I agree.
However, it seems to be defined differently in the game...remember Dr. Chakwas' email to Shep telling about the Medibay upgrade? She said something about how compassionate and positive action are paragon and harsh, negative actions are renegade (she didn't use the words "paragon" and "renegade" but still)
I do wish they would not be so black and white with the conversation choices.
Support thread for Crew Paragon/Renegade changes
Débuté par
Skirata129
, juin 12 2011 05:01
#26
Posté 12 juin 2011 - 01:44
#27
Posté 12 juin 2011 - 01:45
I don't wanna see these icons from DA2, I've not actually played the game but from the way people describe it it seems like they make the conversations more predictable. If anything they should make the conversations less predictable and more dynamic. If you want to romance a crewmate you better understand their character and pick the appropriate responses.
#28
Posté 12 juin 2011 - 01:53
actually, taking out paragon and renegade for all conversation that does not result in a game action would be nice. Like keep it in for interrogations and the big choices, but for just talking to random people, don't do the renegade=jerk, paragon=polite, or sanctimonious fart.
#29
Posté 12 juin 2011 - 02:59
TheCrakFox wrote...
I don't wanna see these icons from DA2, I've not actually played the game but from the way people describe it it seems like they make the conversations more predictable. If anything they should make the conversations less predictable and more dynamic. If you want to romance a crewmate you better understand their character and pick the appropriate responses.
I agree with this!!!
and I also agree with OP...
the whole renegade = douche is ridiculous...
I want to play renegade as a Shepard that does what needs to be done to complete his mission. NOT an idiot that runs around insulting people for the hell of it.
#30
Posté 12 juin 2011 - 04:52
*double post
Modifié par Aleth86, 12 juin 2011 - 04:54 .
#31
Posté 12 juin 2011 - 04:53
I think they should stop polarizing the choices and have "grey"areas for possible dialogue decisions, meaning that their should be multiple dialogue options where certain actions give varying amounts of both paragon/renegade depending on how extreme your responses are.
so instead of 2 options where one is 100% paragon or renegade.
they should have 4 options with 2 being black and white and 2 being of
a 25%/75% response percentages for each field of response.
- on a side note renegade isnt necessarily the "bad guy"
the view point is just more direct and collateral is more
justified from the severity of the situation
so instead of 2 options where one is 100% paragon or renegade.
they should have 4 options with 2 being black and white and 2 being of
a 25%/75% response percentages for each field of response.
- on a side note renegade isnt necessarily the "bad guy"
the view point is just more direct and collateral is more
justified from the severity of the situation





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