keep that **** blocker at the edge of each thing when pressing shift + jump and people wouldn't exploit the glitch of back wall shift.
*I think the shift speed is a bit too fast, it doesn't feel realistic and it kind of break the logic to have a full speed point. Maybe the "kick" should be more progressive and less linear. The point of the game is to keep the flow, not to overuse shift everytime you loose it. I think it makes the game a bit too easy.
Combat:
*I hate it when ennemies can't pursue you. I like the logic of being tracked through the whole city but come on, AI are very dumb and can't even get up to a stair sometime to chase you. I also miss the first Mirror's Edge AI in the project icarus that do parkour and pursue you. Here the game is more about hiding behind a crate with a small roof for a few second because AI can't reach it rather than loosing for sure your enemy and I think it doesn't create enough challenge. When you know you can't be followed by AI on the ground and that the copter is pretty dumb, it's never hard. It's truly the weakest point of the gameplay.
*Focus Shield should always be lost when engaging with heavy attack. It makes the game wayyyyyyy too easy since it builds focus shield to kick an enemy, you're almost invincible in a fight, it's not funny at all.
*Make enemies bullet effective. I prefer the logic of the first one over this one. I mean it makes no sense that you can be hit and resist. I think you should take max 2-3 hits and die but have the focus shield defect the bullets.
*AI detects you by proximity and not by view, it's terrible and senseless. You can be above or beneath them, there's no way they can see/hear you and yet, they engage.
Environment:
*UP=> open more building. You're supposed to be on top of building and yet it feels like you're on the floor. Most of the building in this game have a 1 level of full flatness. I miss the possibility to have true alternate route and more possibilities to climb on top of very high building. It's so depressing to be on top of one of the tallest building during the campaign but not be allowed to makes such climb in free roaming. I'd like to see one or three tall building be open to climb like the one between the Transit Hub and the Shimmering Height or the other one between the Eden Village and Ocean Pier. There are even several they could open for Regata Bay and Construction Zone.
*DOWN=> give more access to the street like small alley. I liked the beginning of the game on ground level and the moment when you save Icarus. But one of the place is inaccessible and the other is not open anymore. I'm sure they could have worked on some transition/underground station, a few backyard/dead end alley. What it really need is a bit more diversity, not too much, but just that bit that will make every location feels unique and different.
Other than that: 1) Fix the desync Cut scene 2) Put sentinels in the street. I'd love to fight them outside SP campaign
Some awesome ideas here. The shift button thing I totally agree with. I want to concentrate on running the most effective route, not spamming the shift button! In fact, don't you think it should a one use only? Like you can't shift like 3 or 4 times in a row? For the enemies pursuing you and the proximity thing I feel you too. Especially the proximity thing. I mean dammit, you can be running behind a wall or something and they'll detect you. They should have a FOV. Not to mention that having that cut you off more would be cool and make things more of a challenge too. And about the bullets, I've already added that on the list.
Your environment suggestions are great too! We want more vertical variety!
Oh, and I want sentinels on the street too. I mean it's fun to fight some enemies who actually fight back, and require some punch to take down. Not only would it allow us to work on combos and practice, but we'd get to see some more of those third person takedowns! Either they should just hang out like the others, preferably outside of more important buildings, or they'd appear if you got your Notoriety (or whatever it is) up high enough. Like if you take out a bunch of enemies and that drone.
Whatever the case, great ideas, they all go on!