RGFrog wrote...
So, in me3, they either deny imports that are out of known ranges-- seriously, any programmer that can't write a simple check script for this needs to go back to kindergarten and relearn BASIC on a TRS80--or they simply let you import while resetting all the points to zero or to the max they could/should have been.
You're suggesting an alternative solution, one where glitched characters are fixed on import into ME3 and points can then be redistributed after import. That is a fine solution.
At this point though we're out of the zone of leaving a glitch alone, we're talking about building developing and testing an import process to make it glitch proof. There are two problems with this:
First this process is much more expensive than fixing the glitch. While the actual fix you describe would be relatively easy to do, and it's probably the approach I'd take if I was going to try and make the import process handle glitched characters, properly developing and testing this process is quite difficult. Testing character import is one of the most arduous tasks for our QA, and anything that complicates it is bad news.
More importantly, we're now in the zone of building features and improvements to support glitching which is very different than leaving a glitch alone (not fixing it). Philosophically, that's just not where we want to go. We will often leave glitches alone, warning players that it could interfere with their ability to enjoy the game, and let players then glitch if they want to at their own risk. Once a glitch gets into the zone of potentially negatively impacting players who don't want to glitch, possibly preventing them from playing and enjoying Mass Effect 2 or 3, that's when we will consider fixing it even though we realize some players would prefer we leave the glitch there.
I hope this helps you guys understand our decision making process!