[quote]In Exile wrote...
[quote]Vaeliorin wrote...
While that definitely sounds better than ME2, it still brings up the question of why Shepard becomes more persuasive based entirely on how nice/how much of a dick he is to people. [/quote]
Social skills are experiential. The more you act a certain way, the better you get at doing it. Shepard becoming a better dick the more he acts like a dick actually makes sense. It's a little like doing your math homework.[/quote]
But the thing is, that being better at being a dick doesn't make you any better at talking people into doing what you want. Neither does being a nice guy.
[quote]
[quote]Of course, it also punishes players who don't want to play one extreme or the other by forcing them to put
points into something those who push the extremes don't have to (assuming I'm understanding what you mean by 'switch' correctly...I'm assuming you meant some sort of skill, since it apparently has 4 ranks.)[/quote]
Well, I would have "paragade" checks, where you get unique outcomes based on the combination of paragon + renegade as well as paragon + renegade outcomes. But you know me - I'm opposed to a persuasion button and think gameplay via dialogue has to come from the interplay of in-character choices.
I should have clarified this bit.[/quote]
The problem with this is that it only allows you to play a character who's as persuasive as you are. I'm, generally speaking, not a persuasive person. So, because I'm not persuasive, Shepard can't be persuasive?
This has always been a pet peeve of mine, from the days of playing PnP when the DM would allow players of characters who dumped charisma and didn't bother putting points into social skills to be really persuasive because
they're really persuasive in real life, while my character, with a high charisma and maxed social skills, isn't capable of persuading anyone because I'm not persuasive in real life.
Basically, what it boils down to is that my character's abilities should be as divorced from mine as possible. Even to the point of my character's intelligence/wisdom/whatever limits his ability to issue commands to party members.
[quote][quote]Persuasive ability should either be based on some sort of persuasion skill not tied to Paragon/Renegade, or just be something Shepard can do regardless of his Paragon/Renegade status (I'd prefer the first, of course.) Regardless, Paragon/Renegade shouldn't play into it, unless Shepard has a little glowy meter on his uniform somewhere that says "I've been this nice to people [smilie]../../../images/forum/emoticons/angel.png[/smilie]" or "I've been this much of a dick [smilie]../../../images/forum/emoticons/devil.png[/smilie]"[/quote]
Persuasion, IMO, should never be a skill. In the same way "winning combat" should never be a skill.[/quote]
See above. Also, I'd say that "winning combat" is, in fact, skill-based, since the way you've developed your skills tends to determine whether or not you win combat.
[quote]In Exile wrote...
[quote]Vaeliorin wrote...
Loot, I think, simply adds a layer of character customization. That, and getting a neat piece of loot adds a moment of excitement/enjoyment to games (at least for me.) [/quote]
I've nver responded well to conditioning, so the loot was never a reward - it was just trash I had to shift through.[/quote]
I don't know that it's really a conditioning thing. I don't exactly get excited about every piece of loot (you'll never seen me get excited about a health potion or a non-unique crafting ingredient), but rather about pieces that have a good story behind them or allow me to progress my character. Loot (before you actually see what it is) is kind of like presents at Christmas or your birthday. There's an excitement to see what you got.
[quote]What I'm really curious about is the customization argument. How should loot vary to get that feeling? I like customizing and building, but only when the choices matter. DA:O had the One True Build problem. ME
had trash loot that essentially came down to 1-2 choices.[/quote]
Well, yeah, Bioware hasn't done a very good job with loot lately. There shouldn't be any best loot, but rather multiple pieces of loot that are equally good and which one would be best for you are dependent on your playstyle. Even then, many people go for aesthetics over stats on loot.[quote]
[quote]I also think that randomized loot (not completely random Diablo-style, but such that while you may always get a 2-handed weapon out of a particular chest, the particular 2-handed weapon can change on each playthrough) adds to replayability, as it gives back a bit of that "What next?" excitement that's generally lacking after you've beaten a game once (unless it's a game that differs vastly from one playthrough to the next, and those are very rare.)[/quote]
Only if you care about loot. To me, random loot just give a "****, again?" feeling, because I'm just forced to deal with the random # generator to get a similar bonus to my builds.[/quote]
It's not so much about the loot, but about the progression of the character. And again, I think there's that sense of anticipation, much like Christmas morning when you're a kid, of "What did I get?" Not sure how you'd have to deal with the random number generator, though, unless you're one of those people that reloads until they get
what they want out of a randomly generated chest (which wouldn't be possible in a system I'd want, as I'd generate all the random loot at the start of the game.)
I think you and I just have different priorities in what we think is important in games (I know you think reactivity is important, and I think it's nice, but not necessary. Of the "Choices and Consquences" concept that people like to toss around, I've come to the conclusion that only the choices really matter to me.)
[quote]EternalPink wrote...
Lots of people pointing what they think isn't an RPG and what games they think aren't RPG's yet after 78 pages we still seem no closer to agreeing what a RPG is anyway[/quote]
Is it really important? I mean, sure, it would be nice if the labels actually gave some idea of what you were getting with a game, but other than that, does it really matter? If you bother to do your research before buying, the labels aren't particularly important.
Modifié par Vaeliorin, 12 juillet 2011 - 12:04 .