D.Sharrah wrote...
Renegade decisions are just rewarded immediately - whether it is making the next conflict easier (multiple examlpes of this in both games)...
Such as?
...or a material reward (credits or equipment).
Like when?
Guest_Shandepared_*
D.Sharrah wrote...
Renegade decisions are just rewarded immediately - whether it is making the next conflict easier (multiple examlpes of this in both games)...
bobobo878 wrote...
But it's fun to shoot people! That's why they invented videogames in the first place.Nightwriter wrote...
Renegades, I have the solution.
Stop killing people.
Zulmoka531 wrote...
I understand there needs to be some risk versus reward or everything is boring, but as it has been pointed out, as one example, there are many NPCs who took take someones place had the current ones been killed.
Guest_Shandepared_*
D.Sharrah wrote...
In ME 1 you get an opportunity to get more experience and credits and potential equipment for every enemy you defeat...For example, if you kill Helena Blake and raid her complex...if kill Major Kyle and all of his follower's...etc.
Modifié par D.Sharrah, 18 octobre 2010 - 12:57 .
pf17456 wrote...
I think for subsequent DLC and ME3 Bioware should randomize the position of choices on the dialogue wheel just to make things a little more honest
D.Sharrah wrote...
What is the Paragon counterpart for killing the guy who repairs that Gunship in Garrus's recruitment? There is none...which is why even as a Paragon I use this interrupt.
ReconTeam wrote...
D.Sharrah wrote...
What is the Paragon counterpart for killing the guy who repairs that Gunship in Garrus's recruitment? There is none...which is why even as a Paragon I use this interrupt.
Yes but what if by making the mechanic ride the lightning a renegade Shep prevents Garrus' face from going through a meatgrinder. Somethings the less than noble action should have a nice effect like that.
Jabarai wrote...
Zulu_DFA wrote...
AntiChri5 wrote...
I think it is mostly repressed guilt. They can't deal with what they have done, and lash out at Paragons.
I think it's mostly the repressed guilt that makes people play Paragon. They know they aren't such goody-two-shoes IRL, as the society expects of them, so they can at least compensate for it in the game.
We, Renegades, the jerks, want to deny them this opportunity and make them face who they are, just as we do. We want BioWare to do them a favor.
Would it be a stretch to imagine some of the Renegade players being quiet, unsocial wussies in real life and compensating for it in a game?
Dave of Canada wrote...
Zulmoka531 wrote...
I understand there needs to be some risk versus reward or everything is boring, but as it has been pointed out, as one example, there are many NPCs who took take someones place had the current ones been killed.
Nameless Colonist 2.0 wasn't really fun.
Modifié par Zulmoka531, 18 octobre 2010 - 02:01 .
the main reason behind the lack of Renegade effects in ME2 is because the NPC's on the recieving end of renegade decisions have a tendency to come down with a case of deadTalogrungi wrote...
The thing that I dislike about Paragon options (in ME1) is that they typically resulted in additional content in ME2, whereas Renegade options didn't.Off the top of my head, I can't think of any Renegade ME1 decisions that resulted in exclusive ME2 content.
- Save the Rachni in ME1, you get some continuity dialogue in ME2 on Illium.
- Support Parasini in ME1, you get a tiny sidequest and some additional dialogue in ME2.
- Spare Fist in ME1 and you get a bonus encounter in ME2.
- Spare Helena Blake in ME1 and you get a bonus encounter in ME2.
- Help people in ME1, you get a variety of thank-you mails and such.
Admittedly, it's a minor grumble in the large scheme of things, but still a valid criticism in my opinion. Bioware does seem to favour Paragons in this.
Y thank you yahtzee ;Dprimero holodon wrote...
the main reason behind the lack of Renegade effects in ME2 is because the NPC's on the recieving end of renegade decisions have a tendency to come down with a case of dead
Modifié par aDuck, 18 octobre 2010 - 02:54 .
primero holodon wrote...
the main reason behind the lack of Renegade effects in ME2 is because the NPC's on the recieving end of renegade decisions have a tendency to come down with a case of dead
Guest_Shandepared_*
Shandepared wrote...
Like I said, like others have said, even if you kill certain NPC's there often alternatives who could appear in their place.
Modifié par AngryFrozenWater, 18 octobre 2010 - 05:20 .