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Was the Ending a Hallucination? - Indoctrination Theory Mark II!


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#35651
Turbo_J

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insomniak9 wrote...

So, what's EGS_MAX all about?


There is probably a cap limit on EMS. It likely means you are at or over that cap.

#35652
D.Sharrah

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MegumiAzusa wrote...

D.Sharrah wrote...

? for NG+...does it change any of the flags if your character was imported from ME 2? Or do the ME 2 choices carry over to the NG+?

Save game import values are copied.


Thanks! Posted Image

#35653
paxxton

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Something went terribly wrong with my sig. It's empty now. Posted Image I have to make a new one.

Modifié par paxxton, 30 juin 2012 - 05:09 .


#35654
Vaya

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insomniak9 wrote...

So, what's EGS_MAX all about?


Maybe it sets your BSN avatar to Admiral Anderson...

#35655
Vaya

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TSA_383 wrote...

MegumiAzusa wrote...

MaximizedAction wrote...

MegumiAzusa wrote...
Out in a blaze of glory is most probably a leftover from ME2 when dying at the collector base. Though it could be left in for a purpose... but it's never set.


Looking at TSA's screenshot, I can see that ME3 outcomes have a "EGO" as a prefix, "Livetofightagain" "notfinished" and "outinabazeofglory" has "EGS".

LivedToFightAgain is used when completing ME3.
EGO meaning EndGameOption
EGS meaning EndGameState


How do you know? I wasn't aware we could tell with these states whether they'd been activated...


Good question. Is there a way to tell which flags are activated?

I know if I import a ME3 save into a new game, even though it sets you back before chronos station, the gear I picked up there still imports into the new game (The Falcon, the Serrice legs and the Delumcore overlay) so that save file has to contain some information on what you did in your ending play through.

Modifié par Vaya, 30 juin 2012 - 05:27 .


#35656
D.Sharrah

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Looking at TSA's screenshot...I was trying to see if there was a reasonable way to connect the "EGS" to the end game choices; not sure if this is right (or if I am happy with what it might imply), but this is what I came up with:

"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive)
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead)
"EGS_NotFinished" = Control (High or Low?)
"EGS_Max" = Synthesis

But if the above is true...then why no alternative option for control and no option at all for reject? O do I have them wrong? Or are there other "flags" for different playthroughs?

#35657
TSA_383

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Interesting lines from the Leviathan DLC:

<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>

I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw

And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj

#35658
Vaya

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TSA_383 wrote...

Interesting lines from the Leviathan DLC:

<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>

I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw

And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj


Its probably been said elsewhere, but I didnt go through any of the Leviathan DLC threads to see; the brainwashed mining colony with a reaper artifact sounds like our missing Aequitas mission.

#35659
Guest_Sareth Cousland_*

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insomniak9 wrote...

So, what's EGS_MAX all about?


Well, if you believe in IT, i would guess it is like this:


"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back

#35660
D.Sharrah

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TSA_383 wrote...

Interesting lines from the Leviathan DLC:

<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>

I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw

And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj


I have seen this...looks very interesting...makes me wonder what impact it will have on the end?

#35661
D.Sharrah

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Sareth Cousland wrote...

insomniak9 wrote...

So, what's EGS_MAX all about?


Well, if you believe in IT, i would guess it is like this:


"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back


It's just strange that two of the "end game states" would seem to suggest that there is more to come...

#35662
D.Sharrah

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Vaya wrote...

TSA_383 wrote...

Interesting lines from the Leviathan DLC:

<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>

I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw

And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj


Its probably been said elsewhere, but I didnt go through any of the Leviathan DLC threads to see; the brainwashed mining colony with a reaper artifact sounds like our missing Aequitas mission.


The similarities are there...the implications would seem to indicate that this DLC has been planned for some time, considering that the Aequitas "glitch" has been present since release....

#35663
masster blaster

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Guys did we ever think why the catalyst ever wanted Shepard ALONE with the Catalyst. IT's because our saquad and Anderson would have infulensed Shepard about the Reapers must die.

Also it could explain why the cataylst killed Anderson because we would have trusted Anderson because he believed in Shepard and was always helping Shepard even if sometimes Anderson went a little to far to help Shepard even though it payed off in the end.

Also if Hackett got hold of Shepard wouldn't Joker land the Normandy crew/squad would have tried to conntact Shepard again and even try to land on the citafle now that it's open. If I concered about Shepard not respondind I would have sent the Normandy to go help Shepard, but they didn't.

#35664
MegumiAzusa

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D.Sharrah wrote...

"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive)
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead)
"EGS_NotFinished" = Control (High or Low?)
"EGS_Max" = Synthesis

Sareth Cousland wrote...

"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back

I call bs.
EGS_NotFinished = 0 = campaign not finished
EGS_OutInABlazeOfGlory = 1 = campaign finished, Shepard dead (only used in ME2)
EGS_LivedToFightAgain = 2 = campaign finished, Shepard alive (you can import/NG+ from this save)
EGS_Max = ?, probably 3 = System value, probably used to catch bugs (wrong value set) without crashing the game

#35665
Guest_Sareth Cousland_*

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MegumiAzusa wrote...

D.Sharrah wrote...

