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* [[SwissCheeseSecurity Door/system hacking]], in all its formats, from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". When the [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for few seconds in front of a lock while fiddling with their multi-tools, nobody complained much.
** In the PC version of the first game, they changed the minigame from Simon Says to a far more interesting one that actually looked like lockpicking. You still had to do it every single time you wanted to open a chest, though.
* Whose bright idea was it to make the "skip dialog" button the same as the "select dialog" button?

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* [[SwissCheeseSecurity Door/system hacking]], in all its formats, from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel Omni-gel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". When the [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for a few seconds in front of a lock while fiddling with their multi-tools, nobody complained much.
** In the PC version of the first game, they changed the minigame from Simon Says to a far more interesting one that actually looked like lockpicking.lockpicking proper. You still had to do it every single time you wanted to open a chest, though.
* Whose bright idea was it to make the "skip dialog" dialogue" button the same as the "select dialog" dialogue" button?



* The Mako. Dear god, the Mako. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother. In the ''VideoGame/MassEffect2'' "Lair of the Shadow Broker" DLC, this is heavily lampshaded -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the ''Normandy Crash Site'' DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
** The ''Legendary Edition'' would take steps address or remove a number of these deficiencies, including the ability to repair the vehicle while moving, adding a boost button, greater accuracy for the primary cannon and making the vehicle heavier (which makes some traversal more difficult due to the weight), which were generally praised by players.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up items better than what you already have]], since what you find in a chest is randomly chosen, and their actual Level only increases when Shepard's does. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like, because there's no way to upgrade them to keep them viable. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad. You ''have'' to convert it into Omnigel, you can't go into your actual inventory and convert a weaker item into Omnigel instead.
** For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to retreat to / hope for a vendor. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. That said, items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator.
** The ''Legendary Edition'' re-release would greatly speed up elevator rides (owing to faster computer processors in the decade-plus since its release), by adding an optional button prompt to skip past conversations or radio chatter when the next area has been loaded. A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''
* The romance mechanics for Ashley/Kaiden in regards to the next game's OldSaveBonus, which is ''very'' sensitive about them. Simply choosing mostly Paragon responses in their interactions can cause the sequel to treat you as having romanced them even if you clearly didn't (which can result in oddities such as them referencing an OptionalSexualEncounter ''that never happened''). After a lot of testing, fans concluded that the only way to guarantee no romance with them in [=ME2=] (if you don't romance Liara) is to always choose {{Jerkass}} responses when interacting with them, not interact with them at all, or [[spoiler: let them die on Virmire.]]

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* The Mako. Dear god, the Mako. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways.straightaways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't can't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel Omni-gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel.Omni-gel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree 20-degree slope? Don't bother. In the ''VideoGame/MassEffect2'' "Lair of the Shadow Broker" DLC, this is heavily lampshaded -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the ''Normandy Crash Site'' DLC from the basegame, base game, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
** The ''Legendary Edition'' would take steps to address or remove a number of these deficiencies, including the ability to repair the vehicle while moving, adding a boost button, removing the XP penalty, greater accuracy for the primary cannon and making the vehicle heavier (which makes some traversal more difficult due to the weight), which were generally praised by players.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up items better than what you already have]], since what you find in a chest is randomly chosen, and their actual Level only increases when Shepard's does. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like, like because there's no way to upgrade them to keep them viable. You're going to be making lots of Omnigel Omni-gel that you can't keep, keep because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad. You ''have'' to convert it into Omnigel, Omni-gel, you can't go into your actual inventory and convert a weaker item into Omnigel Omni-gel instead.
** For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to retreat to / hope for a vendor. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel Omni-gel in one fell swoop. That said, items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that since they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator.
** The ''Legendary Edition'' re-release would greatly speed up elevator rides (owing Owing to faster computer processors in the decade-plus since its release), by adding an optional button prompt to skip past conversations or radio chatter when the next area has original game's release, elevator rides in the ''Legendary Edition'' re-release have been loaded. greatly sped up to the point of outpacing elevator conversations/radio chatter; A two minute two-minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''
seconds!''. While the player can still listen to these conversations in full, a button prompt has also been added to skip them once the next area has been loaded.
* The romance mechanics for Ashley/Kaiden in regards to the next game's OldSaveBonus, which is ''very'' sensitive about them. Simply choosing mostly Paragon responses in their interactions can cause the sequel to treat you as having romanced them even if you clearly didn't (which can result in oddities such as them referencing an OptionalSexualEncounter ''that never happened''). After a lot of testing, fans concluded that the only way to guarantee no romance with them in [=ME2=] (if you don't romance Liara) is to always choose {{Jerkass}} responses when interacting with them, not interact with them at all, or [[spoiler: let them die on Virmire.]]



* The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. Or because you dared to engage more than one or two enemies, as the Hammerhead is somehow even more fragile than the Mako ever was, and its auto-homing missiles are virtually guaranteed to lock onto the least-threatening enemy in view. The "Overlord" DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.

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* The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a an arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. Or because you dared to engage more than one or two enemies, as the Hammerhead is somehow even more fragile than the Mako ever was, and its auto-homing missiles are virtually guaranteed to lock onto the least-threatening enemy in view. The "Overlord" DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.



* For some, the new way Charm / Intimidate dialogue options were unlocked. In ''Mass Effect 1'', this was done by increasing Shepard's Charm and/or Intimidate skills with Skill Points. In Mass Effect 2, the Charm / Intimidate dialogue options were unlocked purely on your Paragon / Renegade score, making it much harder to play a character with mixed morality. This was made even worse by how the game unlocked them in the back-end: not by how many Paragon/Renegade Points you have, but the "ratio" of how many you ''COULD HAVE'' if you focused just on that Morality.[[labelnote:Explanation]]Let's say that by Level 3 you could get a total of 200 Paragon Points through dialogue and Interrupts and such. If you only got 150, but a Persuasion check requires 180, you're [=SOL=]. This compounds over the course of the game, often to the point that you'll fall behind and can't pick ''ANY'' Charm / Intimidate options because you didn't do all the available content and didn't pick Paragon or Renegade options 100% of the time.[[/labelnote]] Making matters worse, the in-game Paragon / Renegade bars displayed your Points, not your "ratio", making them incredibly mis-leading.

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* For some, the new way Charm / Intimidate dialogue options were unlocked. In ''Mass Effect 1'', this was done by increasing Shepard's Charm and/or Intimidate skills with Skill Points. In Mass Effect 2, the Charm / Intimidate dialogue options were unlocked purely on your Paragon / Renegade score, making it much harder to play a character with mixed morality. This was made even worse by how the game unlocked them in the back-end: not by how many Paragon/Renegade Points you have, but the "ratio" of how many you ''COULD HAVE'' if you focused just on that Morality.[[labelnote:Explanation]]Let's say that by Level 3 you could get a total of 200 Paragon Points through dialogue and Interrupts and such. If you only got 150, but a Persuasion check requires 180, you're [=SOL=]. This compounds over the course of throughout the game, often to the point that you'll fall behind and can't pick ''ANY'' Charm / Intimidate options because you didn't do all the available content and didn't pick Paragon or Renegade options 100% of the time.[[/labelnote]] Making matters worse, the in-game Paragon / Renegade bars displayed your Points, not your "ratio", making them incredibly mis-leading.misleading.



