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Do Morality Path Choices and Personality traits correlate?


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#151
xxSgt_Reed_24xx

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Someone With Mass wrote...

Apparently enough 


Too trusting... 

oh you paragons!

#152
Sgt Stryker

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Even if the grenades turn out to not work on the colonists, can't you just shoot them/knock them down immediately afterwards? Does anyone actually believe that the colonists are tougher than the hundred or so geth you just blasted through a few minutes ago?

#153
xxSgt_Reed_24xx

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Sgt Stryker wrote...

Even if the grenades turn out to not work on the colonists, can't you just shoot them/knock them down immediately afterwards? Does anyone actually believe that the colonists are tougher than the hundred or so geth you just blasted through a few minutes ago?


If you're not expecting them to come from behind... any enemy is a threat.

#154
Sgt Stryker

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Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 

Modifié par Sgt Stryker, 04 décembre 2011 - 06:56 .


#155
Pinkflu

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Difference is good! Diversity is a wonderful thing. It's all like... PoTAYto, poTAHto, y'know?





Of course, anyone who says poTAHto is obviously a moron.

#156
Killjoy Cutter

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I've never understood the way some Renegade players focus on Feros, of all things, as a "dumb" Paragon decision. As noted earlier, if the gas doesn't work, then you still have your gun and your fist.

#157
xxSgt_Reed_24xx

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Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 

#158
Spiratic

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Renegades just tend to be more pragmatic. Even when paragons have a strong defensible position, such as saving the council(which I do even as a renegade) they try to defend it from the moral high ground. Saving the council isn't the smart thing because a severely fleet and dreadnought could help you in the fight(they can't), it can be the smart thing however if you do it to prevent the geth from taking you in the rear while concentrating on Sovereign. Tactically that makes much more sense then exposing your rear flanks to geth. Unfortunately as holders of the moral high ground paragons don't tend to feel the need for intelligent justifications.

#159
Killjoy Cutter

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xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


LoL.

With all the side missions to scattered planets, helping random people, breaks for conversation, and time spent in travel, you're woried about taking a minute or two to tie up some unconscious people? 

Whatever.

#160
GodWood

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Killjoy Cutter wrote...
I've never understood the way some Renegade players focus on Feros, of all things, as a "dumb" Paragon decision.

I don't believe anyone did.
This is one of those "Hurr renegades are just for teh evulz choices, explain this this and this" scenarios.

#161
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xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on.

That particular mission was not timed. And to think the time spent to tie up some colonists is significant when the time frame the entire game takes place in is several weeks or months is a little silly. Especially when Shepard is doing countless side missions along the way.

#162
Killjoy Cutter

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Spiratic wrote...

Renegades just tend to be more pragmatic. Even when paragons have a strong defensible position, such as saving the council(which I do even as a renegade) they try to defend it from the moral high ground. Saving the council isn't the smart thing because a severely fleet and dreadnought could help you in the fight(they can't), it can be the smart thing however if you do it to prevent the geth from taking you in the rear while concentrating on Sovereign. Tactically that makes much more sense then exposing your rear flanks to geth. Unfortunately as holders of the moral high ground paragons don't tend to feel the need for intelligent justifications.


Oh yes, it's much more pragmatic to go off on a minutes-long human-supremecist rant at a couple of snotty Asari on the Citidel for the lulz... 

Neither "side" has a monopoly on pragmatism OR stupidity. 

#163
Raizo

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I almost always play as a Pure Paragon in the ME games and I have a tendency to stick to the "goody two shoes/super heroic and chivalrous" path in games like Fable and etc.

As for what I'm like in IRL, I would like to think of myself as a nice person. I'm a bit anti social and guess I can seem a bit standoffish to people who don't know me but I seem to be popular enough with people IRL and have a lot of friends even though I never really seem to put in any effort to make friends.