"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive)
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead)
"EGS_NotFinished" = Control (High or Low?)
"EGS_Max" = Synthesis

Sareth Cousland wrote...

"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back

I call bs.
EGS_NotFinished = 0 = campaign not finished
EGS_OutInABlazeOfGlory = 1 = campaign finished, Shepard dead (only used in ME2)
EGS_LivedToFightAgain = 2 = campaign finished, Shepard alive (you can import/NG+ from this save)
EGS_Max = ?, probably 3 = System value, probably used to catch bugs (wrong value set) without crashing the game


Very polite, thank you. It was a wild guess in the light of IT. And I think "campaign not finished" contradicts the very definition of "endgame state", no?

#35666
TSA_383

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Vaya wrote...

TSA_383 wrote...

Interesting lines from the Leviathan DLC:

<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>

I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw

And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj


Its probably been said elsewhere, but I didnt go through any of the Leviathan DLC threads to see; the brainwashed mining colony with a reaper artifact sounds like our missing Aequitas mission.

It does sound damn near identical doesn't it?

It'll be interesting to see if they bring back Aequitas.

#35667
Andromidius

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Hmmm. Its also weird that while meeting the Catalyst and you're in an open area (even if we assume there's air, its still highly visible) Shepard doesn't get ANY comm-traffic asking what's going on.

Surely with the Crucible docked, eyes would be on the place its connected - trying to see if its doing anything at all, or connected properly. Then surely they'd notice Shepad standing there talking to a hologram?

And even if they couldn't see Shepard, why does Hackett suddenly stop trying to hail after the beam of light? Does the radio magically stop working?

And why doesn't Shepard call the Alliance forces and warn them to what's happening or what's about to happen?

#35668
insomniak9

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I discussed this in the Leviathan of Dis thread;

The similarities between Leviathan and the Thorian on Feros are far too similar.

One of the leaked lines even mentions Feros.

#35669
XanderLav

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D.Sharrah wrote...

MaximizedAction wrote...

D.Sharrah wrote...

D.Sharrah wrote...

Reposting just so people have a chance to look at the videos...

D.Sharrah wrote...

I was watching the low ems ec control ending this morning...and when the conduit spits Shep out on the Citadel and we hear the noise (accompanied by Shep's body violently shaking), it reminded me of Saren at the end of ME 1 when Sovereign revives him (not with the same force or anything). We know with that scene Saren was revived b/c Sovereign had work for him to do - could it be that Shep is reveived so that the indoctrination can continue?

Edit:  Here are some vids for comparison -

http://www.youtube.c...BWw99hG8#t=485s  -  Shep in ME 3

  -  Saren in ME 1 


The sound is one thing...but look at the visual similarities...now we know that Saren is definetly much further gone then Shep which explains just how much more violent his "revival" is...but given that they are similar, does it give strength to IT? IMHO, yes.


Yeah, that's a good take on this weird new scene in the EC that we got for otherwise no apparent reason. It being a revival attempt would fit.

But it makes me wonder: if this scene is in Shepard's mind, then why would he need revival? Or even, why the need to simulate it in a way similar to what Shepard and the player saw on Saren?


I think the main question you have to ask yourself with IT is, full on hallucination? - or - waking nightmare/partial hallucination?  I lean more towards the second...I still think that what see in the ending "happens", but it's Shep's visual interpertation of those events...I just have the feeling that if we could see what was really happening we would see Shep looking at a control panel w/three buttons...I just don't get how "shooting to destroy a part of it" is good way to enable the crucible to "fire" the "kill the reapers ray"...


Lol and in Synthesis ending Shepard fullout runs and jumps on top of control panel ;)

#35670
masster blaster

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Wait Aequitas isTurian Coloney but is in't it a mining facility . Also it does make sense that we can't go to the planet because it's ment for the Leviathen of dis DLC.

#35671
TSA_383

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masster blaster wrote...

Wait Aequitas isTurian Coloney but is in't it a mining facility . Also it does make sense that we can't go to the planet because it's ment for the Leviathen of dis DLC.


http://masseffect.wi..._Abandoned_Mine

#35672
insomniak9

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masster blaster wrote...

Wait Aequitas isTurian Coloney but is in't it a mining facility . Also it does make sense that we can't go to the planet because it's ment for the Leviathen of dis DLC.


O rly?

#35673
HTUK

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Was it ever explained how Shepard can breath without a helment when talking to the space kid thing. And why those weird trees suddenly appear just before you enter the beam?

(These are two of the things I remember reading about the IT awhile ago)

Modifié par HTUK, 30 juin 2012 - 06:16 .


#35674
insomniak9

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Ooh something I forgot.

The weird trees are the same as the ones outside the Citadel Tower window, when you convince Saren to blow his head off (you did that, right? :P)

#35675
Andromidius

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HTUK wrote...

Was it ever explained how Shepard can breath without a helment when talking to the space kid thing. And why those weird trees suddenly appear just before you enter the beam?

(These are two of the things I remember reading about the IT awhile ago)


No.

We have to assume things to make sense of them.  Like there being invisible mass effect fields creating an atmosphere for Shepard.

But the trees?  Only explaination is hallucination/dream.  Or you know, deny that they weren't there in the first place (hint: they weren't).