** ''Mass Effect 3'' would change this mechanic by introducing the Reputation system. Now both Paragon and Renegade Points were counted towards and overall Reputation score, which is what the Persuasion checks look at. Further, you could now earn Reputation Points that "stretched" your score, allowing for a neutral reward for talking to characters and generally going out of your way to complete content. This addressed the other curious problem in ''Mass Effect 2'' where, in an attempt to be neutral, you'd get Paragon ''and'' Renegade Points for completing a Mission no matter what.
* "Investment Opportunities" from the ''Lair of the Shadow Broker'' DLC. Building off an idea that was introduced in the first game (Shepard being able to buy major investments after completing Pinnacle Station, with the potential to unlock high-end "Spectre Master Gear" sets and other valuable loot), the investment setup for ''2'' is only unlocked after completing the DLC and has a ''much'', '''much''' lower marginal value. You are given a set of up to four Investment Opportunities to complete, which will each succeed or fail the exact same way every time, and there are limited opportunities. Notably, only two of the four investment chains net a positive outcome when completed fully, with the other two siphoning credits away if you go to the trouble of investing in them. Even worse, the player will have to wait a day (or finish a mission first) before the opportunities they bought update, and given how low the payouts are in most cases, the player will only be funding their "gas money" on the trips to and from the base. Notably, said opportunities never returned in the following game.
* Despite being a popular character, Legion's presence is tied into a RaceAgainstTime to save the kidnapped Normandy crew members. If you dawdle or try to perform more one mission with Legion after the Reaper IFF is installed, you will permanently lose the support staff of the [=SR2=]. This is despite Legion having unique dialogue tied in throughout the entire game, including entertaining conversations during Tali's recruitment[=/=]loyalty mission and more that very few players are aware of.[[note]]Some additional content can only be accessed by save hacking Legion into earlier parts of the game -- a relic of the game's development cycle changing to put the game on two [=XBox=] 360 discs instead of one.[[/note]] This also becomes a case of ComplacentGamingSyndrome, as most guides recommend that players finish everything else in the game before recruiting Legion, as by that point, the only thing left to do is its associated loyalty mission before the crew is kidnapped.

to:

** ''Mass Effect 3'' would change this mechanic by introducing the Reputation system. Now both Paragon and Renegade Points were counted towards and an overall Reputation score, which is what the Persuasion checks look at. Further, you could now earn Reputation Points that "stretched" your score, allowing for a neutral reward for talking to characters and generally going out of your way to complete content. This addressed the other curious problem in ''Mass Effect 2'' where, in an attempt to be neutral, you'd get Paragon ''and'' Renegade Points for completing a Mission no matter what.
* "Investment Opportunities" from the ''Lair of the Shadow Broker'' DLC. Building off an idea that was introduced in the first game (Shepard being able to buy major investments after completing Pinnacle Station, with the potential to unlock high-end "Spectre Master Gear" sets and other valuable loot), the investment setup for ''2'' is only unlocked after completing the DLC and has a ''much'', '''much''' lower marginal value. You are given a set of up to four Investment Opportunities to complete, which will each succeed or fail the exact same way every time, and there are limited opportunities. Notably, only two of the four investment chains net a positive outcome when completed fully, with the other two siphoning credits away if you go to the trouble of investing in them. Even worse, the player will have to wait a day (or finish a mission first) before the opportunities they bought update, and given how low the payouts are in most cases, the player will only be funding their "gas money" on the trips to and from the base. Notably, said opportunities never returned in the following game.
* Despite being a popular character, Legion's presence is tied into a RaceAgainstTime to save the kidnapped Normandy crew members. If you dawdle or try to perform more than one mission with Legion after the Reaper IFF is installed, Collector attack on the Normandy, you will permanently lose half the support staff of the [=SR2=]. This is despite Legion having unique dialogue tied in throughout the entire game, including entertaining conversations during Tali's recruitment[=/=]loyalty mission missions and more that very few players are aware of.[[note]]Some additional content can only be accessed by save hacking save-hacking Legion into earlier parts of the game -- a relic of the game's development cycle changing to put the game on two [=XBox=] 360 discs instead of one.[[/note]] This also becomes a case of ComplacentGamingSyndrome, as most guides recommend that players finish everything else in the game before recruiting Legion, as by that point, the only thing left to do is its associated loyalty mission before the crew is kidnapped.



* Due to almost every action being mapped to the spacebar/A-Button/X-Button, going into cover, storming, using an item, and reviving a squadmate are all mapped to one key. It is quite easy to go into cover when one meant to storm out of the way, or to start reviving a squadmate when one was attempting to leap over a barricade.

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* Due to almost every action being mapped to the spacebar/A-Button/X-Button, going into cover, storming, using an item, and reviving a squadmate are all mapped to one key. It is quite easy to go into cover when one meant to storm out of the way, way or to start reviving a squadmate when one was attempting to leap over a barricade.



* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. And some systems have more things to find than can be done in a single pass, requiring you to leave, complete a Mission, then fly back to get the rest.

to:

* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, favourably, the act of traveling travelling around the galaxy and scanning for said planets got a ''lot'' of flak. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. And some systems have more things to find than can be done in a single pass, requiring you to leave, complete a Mission, and then fly back to get the rest.



** To address this, in the Extended Cut Bioware adjusted the EMS values required for the Golden Endings from 3,800 to 3,100 to account for someone not playing the online content. This proved to be a good move since eventually the ''Datapad'' App, N7 HQ page, ''Infiltrator'' games and even the core Bioware Account systems were taken offline, which would have made getting the best endings literally impossible!
** The ''Legendary Edition'' rebalanced them again to strike a middle-ground: since it's a collection that guarantees the player has access to all three games, more emphasis is placed on playing through the entire trilogy to get the best outcomes. Starting from ''3'' will mean you'll have to play literally all of that game's content if you don't want to incur the worst outcomes, while the best ones require playing through the complete trilogy. As well, since the multiplayer mode was removed, Galactic Readiness was removed entirely so that you're always at 100%, which the new values also account for.

to:

** To address this, in the Extended Cut Bioware adjusted the EMS values required for the Golden Endings from 3,800 to 3,100 to account for someone not playing the online content. This proved to be a good move since eventually the ''Datapad'' App, N7 HQ page, ''Infiltrator'' games and even the core Bioware Account systems were taken offline, which would have made getting the best endings literally impossible!
** The ''Legendary Edition'' rebalanced them again to strike a middle-ground: since it's a collection that guarantees the player has access to all three games, more emphasis is placed on playing through the entire trilogy to get the best outcomes. Starting from ''3'' will mean you'll have to play literally all of that game's content if you don't want to incur the worst outcomes, while the best ones require playing through the complete trilogy. As well, In addition, since the multiplayer mode was removed, Galactic Readiness was removed entirely so that you're always at 100%, which the new War Asset values also account for.



* Damage Resistance, rather than reduce damage by a stated percent like prior games and all other stats in ''Andromeda'', works by using the formula Final Damage = Base Damage/(1+(Damage Resistance/100)) where higher Damage Resistance leads to higher defense. But this formula [[GuideDangIt is never given in-game]], the closet being a loading screen saying 100 Damage Resistance gives 50% damage reduction, while giving unstated diminishing returns such 200 Damage Resistance doesn't give 100% reduction but merely 66.7% disappointing those trying to get such. This leads to such confusion and uncertainty on how it work and so if defense is worth investing in it's one of if not the most frequently asked questions online. Even knowing the formula it's still needlessly complicated to figure out the actual defensive worth and makes Damage Resistance less useful because of its diminishing returns for higher values.
* The crafting and research systems, so much so that even the ''official strategy guide'' isn't entirely clear about how it worked and what certain unlock conditions and effects were. Not only were crafting choices buried away within submenus (within submenus of their own), but it wasn't clear what the end product would actually ''do''. Will that ammo change give you a badass gun capable of doing a ton more damage, or will it render your shiny new Widow VIII into a gun that might as well be be shooting spitballs?

to:

* Damage Resistance, rather than reduce reducing damage by a stated percent percentage like prior games and all other stats in ''Andromeda'', works by using the formula following formula; Final Damage = Base Damage/(1+(Damage Resistance/100)) Resistance/100)), where higher Damage Resistance leads to higher defense. But this defence. This formula [[GuideDangIt is never given revealed to the player in-game]], the closet closest being a loading screen saying tip that states that 100 Damage Resistance gives a 50% damage reduction, while giving reduction. This system also gives unstated diminishing returns such returns, wherein 200 Damage Resistance doesn't give a 100% reduction reduction, but merely 66.7% disappointing those trying to get such. 7%. This leads led to such much confusion and uncertainty on how it work and so if defense is the system works, with "Is Damage Resistance worth investing in it's in?" being one of of, if not the most frequently asked questions online. Even knowing with knowledge of the formula formula, it's still needlessly complicated to figure out the actual defensive worth and makes damage reduction value, making Damage Resistance less useful because of its diminishing returns for higher values.
* The crafting and research systems, so much so that even the ''official strategy guide'' isn't entirely clear about how it worked and what certain unlock conditions and effects were. Not only were crafting choices buried away within submenus (within submenus of their own), but it wasn't clear what the end product would actually ''do''. Will that ammo change give you a badass gun capable of doing a ton more damage, or will it render your shiny new Widow VIII into a gun that might as well be be shooting spitballs?