As for what I tend to come off as on the internet, I guess I have a tendency to come of as a bit of a jerk depending on the topic I'm discussing especially here in the ME3 forums.
The thing about me is that I'm a very pessimistic person, I've always been this way. I'm not used to things going my way and I deal with many disappointments on a daily basis. That's one of the reasons I play games, for escapism and I guess it is also the reason why tend to prefer the paragon side of gaming, I can't do much to fix my life or to help those around me who are going through hard times but in video games like the ME games I can save the day, I can help people, I can succeed.
It's also difficult for me to come to these ME3 forums, I do so because I liked ME1 ( at least on paper, hated playing it ) and I loved ME2 so I'm looking forward to ME3, I wan't to learn more about it and I would love to discus it but the big problem is that most people who come here don't want spoilers and Bioware have been kind ( and smart ) enough to oblige them but it's left us with an obvious problem, how do you discuss a game when you know almost nothing about it. You can only spend soo much time talking about gameplay. I get very easily annoyed at topics about wish lists, theorys, polls or topics about speculations. I prefer talking about facts, there is very little point posting in topics about things that probably won't even be in ME3 ( and if they are probably turn out the way people expect them to ), it just feels like I'm wasting my time. I guess that's why I've spent most of the last 6 - 8 months in lurker mode.

#164
Sgt Stryker

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xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


No in-game timer, but it would make sense to limit exposure to the thorian's spores. I'm willing to bet Shepard & Co. were exposed the second they entered Zhu's Hope. Still, taking the convenient path in this case doesn't seem worth it, if you end up destroying a human foothold in the Attican Traverse and allow a rival species to potentially acquire a colony world full of old prothean tech. That, and you're kinda murdering civilians. Can't forget that part.

Lastly, a few minutes taken to disarm and bind the colonists are small potatoes to the hours or days it takes the Normandy to fly to another system.

Modifié par Sgt Stryker, 04 décembre 2011 - 07:10 .


#165
xxSgt_Reed_24xx

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Killjoy Cutter wrote...

xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


LoL.

With all the side missions to scattered planets, helping random people, breaks for conversation, and time spent in travel, you're woried about taking a minute or two to tie up some unconscious people? 

Whatever.


He was talking about something that didn't/can't happen in the game... I was giving him a justification (also not in game) as to why you wouldn't. *facepalm*

#166
Someone With Mass

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xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


Even if Shepard raced through those colonists, it takes several in-game hours to reach Ilos. And even then, you don't know what the Conduit is or where on Ilos it's located. It could be a WMD for all you know, which would make it a little dumb to rush in there and attack Saren, who's in control over it. For that matter, you didn't even know that you had to go to Ilos when facing the colonists.

#167
xxSgt_Reed_24xx

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Sgt Stryker wrote...

xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


No in-game timer, but it would make sense to limit exposure to the thorian's spores. I'm willing to bet Shepard & Co. were exposed the second they entered Zhu's Hope. Still, taking the convenient path in this case doesn't seem worth it, if you end up destroying a human foothold in the Attican Traverse and allow a rival species to potentially acquire a colony world full of old prothean tech. That, and you're kinda murdering civilians. Can't forget that part.


But none of that will matter if the reapers show up... and time would be a factor in stopping the reapers. If Shepard doesn't show up with Vigil's disc in time... it's game over. 

#168
xxSgt_Reed_24xx

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Someone With Mass wrote...

xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


Even if Shepard raced through those colonists, it takes several in-game hours to reach Ilos. And even then, you don't know what the Conduit is or where on Ilos it's located. It could be a WMD for all you know, which would make it a little dumb to rush in there and attack Saren, who's in control over it. For that matter, you didn't even know that you had to go to Ilos when facing the colonists.


Right, but you'd start all that a few minutes, or even seconds, sooner. And that could make all the difference. Probably not, but you never know. "If only I'd been a little quicker..."

#169
DarkDragon777

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I myself am a renegade, though I don't know about the personality types of other renegades on here.

#170
Killjoy Cutter

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xxSgt_Reed_24xx wrote...

Killjoy Cutter wrote...

xxSgt_Reed_24xx wrote...

