ME2 never had any persuation. ME2 had reputation moral system based player past choises.My Suggestion:
Simply disconnect the ability to persuade from the morality compass, like it was in ME1. Addtionally I feel the morality compass would make more sense with just one bar; it goes up on "paragon" actions and down on "renegade" actions. (Or just scrap the morality compass completely like in Dragon Age...)
Persuation is basicly ability bypass all negative affects in choises so that player can allways get 100% guaranteed positive results without any consequences from past choises.
Did ME2 do it right? No they did not. But it was still better system in right direction, than persuation has been in past. Problem with ME2 system was that there was just two possible "moral" role, paragon or renegade and nothing else. What also reflected too much in dialog choises and gameplay.
What Bioware should try to do is system where player can have multible roles, but doesn't allow players bypass past consequences. Past consequences here means choises what player has done before, what defines players characters role by choises what player has made and doesn't allow players just bypass that role when player feels like going out of role, because situation in game with different role is more rewarding.
Some really good roleplayer could stay in roles even without guide, in totally free system. Problem is that maybe under 1% of players can actually do it. So, it's better to have system what guides players in right direction, but the guide is done by players own choises. Meaning if you play role of killer, some npcs starts to see you as killer and don't believe that you have compassion. It change npcs behavior. Past is affecting the future. Example as killer role. You meet npcs and try to get npcs to do something. You have multible way to try, but not everyting works, because you past has changed npcs behavior.
Modifié par Lumikki, 07 janvier 2011 - 11:37 .





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