* Some side quests don't update your nav points, which normally direct you to the next place to go to advance the quest. You are left to aimlessly drive around and hope for another random encounter that may spawn what you need to advance that quest. While some of these are enemy squads you can run into, making at least the combat somewhat enjoyable, other fetch quests don't even give you that. Those are nothing but needle in a haystack searches.
* For many fans, the emotion-based choice system, which is similar to ''VideoGame/HorizonZeroDawn''[='s=]. In past games, you could select dialogue based on morality and unlock extreme good/bad choices if you were consistent. In ''Andromeda'', choices were now determined by psychological outlooks: Emotional, Logical, Casual and Professional. While this offered up a great amount of roleplaying potential for how ''you'' wanted to play Ryder (and some context-only options made it clearer when, say, you were entering into a relationship), it severely limited the options for people who wanted to be outright Paragons or Renegades like in the old games, as these choices were now much less clear and often nowhere near as extreme. As well, this system often obfuscated less important conversations, making their options seem much more important than they actually were.

to:

* Some side quests don't update your nav points, which normally direct you to the next place to go to advance the quest. You are left to aimlessly drive around and hope for another random encounter that may spawn what you need to advance that quest. While some of these are enemy squads you can run into, making at least the combat somewhat enjoyable, other fetch quests don't even give you that. Those are nothing but needle in a haystack needle-in-a-haystack searches.
* For many fans, the emotion-based choice system, which is similar to ''VideoGame/HorizonZeroDawn''[='s=]. In past games, you could select dialogue based on morality and unlock extreme good/bad choices if you were consistent. In ''Andromeda'', choices were now determined by psychological outlooks: Emotional, Logical, Casual and Professional. While this offered up a great amount of roleplaying potential for how ''you'' wanted to play Ryder (and some context-only options made it clearer when, say, you were entering into a relationship), it severely limited the options for people who wanted to be outright Paragons or Renegades like in the old games, as these choices were now much less clear and often nowhere near as extreme. As well, this system often obfuscated less important conversations, making their options seem much more important than they actually were.

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The ''Franchise/MassEffect'' franchise has a whole slew of them:

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The ''Franchise/MassEffect'' franchise has a whole slew of them:
Scrappy Mechanics, many infamous enough to have been addressed in the ''[[UpdatedRerelease Mass Effect Legendary Edition]]'' re-release.



* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother. In the ''VideoGame/MassEffect2'' "Lair of the Shadow Broker" DLC, this is heavily lampshaded -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the ''Normandy Crash Site'' DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time. The ''Legendary Edition'' would take steps address or remove a number of these deficiencies, including the ability to repair the vehicle while moving, adding a boost button, greater accuracy for the primary cannon and making the vehicle heavier (which makes some traversal more difficult due to the weight), which were generally praised by players.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up items better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad. You ''had'' to convert it into Omnigel, you couldn't go into your actual inventory and convert a weaker item into Omnigel instead. For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to sell. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. That said, items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator. The ''Legendary Edition'' re-release would greater speed up elevator rides (owing to faster computer processors in the decade-plus since its release), by adding an optional button prompt to skip past conversations or radio chatter when the next area is loaded. A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''

to:

* The Mako from Mako. Dear god, the [[VideoGame/MassEffect1 first game]].Mako. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother. In the ''VideoGame/MassEffect2'' "Lair of the Shadow Broker" DLC, this is heavily lampshaded -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the ''Normandy Crash Site'' DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time. time.
**
The ''Legendary Edition'' would take steps address or remove a number of these deficiencies, including the ability to repair the vehicle while moving, adding a boost button, greater accuracy for the primary cannon and making the vehicle heavier (which makes some traversal more difficult due to the weight), which were generally praised by players.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up items better than what you already have]].have]], since what you find in a chest is randomly chosen, and their actual Level only increases when Shepard's does. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like.like, because there's no way to upgrade them to keep them viable. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad. You ''had'' ''have'' to convert it into Omnigel, you couldn't can't go into your actual inventory and convert a weaker item into Omnigel instead. instead.
**
For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to sell.retreat to / hope for a vendor. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. That said, items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator. elevator.
**
The ''Legendary Edition'' re-release would greater greatly speed up elevator rides (owing to faster computer processors in the decade-plus since its release), by adding an optional button prompt to skip past conversations or radio chatter when the next area is has been loaded. A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''



** Tellingly, if you import a save from ''2'' into the next game with either the "Overlord" or "Hammerhead" DLC installed, you will encounter James Vega and Steve Cortez arguing in the Normandy's shuttle bay at one point over which vehicle is better, with both criticizing the other's respective choice by pointing out the aforementioned flaws.
* For some, the Charm and Intimidate skills being replaced with just your Paragon or Renegade score, making it a bit harder to play a character with mixed morality. This was made even worse by how the game unlocked them on the back-end: each option is unlocked not by how many Paragon/Renegade Points you have, but the "ratio" of how many you ''COULD HAVE'' if you focused just on that Morality.[[labelnote:Explanation]]Let's say that by Level 3 you could get 200 Paragon Points through dialogue and Interrupts and such. If you only got 150, but a Persuasion check requires 180, you're [=SOL=]. This compounds over the course of the game, often to the point that you'll fall behind and can't pick ''ANY'' Charm / Intimidate options because you didn't do all the available content and didn't pick Paragon or Renegade options 100% of the time.[[/labelnote]] Making matters worse, the in-game Paragon / Renegade bars displayed your Points, not your "ratio", making them incredibly mis-leading.
** ''Mass Effect 3'' would change this by introducing the Reputation system. Now both Paragon and Renegade Points were counted towards and overall Reputation score, which is what the Persuasion checks look at. Further, you could now earn Reputation Points that "stretched" your score, allowing for a neutral reward for talking to characters and generally going out of your way to complete content. This addressed the other curious problem where, in an attempt to be neutral, you'd get Paragon ''and'' Renegade Points for completing a Mission no matter what.

to:

