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Only unfocused Shepards do sidequests


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#76
Eddo36

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^ nice link, lots of info on story disparencies.

#77
Lewie

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Its a fact of rpg's doing side quests it expands your game. If you were to compare it to real life a soldier doesn't become a general overnight the weight of what happens in between is necessary.

#78
Scaley

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Not really related but I have to publicly thank "The Grey Ranger" for helping me on the game. Just completed it. Couldn't get every loyalty but still all survived (thought that was impossible?).

Going for the second time around in a mo.

I think I visited every planet - which is well worth it for the extra missions. Nothing beats scanning for resources and suddenly finding a new place to visit and gain experience etc.

#79
Mallissin

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I don't understand the premise of this thread. There's no real time progression in the game, so why are people assuming you're rushing around?



It could have been months between Freedom's Progress and the Reaper IFF mission. You see a clock or calendar anywhere to prove otherwise?



It's really only after the Reaper IFF with the crew kidnapped that time plays a role.

#80
thq95

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Mallissin wrote...

I don't understand the premise of this thread. There's no real time progression in the game, so why are people assuming you're rushing around?

It could have been months between Freedom's Progress and the Reaper IFF mission. You see a clock or calendar anywhere to prove otherwise?

It's really only after the Reaper IFF with the crew kidnapped that time plays a role.


Well Its all about role playing, would you really waste time doing some of these side jobs if the galaxy was on the line?

It even felt wierd to me spending time decoding wall safes and searching for upgrades, especially when you were on missions where people could be getting killed any second.  Obviously from a game perspective the deaths were scripted, but from a role playing perspective it just didn't feel right to me to divert my attention away from the mission.

#81
Kid_SixXx

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thq95 wrote...

Mallissin wrote...

I don't understand the premise of this thread. There's no real time progression in the game, so why are people assuming you're rushing around?

It could have been months between Freedom's Progress and the Reaper IFF mission. You see a clock or calendar anywhere to prove otherwise?

It's really only after the Reaper IFF with the crew kidnapped that time plays a role.


Well Its all about role playing, would you really waste time doing some of these side jobs if the galaxy was on the line?


The only way to improve skills and upgrade weapons is through side missions.  It is the nature of the RPG beast.

Without those elements, ME2 may as well be a 3PS with a linear story lasting a total of six or seven hours of gameplay.

Sometimes I wonder if people really know what they are asking for when they request things like this.

#82
Aradace

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Eddo36 wrote...

If the whole galaxy was at stake, the hero should be focused on saving it. Spending time/resources and risking your life doing out-of-the-way sidequests with good deeds here which doesn't help you progress any closer in the main mission and there are only for unfocused heros.


I have no words for this....Seriously, the words escape me as to how to aptly describe how utterly....Rediculous...This is?  So what? you think there shouldnt be sidequests and everything should just center around the main story? *chuckles* Im sooo not going to touch this....Just....no.

#83
ShadoX_LV

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Even if that means no losing upgrades for the ship? :<

#84
Nightwriter

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thq95 wrote...

Mallissin wrote...

I don't understand the premise of this thread. There's no real time progression in the game, so why are people assuming you're rushing around?

It could have been months between Freedom's Progress and the Reaper IFF mission. You see a clock or calendar anywhere to prove otherwise?

It's really only after the Reaper IFF with the crew kidnapped that time plays a role.


Well Its all about role playing, would you really waste time doing some of these side jobs if the galaxy was on the line?

It even felt wierd to me spending time decoding wall safes and searching for upgrades, especially when you were on missions where people could be getting killed any second.  Obviously from a game perspective the deaths were scripted, but from a role playing perspective it just didn't feel right to me to divert my attention away from the mission.


I never roleplay THAT much.

When roleplaying starts to get in the way of my making money, getting items, or seeing content, it's starting to hurt my enjoyment of the game, and begins to become impractical.

ME's problem is that it seems to focus on time a lot, which makes it more awkward when time doesn't matter.

#85
Tyrannosaurus Rex

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Real men jump into the suicide mission with no loyal squadmates!

#86
PsyrenY

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ME2 did a lot better in the "sidequest time" regard than ME1 did. In ME1, you are always under time pressure:

- Feros is under attack even before you get the Normandy!
- Geth were sighted near Dr. T'soni's research site
- Benezia is on Noveria, who knows for how long

When you do two of those, lo and behold, the council pops in to tell you that Kirrahe's team found something very important and needs help, and they have no idea exactly what. Then you get to Virmire and Saren knows where the Conduit is, and you are automatically dragged back to the Citadel. And there is no "post-game" to explore like there is in ME2.

Also, in ME1 you always know exactly where to go next - and it ain't the Citadel. You have no reason to return home - meaning you are likely to (as I did my first time) miss the new sidequests that open up there between your initial visit and being grounded. The Normandy inspection is one of my favorite sidequests ever, and I would never have known about it without a walkthrough telling me I should go back to the Citadel before Virmire - because that would just never have occurred to me as something that makes sense to do.

Contrast ME2. You have specific windows to "build your team" where you can do whatever the hell you feel like. A few missions later, you find out that the Macguffin you need to move the plot along has been floating on a derelict ship for 37 million years - not exactly urgent. And even after you go grab it, you're given a little window while your computer cracks it open to finish up your team-building. And finally, after the main mission you can explore as much as you want!

Huge, huge improvement in terms of pacing/immersion. Kudos to Bioware, and I hope ME3 narrates "team-building" again to give me more side-quest time.

Modifié par Optimystic_X, 23 août 2010 - 03:06 .


#87
Kid_SixXx

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ShadoX_LV wrote...

Even if that means no losing upgrades for the ship? :<


****** Poor Preparation Prevents Prime Performance! Posted Image

#88
MythicalKnight

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Doing sidequests was the only way I was able to buy all the upgrades and stuff from the shops. So I for one will do the sidequests when and how I want to.

#89
Guest_sapientia24_*

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I didn't get the feeling that you were on a time limit /under pressure in ME 1 and ME 2. In ME 2 one of the things I didn't like was that you're doing something and after a mission you go to your ship and you hear from your secretary (why do we even have one) that TIM wants to speak to you. In ME 1 I did all of the side quests except for the mini sidequests on the main worlds before doing one of the three main worlds.