It's no secret that BioWare is working on Mass Effect 3 . After all, since its announcement the Mass Effect series was touted as an epic space trilogy. Though everyone at IGN loves Mass Effect 2, there's always room for improvement. It's clear that BioWare cares enough to listen to their fans and the second game of the franchise is the best evidence of that. The sequel went under the knife and addressed a lot of issues players expressed about Mass Effect.

So here we are, listing off five things we don't want in Mass Effect 3

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There may be minor spoilers included for both Mass Effect and Mass Effect 2.

The Normandy is one of the most recognizable ships in video game science-fiction. Acquiring control of the SR-1 in the original Mass Effect was a turning point in the game's narrative, and the reveal of the SR-2 was just as inspiring in Mass Effect 2. As players battled the Collectors in Shepard's second journey, the Normandy was not only a home for the heroes but an ever-growing weapon to be used against the Collectors in the final mission. One would assume that controlling the Normandy in this thrilling battle would be a fantastic opportunity for gameplay, but players were restricted to flying the vessel slowly around the galaxy map. Tragic!

Piloting the Normandy would be a perfect addition to Mass Effect 3. We'd love to take direct control of the Normandy from inside the cockpit and traverse the galaxy in the same way you'd fly a plane in a traditional flight simulator. Even if this addition was confined to specific sections during the story, steering the Normandy could still be used as a plot device and a way to reward gamers that have been disappointed by the limited interaction with the Normandy in the past.

Besides the loading screens, people constantly complained about the disorganized inventory system in Mass Effect, so BioWare stripped it out and went with upgradable weapons and armor instead of searching for loot. Are you happy now Internet?

Eventually we got used to the new weapon upgrade system and the customization available for armor was great, but we still want loot. We're up for keeping the armor management system the way it is , but there's nothing like finding a shiny new gun that's more powerful than your current one.The foes you face in the Mass Effect universe almost always employ a better arsenal than your squad does, so why not steal their technology along with their guns?

Yes, we're addicted and need professional help, but for now the only cure is better lootz.

The inclusion of specific Paragon and Renegade moments in Mass Effect 2 was a great idea, but there was a major problem: Paragon players got the short end of the stick. The "good" interrupts ranged from healing injured people with the wave of an omni-tool to comforting someone with the magic of carefully chosen words. It was just as exciting as listening to a Hanar drone on about the Enkindlers.

Renegades, on the other hand, were able to shoot first, push people out of windows and trigger explosions. Clearly BioWare is biased and wants to force players into choosing the Renegade route. This imbalance could easily be addressed by tossing in a few "bad-ass" moments appropriate for a good guy – 'stunning' an enemy instead of shooting them or taking out a pack of bullies harming an innocent person.

Another option would be to include separate combat styles for Paragons and Renegades – Paragons would go a stealthier route to ensure their safety while Renegades could burst into battles with their guns blazing. Basically, don't let nice be a synonym for dull and it will be much more satisfying to play as a Paragon in Mass Effect 3.

Witnessing how decisions made in Mass Effect altered the world in Mass Effect 2 was easily the best thing about the game. Unfortunately, the divergences didn't quite satiate our appetites. Successfully keeping Wrex alive in Mass Effect meant he returned as the leader of the Krogan clans, but he couldn't join your party so his role seemed limited. For the other minor plot points there were only a few additional short side missions dedicated to showing players how their impact was felt on the world.

In Mass Effect 2, nobody was safe from death in the final mission so we need to see major repercussions for loss of those individuals in the third title. BioWare needs to make their deaths mean something instead of creating a bite-sized side missions related to them. Also, major events were influenced by Commander Shepard throughout the past two titles, so we need to see some extreme differences in the third title if BioWare wants to deliver on its promise.

When the original Mass Effect arrived on store shelves, gamers almost universally lamented the inclusion of the Mako infantry vehicle. This armored weapon was used to explore planets and protect troops from turrets and other dangers encountered while traveling. Unfortunately, the Mako wasn't the most responsive vehicle in the galaxy and the planets it landed on were barren and unexciting. BioWare responded by removing the Mako sections from Mass Effect 2 completely. This was a bit of an overreaction.

Vehicles are often a welcome feature in games that revolve around on-foot combat. They offer a variation in combat pacing and speed up exploration that would otherwise be impossible on foot. We want to see vehicles return in Mass Effect 3. (The Firewalker DLC in Mass Effect 2 doesn't count!) Exploratory elements never needed to be cut from the Mass Effect experience, they just needed to be refined. Having a trusty vehicle -- that players can customize, perhaps -- would be an exciting way to traverse new worlds and uncover side quests.