** Tellingly, if you import a save from ''2'' into the next game with either the "Overlord" or "Hammerhead" DLC installed, you will encounter James Vega and Steve Cortez arguing in the Normandy's shuttle bay at one point over which vehicle is better, with both criticizing the other's respective choice by pointing out the aforementioned flaws.
flaws. [[RunningGag This argument is briefly referenced in the Citadel DLC]].
* For some, the new way Charm and / Intimidate dialogue options were unlocked. In ''Mass Effect 1'', this was done by increasing Shepard's Charm and/or Intimidate skills being replaced with just Skill Points. In Mass Effect 2, the Charm / Intimidate dialogue options were unlocked purely on your Paragon or / Renegade score, making it a bit much harder to play a character with mixed morality. This was made even worse by how the game unlocked them on in the back-end: each option is unlocked not by how many Paragon/Renegade Points you have, but the "ratio" of how many you ''COULD HAVE'' if you focused just on that Morality.[[labelnote:Explanation]]Let's say that by Level 3 you could get a total of 200 Paragon Points through dialogue and Interrupts and such. If you only got 150, but a Persuasion check requires 180, you're [=SOL=]. This compounds over the course of the game, often to the point that you'll fall behind and can't pick ''ANY'' Charm / Intimidate options because you didn't do all the available content and didn't pick Paragon or Renegade options 100% of the time.[[/labelnote]] Making matters worse, the in-game Paragon / Renegade bars displayed your Points, not your "ratio", making them incredibly mis-leading.
** The ''Legendary Edition'' would reduce the requirements for some of the most notable choke points that resulted from this, in particular [[spoiler:defusing Jack and Miranda's argument, since Miranda could be rendered Disloyal and thus put at risk to die either in the ending of ''Mass Effect 2'' or the end of her storyline in ''Mass Effect 3'']].
** ''Mass Effect 3'' would change this mechanic by introducing the Reputation system. Now both Paragon and Renegade Points were counted towards and overall Reputation score, which is what the Persuasion checks look at. Further, you could now earn Reputation Points that "stretched" your score, allowing for a neutral reward for talking to characters and generally going out of your way to complete content. This addressed the other curious problem in ''Mass Effect 2'' where, in an attempt to be neutral, you'd get Paragon ''and'' Renegade Points for completing a Mission no matter what.



* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
* The original unlock conditions for the "Shepard Alive" ending:
** Up until the release of the Extended Cut DLC, the conditions to unlock the game's "best" ending ([[spoiler:Shepard breathing in the rubble of the Citadel if you pick the Destroy ending]]) weren't fully known to players, with datamining eventually revealing that getting said ending was impossible in the course of normal gameplay, even with a character who has been [[OldSaveBonus routed through all of the games]] and picked the most optimal decisions across the trilogy (a total of 3800 Effective Military Strength was needed, while only 3,750 EMS could be acquired without hacking).
** What complicated this was the Galactic Readiness mechanic, which cut into your TMS (Total Military Strength) to produce the final EMS (Effective Military Strength. This was affected by playing either the multiplayer mode, the ''Datapad'' app (later replaced with the N7 HQ web page) or the ''Infiltrator'' [=iOS=] game. The idea was that you were affecting the front lines of the war, and the Galactic Readiness cut into your TMS: if your Readiness was at its lowest of 50%, then a TMS of 6,000 would be cut to an EMS of 3,000. This made it impossible to get the Golden Endings without playing extraneous online content that, eventually, would all be decommissioned.[[note]]It says a lot that when Andromeda brought the ''Datapad'' mechanic back, it was integrated within the game itself and was 100% optional[[/note]]

to:

* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. And some systems have more things to find than can be done in a single pass, requiring you to leave, complete a Mission, then fly back to get the rest.
**
Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
* The original unlock conditions for the "Shepard Alive" ending:
Golden Endings:
** Up until the release of the Extended Cut DLC, the conditions to unlock the game's "best" ending ([[spoiler:Shepard breathing in the rubble of the Citadel if you pick the Destroy ending]]) weren't fully known to players, with datamining eventually revealing that getting said ending was impossible in the course of normal gameplay, even with a character who has been [[OldSaveBonus routed through all of the games]] and picked the most optimal decisions across the trilogy (a total of 3800 3,800 Effective Military Strength was needed, while but only 3,750 EMS could be acquired without hacking).
purely offline). You also had to pick a specific option at the end of the game to get it.
** What complicated this was the Galactic Readiness mechanic, which cut into your TMS (Total Military Strength) to produce the final EMS (Effective Military Strength. Strength). This was affected influenced by the Galactic Readiness value, which could be raised by playing either the multiplayer mode, the ''Datapad'' app (later replaced with the N7 HQ web page) or the ''Infiltrator'' [=iOS=] game. The idea was that you were affecting the front lines of the war, and the Galactic Readiness cut into your TMS: if your Readiness was at its lowest of 50%, then a TMS of 6,000 would be cut converted to an EMS of 3,000. This made it impossible to get the Golden Endings without playing extraneous online content that, eventually, would all be decommissioned.[[note]]It says a lot that when Andromeda brought the ''Datapad'' mechanic back, it was integrated within the game itself and was 100% optional[[/note]]optional.[[/note]]



** The ''Legendary Edition'' rebalanced them again to strike a middle-ground: since it's a collection that guarantees the player has access to all three games, more emphasis is placed on playing through the entire trilogy to get the best outcomes. Starting from ''3'' will mean you'll have to play literally all of the content in the game if you don't want to incur the worst outcomes, while the best ones require experiencing the entire story. As well, since the multiplayer mode was removed, Galactic Readiness was removed entirely so that you're always at 100%, which the new values also account for.

to:

** The ''Legendary Edition'' rebalanced them again to strike a middle-ground: since it's a collection that guarantees the player has access to all three games, more emphasis is placed on playing through the entire trilogy to get the best outcomes. Starting from ''3'' will mean you'll have to play literally all of the that game's content in the game if you don't want to incur the worst outcomes, while the best ones require experiencing playing through the entire story.complete trilogy. As well, since the multiplayer mode was removed, Galactic Readiness was removed entirely so that you're always at 100%, which the new values also account for.
Is there an issue? Send a MessageReason:
None


* Damage Resistance, rather than reduce damage by a stated percent like prior games and all other stats in ''Andromeda'', works by using the formula Final Damage = Base Damage/(1+Damage Resistance/100) where higher Damage Resistance leads to higher defense. But this formula [[GuideDangIt is never given in-game]], the closet being a loading screen saying 100 Damage Resistance gives 50% damage reduction, while giving unstated diminishing returns such 200 Damage Resistance doesn't give 100% reduction but merely 66.7% disappointing those trying to get such. This leads to such confusion and uncertainty on how it work and so if defense is worth investing it's one of if not the most frequently asked questions online. Even knowing the formula it's still needlessly complicated to figure out the actual defensive worth and makes Damage Resistance less useful because of its diminishing returns for higher values.

to:

* Damage Resistance, rather than reduce damage by a stated percent like prior games and all other stats in ''Andromeda'', works by using the formula Final Damage = Base Damage/(1+Damage Resistance/100) Damage/(1+(Damage Resistance/100)) where higher Damage Resistance leads to higher defense. But this formula [[GuideDangIt is never given in-game]], the closet being a loading screen saying 100 Damage Resistance gives 50% damage reduction, while giving unstated diminishing returns such 200 Damage Resistance doesn't give 100% reduction but merely 66.7% disappointing those trying to get such. This leads to such confusion and uncertainty on how it work and so if defense is worth investing in it's one of if not the most frequently asked questions online. Even knowing the formula it's still needlessly complicated to figure out the actual defensive worth and makes Damage Resistance less useful because of its diminishing returns for higher values.

Added: 913

Changed: 25

Is there an issue? Send a MessageReason:
None


* [[SwissCheeseSecurity Door/system hacking]], in all its formats, from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". The [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for few seconds in front of a lock while fiddling with their multi-tools. Surprisingly, nobody complained much.

to:

* [[SwissCheeseSecurity Door/system hacking]], in all its formats, from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". The When the [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for few seconds in front of a lock while fiddling with their multi-tools. Surprisingly, multi-tools, nobody complained much.



* Damage Resistance, rather than reduce damage by a stated percent like prior games and all other stats in ''Andromeda'', works by using the formula Final Damage = Base Damage/(1+Damage Resistance/100) where higher Damage Resistance leads to higher defense. But this formula [[GuideDangIt is never given in-game]], the closet being a loading screen saying 100 Damage Resistance gives 50% damage reduction, while giving unstated diminishing returns such 200 Damage Resistance doesn't give 100% reduction but merely 66.7% disappointing those trying to get such. This leads to such confusion and uncertainty on how it work and so if defense is worth investing it's one of if not the most frequently asked questions online. Even knowing the formula it's still needlessly complicated to figure out the actual defensive worth and makes Damage Resistance less useful because of its diminishing returns for higher values.