Sgt Stryker wrote...

Once you've secured the area and disabled the colonists, either dismantle or omnigelify their weapons. Maybe even tie up the knocked-out colonists. Before you enter the thorian's lair, of course. 


Weren't you under a time limit or something? Haven't played ME1 in forever.... but even if you weren't, you're technically under the "race to find the conduit" clock of the overall game. No point in wasting precious time, where a few seconds late can mean the doom of the entire galaxy, to tie up some colonists that you used an untested experimental grenade on. It's more efficient to just wipe out all opposition as you go, you won't have to worry about whether the grenade worked or not or whether enemies will be behind you, and continue toward finding the coduit/Saren and stopping the reaper threat. 


LoL.

With all the side missions to scattered planets, helping random people, breaks for conversation, and time spent in travel, you're woried about taking a minute or two to tie up some unconscious people? 

Whatever.


He was talking about something that didn't/can't happen in the game... I was giving him a justification (also not in game) as to why you wouldn't. *facepalm*


Doesn't really change the abject silliness of worrying about a minute or two when you can "waste" hour upon hour of time on other things that ARE in the game.

#171
Spiratic

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Killjoy Cutter wrote...

Spiratic wrote...

Renegades just tend to be more pragmatic. Even when paragons have a strong defensible position, such as saving the council(which I do even as a renegade) they try to defend it from the moral high ground. Saving the council isn't the smart thing because a severely fleet and dreadnought could help you in the fight(they can't), it can be the smart thing however if you do it to prevent the geth from taking you in the rear while concentrating on Sovereign. Tactically that makes much more sense then exposing your rear flanks to geth. Unfortunately as holders of the moral high ground paragons don't tend to feel the need for intelligent justifications.


Oh yes, it's much more pragmatic to go off on a minutes-long human-supremecist rant at a couple of snotty Asari on the Citidel for the lulz... 

Neither "side" has a monopoly on pragmatism OR stupidity. 


I must really be off in my language skills if the terms tend to be, and more really mean to have a monopoly of. Congratulations you have just displayed the single largest problem with the majority of active paragon defenders: lack of English comprehension.

#172
Someone With Mass

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xxSgt_Reed_24xx wrote...
But none of that will matter if the reapers show up... and time would be a factor in stopping the reapers. If Shepard doesn't show up with Vigil's disc in time... it's game over. 


You had no idea if Vigil's file would work or not either. Was there ever a plan B in case of that fun little scenario? 

Yeah, you placed a little too much trust in that data file.

It works both ways.

Modifié par Someone With Mass, 04 décembre 2011 - 07:20 .


#173
xxSgt_Reed_24xx

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Someone With Mass wrote...

xxSgt_Reed_24xx wrote...
But none of that will matter if the reapers show up... and time would be a factor in stopping the reapers. If Shepard doesn't show up with Vigil's disc in time... it's game over. 


You had no idea if Vigil's file would work or not either. Was there ever a plan B in case of that fun little scenario? 

Yeah, you placed a little too much trust in that data file.

It works both ways.


No there wasn't another plan... but they didn't even have a plan A before that (I suppose Plan A was stop Saren in time... but Shepard failed at that). It's a necessary risk you have to take as there is no alternative. Whereas on Feros... you don't have to take the risk of the grenade not working and having enemies surround you... b/c you can just eliminate them and move on.  

#174
Harmless Citizen

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People seriously arguing whether they're "cool" or not because of the way they play a video game. All I can say is:

Image IPB

#175
Someone With Mass

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xxSgt_Reed_24xx wrote...

No there wasn't another plan... but they didn't even have a plan A before that (I suppose Plan A was stop Saren in time... but Shepard failed at that). It's a necessary risk you have to take as there is no alternative. Whereas on Feros... you don't have to take the risk of the grenade not working and having enemies surround you... b/c you can just eliminate them and move on.  


You don't have to immediately view the grenades as being nonfunctional either.

And really, how long does it take to come to the conclusion that the grenades don't work? Three seconds?