MassStorm wrote...
I hate how Paragons want to be nice and at the same time having violent cool-looking persuasion moves.....this is utterly ridiculous of them
Sometimes people get angry.
No one is as black and white as you seem to claim.
MassStorm wrote...
I hate how Paragons want to be nice and at the same time having violent cool-looking persuasion moves.....this is utterly ridiculous of them
AlanC9 wrote...
Aumata wrote...
Hell the whole system annoyed me, because even with having a full intimidation or paragon score, I still couldn't convince people because of the retarded system that was in place..
What are you talking about? Are you complaining because the devs didn't let you talk anyone in the game into doing what you wanted them to?

Modifié par AresXX7, 23 mai 2011 - 08:28 .
Modifié par Manic Sheep, 23 mai 2011 - 09:49 .
Modifié par Blacklash93, 23 mai 2011 - 09:59 .
Manic Sheep wrote...
I support this.
The charm/ intimate system isn’t even really charm or intimidate in ME2. Sometimes the renegade options are persuasion with the renegade bent (talking to the reporter with the council dead) and sometimes the paragon options are intimidate for a paragon cause. (Harrot the Elcor Shopkeeper on omega). So its not even a matter of practice or reputation.
I don’t really understand what the point of the current system is unless their goal is actually to try and shoehorm you into either following paragon or renegade in every situation and not role-play. Perhaps it was an attempt to have a generalised consequence for actions but if that is true it doesn’t work very well. The consequences of your actions should actually be consequences of that action. Maybe you refuse to do something for someone so they don’t help you out latter. Not consequences for some ridicules point system. If it’s meant to be “reputation” then you shouldn’t be getting points for stuff nobody is going to know about and random conversations with people. Is there some galactic equivalent of twitter? TheIllusiveMan When I asked Shepard how she was feeling she said “not bad, hope you didn’t replace anything really important” Be more afraid of her in the future.
Bioware needs to stop trying to streamline everything, you don’t want needless complexity or 5 buttons where 1 would do but some are actually better if they are separate.
Modifié par Dave666, 23 mai 2011 - 10:38 .
Nashiktal wrote...
AlanC9 wrote...
Aumata wrote...
Hell the whole system annoyed me, because even with having a full intimidation or paragon score, I still couldn't convince people because of the retarded system that was in place..
What are you talking about? Are you complaining because the devs didn't let you talk anyone in the game into doing what you wanted them to?
No, he is talking about the rather silly P and R percentage system that can cause you to fail persausion scores because of a hidden, and complicated system.
Most definitely.For ME3. please make perssuasion independant from Morality.
AlanC9 wrote...
Nashiktal wrote...
AlanC9 wrote...
Aumata wrote...
Hell the whole system annoyed me, because even with having a full intimidation or paragon score, I still couldn't convince people because of the retarded system that was in place..
What are you talking about? Are you complaining because the devs didn't let you talk anyone in the game into doing what you wanted them to?
No, he is talking about the rather silly P and R percentage system that can cause you to fail persausion scores because of a hidden, and complicated system.
That makes even less sense. He said he had a full score. Doesn't "full" mean 100%? Or does the system requires you to have more than 100%? If so, how can you possibly get that?
Modifié par Dave666, 23 mai 2011 - 10:59 .
Bluko wrote...
Agreed, though in truth ME2 isn't any worse then ME1 despite what some people claim. Seriously it's not. Points still have to be gained through doing Renegade/Paragon things to unlock the Charm/Intimidate in ME1. Only way you can really use both Charm/Intimidate is if you start a new game with like a Level 55 Character.
Only thing ME2 does is eliminate the false pretense of choice.
If they do bring Charm/Intimidate skills back then they need to totally seperate from Paragon/Renegade points. You should be able to invest them as any other skill with no restrictions. Essentially trade off some combat potency to be a smooth talker.
Or a better option that actually makes sense:
Have Charm/Intimidate Options unlock from how many Paragon/Renegade points you earn in the Conversation at hand. Essentially if you want to "Charm" someone you have to say something nice first. If you want to "Intimidate" someone you have to something mean first. And if you choose the Neutral Responses in the Conversation you get niether Charm/Intimidate.
This is what they really should do since this how Interrupts essentially work some of the time.
I'll give an example, let's say Shepard visits on a Store on Earth before the Trial...
Shepard
1. This is a real nice store you have here. (+1 Paragon)
2. I'd like to buy something.
3. This is a ****ty store.
Clerk: Oh thank you! What can I get you today?
Shepard
1. Let me see what you have.
2. Nevermind I need to go.
3. Give me some coupons!4. I'm going to tell everyone this store sucks!
5. What if I offered an endorsement?
Clerk: Oh that'd be great! I'll give you a 15% discount!
Shepard: I'm Commander Shepard and this is my favorite store in Seattle.
Guest_laecraft_*
laecraft wrote...
Absolutely. I've been unable to play ME2 without editing it to max out both bars. The system cries for a change. Not sure what kind of change...maybe allow us to choose between solving confrontations with words and solving them with violence. If you practice the former, with sufficient practice you can end the fight before it even begins, subduing your opponent verbally - with an awesome kind of speech. And if you practice the latter, you can perform some spectacular battle interrupts, destroying your opponent before they can even fire a shot.
I still think we need a separate loyalty bar, maybe the polar opposites paths for pro-human and pro-aliens, or something else entirely, and for the game to reflect your choices by giving you political support from opposing factions.
Either would add replay value, I think. The point is, both paths should be equally satisfactory if pursued, and both paths should give you immense advantage if maxed out. Being Paragon - Renegade doesn't really work this way. I always prefer certain dialogue choices, which have nothing to do with morality systems, and I don't want to chose other options on the replay. So I never end up with more than a half bar on either side.
Dave666 wrote...
The way the system works is bizzare and stupid. In a nutshell it works like this.
When you first visit a place, say the Citadel, the game logs every single possible Paragon or Renegade point that you could get at the Citadel and then looks at how many points that you already have and works out a percentage. So imagine that you visited the Citadel and got a single store discount using Paragon(I won't call it Charm, cause it ain't anymore) then after getting said discount you then left and went to Omega. At this point as far as the game is concerned, because you didn't do everything that could get you points at the Citadel you are now behind in points. If we say that there are 10 chances to get Paragon points and you only get 1 of them then as far as the game is concerned you now only have 10% of a possible 100%.
The problem is, say that you go to Omega and there's a Paragon option and its greyed out so you can't take it, you now miss out on those points and can never get them again. Now because you missed out on those points, for the rest of the game you're playing catch up with an invisible score, each one you miss, it compounds until you can never catch up no matter what you do. Which means that if you choose a Renegade option for one encounter then as far as the game is concerned you've missed a Paragon option and those points are lost forever.