* Some side quests don’t update your nav points, which normally direct you to the next place to go to advance the quest. You are left to aimlessly drive around and hope for another random encounter that may spawn what you need to advance that quest. While some of these are enemy squads you can run into, making at least the combat somewhat enjoyable, other fetch quests don’t even give you that. Those are nothing but needle in a haystack searches.

to:

* Some side quests don’t don't update your nav points, which normally direct you to the next place to go to advance the quest. You are left to aimlessly drive around and hope for another random encounter that may spawn what you need to advance that quest. While some of these are enemy squads you can run into, making at least the combat somewhat enjoyable, other fetch quests don’t don't even give you that. Those are nothing but needle in a haystack searches.

Changed: 3661

Removed: 2708

Is there an issue? Send a MessageReason:
Cutting down on natter.


* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.
** The Mako was so infamous that ''VideoGame/MassEffect2'''s "Lair of the Shadow Broker" DLC heavily lampshaded it -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the Normandy Crash Site DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
** In the ''Legendary Edition'', these complaints were addressed by letting you repair while moving (yay!), adding a boost button (yay!), letting shots hit their target guaranteed (yay!), removing the XP penalty (YAY!!), and making the Mako heavier. The last part has made climbing more difficult: the boost is affected by the Mako's existing momentum, so it's only useful at the ''start'' of a climb. Certain Resources and other points of interest are now ''much'' more difficult to get to as a result of this weight.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad, you ''had'' to convert it into Omnigel, you couldn't go into your actual inventory and convert a weaker item into Omnigel instead.
** For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to sell. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. It still isn't as convenient as the PC release however, and items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator.
** ''Legendary Edition'' makes the load times much faster, especially on UsefulNotes/PlayStation5 and UsefulNotes/XboxSeriesXAndS with their [=SSD=] load times. While the elevator rides remain, if a conversation or radio snippet is playing you get an optional button prompt to skip past them when the next area has been loaded. This offers the best of both worlds: expedient players can skip through them, while those who enjoyed them can still hear them all (and still skip the ones they've heard before). A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''

to:

* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.
** The Mako was so infamous that ''VideoGame/MassEffect2'''s
bother. In the ''VideoGame/MassEffect2'' "Lair of the Shadow Broker" DLC DLC, this is heavily lampshaded it -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the Normandy ''Normandy Crash Site Site'' DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
** In the
time. The ''Legendary Edition'', Edition'' would take steps address or remove a number of these complaints were addressed by letting you deficiencies, including the ability to repair the vehicle while moving (yay!), moving, adding a boost button (yay!), letting shots hit their target guaranteed (yay!), removing button, greater accuracy for the XP penalty (YAY!!), primary cannon and making the Mako heavier. The last part has made climbing more difficult: the boost is affected by the Mako's existing momentum, so it's only useful at the ''start'' of a climb. Certain Resources and other points of interest are now ''much'' vehicle heavier (which makes some traversal more difficult due to get to as a result of this weight.
the weight), which were generally praised by players.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones items better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad, you bad. You ''had'' to convert it into Omnigel, you couldn't go into your actual inventory and convert a weaker item into Omnigel instead.
**
instead. For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to sell. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. It still isn't as convenient as the PC release however, and That said, items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator.
**
elevator. The ''Legendary Edition'' makes the load times much faster, especially on UsefulNotes/PlayStation5 and UsefulNotes/XboxSeriesXAndS with their [=SSD=] load times. While the re-release would greater speed up elevator rides remain, if a conversation or radio snippet is playing you get (owing to faster computer processors in the decade-plus since its release), by adding an optional button prompt to skip past them conversations or radio chatter when the next area has been loaded. This offers the best of both worlds: expedient players can skip through them, while those who enjoyed them can still hear them all (and still skip the ones they've heard before).is loaded. A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''



* In ''VideoGame/MassEffect2'', planet scanning -- schedule yourself for carpal tunnel surgery. You move a targeting reticle around to find mineral signatures, then blast a probe in to get the minerals. It's awful on the PC, and it's pretty mind-numbing on any other platform. This one was so noticeable that Creator/{{Bioware}} released a hotfix in Patch 1.02 on the Xbox 360 version that increased the size of the scanner and the scanning speed.

to:

* In ''VideoGame/MassEffect2'', planet scanning -- schedule yourself for carpal tunnel surgery. You move a targeting reticle around to find mineral signatures, then blast a probe in to get the minerals. It's awful on the PC, and it's pretty mind-numbing on any other platform. This one was so noticeable that Creator/{{Bioware}} released a hotfix in Patch 1.02 on the Xbox 360 version that increased the size of the scanner and the scanning speed. The following title would alleviate it by eliminating resource collecting and limiting scanning to a "Search and Rescue" mechanic that conferred more noticeable benefits (gameplay boosts or War Assets), while the player received a War Asset boost based on how many resources they'd collected in the previous game. The ''Legendary Edition'' of ''2'' also increased the default scanning speed to make the mining experience more manageable for players.



** ''Legendary Edition'' improved this by further increasing the default speed of the scanner. This makes the jump provided by the upgraded version less dramatic, but nobody's really complaining. For those interested, ''Mass Effect 3'' keeps the original scanning speed, but it's much less of an issue there.



* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans for being [[GuideDangIt a trial and error crapshoot]]. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.

to:

* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans for being [[GuideDangIt a trial and error crapshoot]].flak. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
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Grammar


** What complicated this was the Galactic Readiness mechanic, which cut into your TMS (Total Military Strength) to produce the final EMS (Effective Military Strength. This was affected by playing either the multiplayer mode, the ''Datapad'' app (later replaced with the N7 HQ web page) or the ''Infiltrator'' [=iOS=] game. The idea was that you were affecting the front lines of the war, and the Galactic Readiness cut into your TMS: if your Readiness was at it's lowest of 50%, then a TMS of 6,000 would be cut to an EMS of 3,000. This made it impossible to get the Golden Endings without playing extraneous online content that, eventually, would all be decommissioned.[[note]]It says a lot that when Andromeda brought the ''Datapad'' mechanic back, it was integrated within the game itself and was 100% optional[[/note]]

to:

** What complicated this was the Galactic Readiness mechanic, which cut into your TMS (Total Military Strength) to produce the final EMS (Effective Military Strength. This was affected by playing either the multiplayer mode, the ''Datapad'' app (later replaced with the N7 HQ web page) or the ''Infiltrator'' [=iOS=] game. The idea was that you were affecting the front lines of the war, and the Galactic Readiness cut into your TMS: if your Readiness was at it's its lowest of 50%, then a TMS of 6,000 would be cut to an EMS of 3,000. This made it impossible to get the Golden Endings without playing extraneous online content that, eventually, would all be decommissioned.[[note]]It says a lot that when Andromeda brought the ''Datapad'' mechanic back, it was integrated within the game itself and was 100% optional[[/note]]
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nevermind, it's covered under the second game's folder


* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective special dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' due to how the checks for these option work [[note]]they check for specific paragon/renegade points amounts, which, are so high that they basically require taking multiple sidequests and always sticking to your alignement through the game, since the opportunities to get paragon and renegade points are very frequently mutually exclusives[[/note]] that playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.
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* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' due to how the checks for these option work [[note]]they check for specific paragon/renegade points amounts, which, are so high that they basically require taking multiple sidequests and alwas sticking to your alignement through the game[[/note]] tht playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.

to:

* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective special dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' due to how the checks for these option work [[note]]they check for specific paragon/renegade points amounts, which, are so high that they basically require taking multiple sidequests and alwas always sticking to your alignement through the game[[/note]] tht game, since the opportunities to get paragon and renegade points are very frequently mutually exclusives[[/note]] that playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.
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* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' (the first game offered some very slight leeway by having your Paragon/Renegade meters be separate). Playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.

to:

* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' (the first game offered some very slight leeway by having due to how the checks for these option work [[note]]they check for specific paragon/renegade points amounts, which, are so high that they basically require taking multiple sidequests and alwas sticking to your Paragon/Renegade meters be separate). Playing alignement through the game[[/note]] tht playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.
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* The Paragon[=/=]Renegade dialogue choices, while interesting, are extremely limiting in that, if you want to use the alignement-respective dialogue choices (which often [[TakeAThirdOption rewards greater beenfits]]), you pretty much have to choose one at the beginning of the game and almost ''never deviate from it through the entirety of your playthrough'' (the first game offered some very slight leeway by having your Paragon/Renegade meters be separate). Playing a Paragon that doesn't invoke GoodIsDumb on at least a few occasion is all-but-impossible, as is playing a Renegade that isn't a dick to ''everyone''.

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* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 omnigel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.

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* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 omnigel Omni-Gel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.



** In the ''Legendary Edition'', these complaints were addressed by letting you repair while moving (yay!), adding a boost button (yay!), letting shots hit their target guaranteed (yay!), removing the XP penalty (YAY!!), and making the Mako heavier. The last part has made climbing more difficult: the boost is affected by the Mako's existing momentum, so it's only useful at the ''start'' of a climb. Certain Resources and other points of interest are now ''much'' more difficult to get to as a result of this weight.



** For ''Legendary Edition'', the inventory cap was doubled to 300 items, meaning you can now go an entire Mission World without hitting the cap and being forced to sell. As well, you can now mark items as Junk, letting you either Sell them or convert them to Omni-Gel in one fell swoop. It still isn't as convenient as the PC release however, and items still don't stack, meaning you'll be scrolling through seemingly endless amounts of Combat Optics and the like.



** ''Legendary Edition'' makes the load times much faster, especially on UsefulNotes/PlayStation5 and UsefulNotes/XboxSeriesXAndS with their [=SSD=] load times. While the elevator rides remain, if a conversation or radio snippet is playing you get an optional button prompt to skip past them when the next area has been loaded. This offers the best of both worlds: expedient players can skip through them, while those who enjoyed them can still hear them all (and still skip the ones they've heard before). A two minute ride from C-Sec to the Presidium can now be cut down to ''less than 10 seconds!''



** ''Legendary Edition'' improved this by further increasing the default speed of the scanner. This makes the jump provided by the upgraded version less dramatic, but nobody's really complaining. For those interested, ''Mass Effect 3'' keeps the original scanning speed, but it's much less of an issue there.



* For some, the Charm and Intimidate skills being replaced with speech checks tied directly to your Paragon or Renegade score, making it a bit harder to play a character with mixed morality. The next game tied speech checks to your combined Paragon and Renegade scores, alleviating this problem.
* "Investment Opportunities" from the ''Lair of the Shadow Broker'' DLC. Building off an idea that was introduced in the first game (Shepard being able to buy major investments after completing Pinnacle Station, with the potential to unlock high-end "Spectre Master Gear" sets), the investment setup for ''2'' is only unlocked after completing the DLC and has a ''much'', '''much''' lower marginal value. You are given a set of up to four Investment Opportunities to complete, which will each succeed or fail the exact same way every time, and there are limited opportunities. Notably, only two of the four investment chains net a positive outcome when completed fully, with the other two siphoning credits away if you go to the trouble of investing in them. Even worse, the player will have to wait a day (or finish a mission first) before the opportunities they bought update, and given how low the payouts are in most cases, the player will only be funding their "gas money" on the trips to and from the base. Notably, said opportunities never returned in the following game.

to:

* For some, the Charm and Intimidate skills being replaced with speech checks tied directly to just your Paragon or Renegade score, making it a bit harder to play a character with mixed morality. The next This was made even worse by how the game tied speech checks unlocked them on the back-end: each option is unlocked not by how many Paragon/Renegade Points you have, but the "ratio" of how many you ''COULD HAVE'' if you focused just on that Morality.[[labelnote:Explanation]]Let's say that by Level 3 you could get 200 Paragon Points through dialogue and Interrupts and such. If you only got 150, but a Persuasion check requires 180, you're [=SOL=]. This compounds over the course of the game, often to the point that you'll fall behind and can't pick ''ANY'' Charm / Intimidate options because you didn't do all the available content and didn't pick Paragon or Renegade options 100% of the time.[[/labelnote]] Making matters worse, the in-game Paragon / Renegade bars displayed your combined Points, not your "ratio", making them incredibly mis-leading.
** ''Mass Effect 3'' would change this by introducing the Reputation system. Now both
Paragon and Renegade scores, alleviating this problem.
Points were counted towards and overall Reputation score, which is what the Persuasion checks look at. Further, you could now earn Reputation Points that "stretched" your score, allowing for a neutral reward for talking to characters and generally going out of your way to complete content. This addressed the other curious problem where, in an attempt to be neutral, you'd get Paragon ''and'' Renegade Points for completing a Mission no matter what.
* "Investment Opportunities" from the ''Lair of the Shadow Broker'' DLC. Building off an idea that was introduced in the first game (Shepard being able to buy major investments after completing Pinnacle Station, with the potential to unlock high-end "Spectre Master Gear" sets), sets and other valuable loot), the investment setup for ''2'' is only unlocked after completing the DLC and has a ''much'', '''much''' lower marginal value. You are given a set of up to four Investment Opportunities to complete, which will each succeed or fail the exact same way every time, and there are limited opportunities. Notably, only two of the four investment chains net a positive outcome when completed fully, with the other two siphoning credits away if you go to the trouble of investing in them. Even worse, the player will have to wait a day (or finish a mission first) before the opportunities they bought update, and given how low the payouts are in most cases, the player will only be funding their "gas money" on the trips to and from the base. Notably, said opportunities never returned in the following game.



* Basic human husks can now grab you, forcing you to go through a [[PressXToNotDie quick-time event]] to shake them off. This leaves you out in the open, vulnerable to enemy fire. Anyone who's played multiplayer against Reapers knows what this means.
* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
* The original unlock conditions for the "Shepard Alive" ending. Up until the release of the Extended Cut DLC, the conditions to unlock the game's "best" ending ([[spoiler:Shepard breathing in the rubble of the Citadel if you pick the Destroy ending]]) weren't fully known to players, with datamining eventually revealing that getting said ending was impossible in the course of normal gameplay, even with a character who has been [[OldSaveBonus routed through all of the games]] and picked the most optimal decisions across the trilogy (a total of 3800 Effective Military Strength was needed, while only 3,750 EMS could be acquired without hacking). It was discovered that players needed to play one of the tie-in games (the multiplayer mode, the ''Datapad'' app or the ''Infiltrator'' [=iOS=] game) to get more EMS (via increasing the "Galaxy Readiness Rating"), despite [[LyingCreator Bioware insisting that the endings could be achieved in the course of normal play with just the basegame]]. It also didn't help that fans spread misinformation around by confusing TMS (Total Military Strength) with EMS (Effective Military Strength). With the release of the Extended Cut, the unlock conditions were lowered from 3,800 to 3,100 EMS, making it possible for players to get the best ending without playing other media.

to:

* Basic human husks can now grab you, forcing you to go through a [[PressXToNotDie quick-time event]] to shake them off. This leaves you out in the open, vulnerable to enemy fire. Anyone who's played multiplayer against Reapers knows what this means.
means. Oh and if that wasn't enough, Phantoms do this as well, except for them it's an Instakill.
* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans.fans for being [[GuideDangIt a trial and error crapshoot]]. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much), using them in RaceAgainstTheClock scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
* The original unlock conditions for the "Shepard Alive" ending. ending:
**
Up until the release of the Extended Cut DLC, the conditions to unlock the game's "best" ending ([[spoiler:Shepard breathing in the rubble of the Citadel if you pick the Destroy ending]]) weren't fully known to players, with datamining eventually revealing that getting said ending was impossible in the course of normal gameplay, even with a character who has been [[OldSaveBonus routed through all of the games]] and picked the most optimal decisions across the trilogy (a total of 3800 Effective Military Strength was needed, while only 3,750 EMS could be acquired without hacking). It hacking).
** What complicated this
was discovered that players needed to play one of the tie-in games (the Galactic Readiness mechanic, which cut into your TMS (Total Military Strength) to produce the final EMS (Effective Military Strength. This was affected by playing either the multiplayer mode, the ''Datapad'' app (later replaced with the N7 HQ web page) or the ''Infiltrator'' [=iOS=] game) to get more EMS (via increasing game. The idea was that you were affecting the "Galaxy front lines of the war, and the Galactic Readiness Rating"), despite [[LyingCreator Bioware insisting cut into your TMS: if your Readiness was at it's lowest of 50%, then a TMS of 6,000 would be cut to an EMS of 3,000. This made it impossible to get the Golden Endings without playing extraneous online content that, eventually, would all be decommissioned.[[note]]It says a lot that when Andromeda brought the endings could be achieved in ''Datapad'' mechanic back, it was integrated within the course of normal play with just the basegame]]. It also didn't help that fans spread misinformation around by confusing TMS (Total Military Strength) with EMS (Effective Military Strength). With the release of game itself and was 100% optional[[/note]]
** To address this, in
the Extended Cut, Cut Bioware adjusted the unlock conditions were lowered EMS values required for the Golden Endings from 3,800 to 3,100 EMS, making it possible to account for players someone not playing the online content. This proved to be a good move since eventually the ''Datapad'' App, N7 HQ page, ''Infiltrator'' games and even the core Bioware Account systems were taken offline, which would have made getting the best endings literally impossible!
** The ''Legendary Edition'' rebalanced them again to strike a middle-ground: since it's a collection that guarantees the player has access to all three games, more emphasis is placed on playing through the entire trilogy
to get the best ending without playing other media.outcomes. Starting from ''3'' will mean you'll have to play literally all of the content in the game if you don't want to incur the worst outcomes, while the best ones require experiencing the entire story. As well, since the multiplayer mode was removed, Galactic Readiness was removed entirely so that you're always at 100%, which the new values also account for.

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* Despite being a popular character, Legion's presence is tied into a RaceAgainstTime to save the kidnapped Normandy crew members. If you dawdle or try to perform more one mission with Legion after the Reaper IFF is installed, you will permanently lose the support staff of the [=SR2=]. This is despite Legion having unique dialogue tied in throughout the entire game, including entertaining conversations during Tali's recruitment[=/=]loyalty mission and more that very few players are aware of. This also becomes a case of ComplacentGamingSyndrome, as most guides recommend that players finish everything else in the game before recruiting Legion, as by that point, the only thing left to do is its associated loyalty mission before the crew is kidnapped.

to:

* "Investment Opportunities" from the ''Lair of the Shadow Broker'' DLC. Building off an idea that was introduced in the first game (Shepard being able to buy major investments after completing Pinnacle Station, with the potential to unlock high-end "Spectre Master Gear" sets), the investment setup for ''2'' is only unlocked after completing the DLC and has a ''much'', '''much''' lower marginal value. You are given a set of up to four Investment Opportunities to complete, which will each succeed or fail the exact same way every time, and there are limited opportunities. Notably, only two of the four investment chains net a positive outcome when completed fully, with the other two siphoning credits away if you go to the trouble of investing in them. Even worse, the player will have to wait a day (or finish a mission first) before the opportunities they bought update, and given how low the payouts are in most cases, the player will only be funding their "gas money" on the trips to and from the base. Notably, said opportunities never returned in the following game.
* Despite being a popular character, Legion's presence is tied into a RaceAgainstTime to save the kidnapped Normandy crew members. If you dawdle or try to perform more one mission with Legion after the Reaper IFF is installed, you will permanently lose the support staff of the [=SR2=]. This is despite Legion having unique dialogue tied in throughout the entire game, including entertaining conversations during Tali's recruitment[=/=]loyalty mission and more that very few players are aware of. [[note]]Some additional content can only be accessed by save hacking Legion into earlier parts of the game -- a relic of the game's development cycle changing to put the game on two [=XBox=] 360 discs instead of one.[[/note]] This also becomes a case of ComplacentGamingSyndrome, as most guides recommend that players finish everything else in the game before recruiting Legion, as by that point, the only thing left to do is its associated loyalty mission before the crew is kidnapped.



* For many fans, the new emotion-based choice system, which is similar to ''VideoGame/HorizonZeroDawn''[='s=]. In past games, you could select dialogue based on morality and unlock extreme good/bad choices if you were consistent. In ''Andromeda'', choices were now determined by psychological outlooks: Emotional, Logical, Casual and Professional. While this offered up a great amount of roleplaying potential for how ''you'' wanted to play Ryder (and some context-only options made it clearer when, say, you were entering into a relationship), it severely limited the options for people who wanted to be outright Paragons or Renegades like in the old games, as these choices were now much less clear and often nowhere near as extreme. As well, this system often obfuscated less important conversations, making their options seem much more important than they actually were.

to:

* For many fans, the new emotion-based choice system, which is similar to ''VideoGame/HorizonZeroDawn''[='s=]. In past games, you could select dialogue based on morality and unlock extreme good/bad choices if you were consistent. In ''Andromeda'', choices were now determined by psychological outlooks: Emotional, Logical, Casual and Professional. While this offered up a great amount of roleplaying potential for how ''you'' wanted to play Ryder (and some context-only options made it clearer when, say, you were entering into a relationship), it severely limited the options for people who wanted to be outright Paragons or Renegades like in the old games, as these choices were now much less clear and often nowhere near as extreme. As well, this system often obfuscated less important conversations, making their options seem much more important than they actually were.

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* For some, the Charm and Intimidate skills being replaced with speech checks tied directly to your Paragon or Renegade score, making it a bit harder to play a character with mixed morality. The next game tied speech checks to your combined Paragon and Renegade scores, alleviating this problem.
* Despite being a popular character, Legion's presence is tied into a RaceAgainstTime to save the kidnapped Normandy crew members. If you dawdle or try to perform more one mission with Legion after the Reaper IFF is installed, you will permanently lose the support staff of the [=SR2=]. This is despite Legion having unique dialogue tied in throughout the entire game, including entertaining conversations during Tali's recruitment[=/=]loyalty mission and more that very few players are aware of. This also becomes a case of ComplacentGamingSyndrome, as most guides recommend that players finish everything else in the game before recruiting Legion, as by that point, the only thing left to do is its associated loyalty mission before the crew is kidnapped.



* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much) or using them in RaceAgainstTheClock scenarios.

to:

* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much) or much), using them in RaceAgainstTheClock scenarios.scenarios or simply doing away with it altogether if a specific setting is chosen in the setup menu.
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* The romance mechanics for Ashley/Kaiden in regards to the next game's OldSaveBonus, which is ''very'' sensitive about them. Simply choosing mostly Paragon responses in their interactions can cause the sequel to treat you as having romanced them even if you clearly didn't (which can result in oddities such as them referencing an OptionalSexualEncounter ''that never happened''). After a lot of testing, fans concluded that the only way to guarantee no romance with them in [=ME2=] (if you don't romance Liara) is to always choose {{Jerkass}} responses when interacting with them, not interact with them at all, or [[spoiler: let them die on Virmire.]]
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* Due to almost every action being mapped to the spacebar/A-Button/X-Button, the difference between going into cover, storming, using an item or reviving a squadmate are all mapped to one key. It is quite easy to go into cover when one meant to storm out of the way, or to start reviving a squadmate when one was attempting to leap over a barricade.

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* Due to almost every action being mapped to the spacebar/A-Button/X-Button, the difference between going into cover, storming, using an item or item, and reviving a squadmate are all mapped to one key. It is quite easy to go into cover when one meant to storm out of the way, or to start reviving a squadmate when one was attempting to leap over a barricade.
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* For many fans, the new emotion-based choice system, which is similar to ''VideoGame/HorizonZeroDawn''[='s=]. In past games, you could select dialogue based on morality and unlock extreme good/bad choices if you were consistent. In ''Andromeda'', choices were now determined by psychological outlooks: Emotional, Logical, Casual and Professional. While this offered up a great amount of roleplaying potential for how ''you'' wanted to play Ryder (and some context-only options made it clearer when, say, you were entering into a relationship), it severely limited the options for people who wanted to be outright Paragons or Renegades like in the old games, as these choices were now much less clear and often nowhere near as extreme. As well, this system often obfuscated less important conversations, making their options seem much more important than they actually were.
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--->'''WebAnimation/ZeroPunctuation:''' Off-roading around random planets is now replaced by scanning the surface from orbit, launching probes to extract resources, which is as interesting as it sounds and it sounds like this: '''BWUUUUAAAAAHHHHH'''.

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--->'''WebAnimation/ZeroPunctuation:''' -->'''WebAnimation/ZeroPunctuation:''' Off-roading around random planets is now replaced by scanning the surface from orbit, launching probes to extract resources, which is as interesting as it sounds and it sounds like this: '''BWUUUUAAAAAHHHHH'''.
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* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4.

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* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4. And if you picked up an item you actually wanted while your inventory was full? Too bad, you ''had'' to convert it into Omnigel, you couldn't go into your actual inventory and convert a weaker item into Omnigel instead.
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[[/folder]]



[folder:Mass Effect 3]]

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[folder:Mass [[folder:Mass Effect 3]]
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The ''Franchise/MassEffect'' franchise has a whole slew of them:

[[foldercontrol]]

[[folder:General]]
* [[SwissCheeseSecurity Door/system hacking]], in all its formats, from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". The [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for few seconds in front of a lock while fiddling with their multi-tools. Surprisingly, nobody complained much.
** In the PC version of the first game, they changed the minigame from Simon Says to a far more interesting one that actually looked like lockpicking. You still had to do it every single time you wanted to open a chest, though.
* Whose bright idea was it to make the "skip dialog" button the same as the "select dialog" button?

[[folder:Mass Effect]]
* The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways. It handled like it had the density of styrofoam, prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds. The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 omnigel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.
** The Mako was so infamous that ''VideoGame/MassEffect2'''s "Lair of the Shadow Broker" DLC heavily lampshaded it -- Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the Normandy Crash Site DLC from the basegame, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
* The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty). They're wasted afterwards, even if you see one you like. You're going to be making lots of Omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4.
* Elevators also had this reaction, due to the fact that they hid loading screens and would often have the characters standing around in uncomfortable silence (though this could also lead to humorous conversations between squadmates). The fans then complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. This is later lampshaded in the "Citadel" DLC from the third game -- just before you face the final boss, you have to get into the Normandy's elevator and ride it down in real-time, with several of your companions (Liara chief among them) reminiscing over their memories of fond conversations in the elevator.
[[/folder]]

[[folder:Mass Effect 2]]
* In ''VideoGame/MassEffect2'', planet scanning -- schedule yourself for carpal tunnel surgery. You move a targeting reticle around to find mineral signatures, then blast a probe in to get the minerals. It's awful on the PC, and it's pretty mind-numbing on any other platform. This one was so noticeable that Creator/{{Bioware}} released a hotfix in Patch 1.02 on the Xbox 360 version that increased the size of the scanner and the scanning speed.
--->'''WebAnimation/ZeroPunctuation:''' Off-roading around random planets is now replaced by scanning the surface from orbit, launching probes to extract resources, which is as interesting as it sounds and it sounds like this: '''BWUUUUAAAAAHHHHH'''.
* The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. Or because you dared to engage more than one or two enemies, as the Hammerhead is somehow even more fragile than the Mako ever was, and its auto-homing missiles are virtually guaranteed to lock onto the least-threatening enemy in view. The "Overlord" DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.
** Tellingly, if you import a save from ''2'' into the next game with either the "Overlord" or "Hammerhead" DLC installed, you will encounter James Vega and Steve Cortez arguing in the Normandy's shuttle bay at one point over which vehicle is better, with both criticizing the other's respective choice by pointing out the aforementioned flaws.
[[/folder]]

[folder:Mass Effect 3]]
* Due to almost every action being mapped to the spacebar/A-Button/X-Button, the difference between going into cover, storming, using an item or reviving a squadmate are all mapped to one key. It is quite easy to go into cover when one meant to storm out of the way, or to start reviving a squadmate when one was attempting to leap over a barricade.
* Basic human husks can now grab you, forcing you to go through a [[PressXToNotDie quick-time event]] to shake them off. This leaves you out in the open, vulnerable to enemy fire. Anyone who's played multiplayer against Reapers knows what this means.
* While the "Search and Rescue" mode (a simplified version of planet-scanning from the previous game) was looked at more favorably, the act of traveling around the galaxy and scanning for said planets got a ''lot'' of flak from fans. Simply flying into a random area on the galaxy map and pressing the scanner button a couple of times causes a group of Reaper capital ships to appear from various corners of the map and start chasing you. [[DeathIsASlapOnTheWrist There is no penalty for failure]] -- if they do catch you, the game goes to a "Game Over" screen before dumping you back in the same map, now with the knowledge of where the planets you scanned (and couldn't land on) are. Notably, the ''VideoGame/ExpandedGalaxyMod'' does a lot more with the mechanic, making Reaper ships much faster (forcing the player to seek out upgrades for the Normandy to not die as much) or using them in RaceAgainstTheClock scenarios.
* The original unlock conditions for the "Shepard Alive" ending. Up until the release of the Extended Cut DLC, the conditions to unlock the game's "best" ending ([[spoiler:Shepard breathing in the rubble of the Citadel if you pick the Destroy ending]]) weren't fully known to players, with datamining eventually revealing that getting said ending was impossible in the course of normal gameplay, even with a character who has been [[OldSaveBonus routed through all of the games]] and picked the most optimal decisions across the trilogy (a total of 3800 Effective Military Strength was needed, while only 3,750 EMS could be acquired without hacking). It was discovered that players needed to play one of the tie-in games (the multiplayer mode, the ''Datapad'' app or the ''Infiltrator'' [=iOS=] game) to get more EMS (via increasing the "Galaxy Readiness Rating"), despite [[LyingCreator Bioware insisting that the endings could be achieved in the course of normal play with just the basegame]]. It also didn't help that fans spread misinformation around by confusing TMS (Total Military Strength) with EMS (Effective Military Strength). With the release of the Extended Cut, the unlock conditions were lowered from 3,800 to 3,100 EMS, making it possible for players to get the best ending without playing other media.
[[/folder]]

[[folder:Mass Effect: Andromeda]]
* The crafting and research systems, so much so that even the ''official strategy guide'' isn't entirely clear about how it worked and what certain unlock conditions and effects were. Not only were crafting choices buried away within submenus (within submenus of their own), but it wasn't clear what the end product would actually ''do''. Will that ammo change give you a badass gun capable of doing a ton more damage, or will it render your shiny new Widow VIII into a gun that might as well be be shooting spitballs?
* Mining for resources on planets is imprecise and generally boring, but one of the less time-consuming ways to gather resources for crafting weapons and items. Planet scanning was found to be similarly boring.
* Some side quests don’t update your nav points, which normally direct you to the next place to go to advance the quest. You are left to aimlessly drive around and hope for another random encounter that may spawn what you need to advance that quest. While some of these are enemy squads you can run into, making at least the combat somewhat enjoyable, other fetch quests don’t even give you that. Those are nothing but needle in a haystack searches.
[[/folder]]
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