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Autodialogue- It is bound to be present in ME4


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#176
Hello!I'mTheDoctor

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there's a similar glitch in ME2 with Wilson.

But because of how the checks work in ME2 there's really no point in glitching yourself to full bars. Full bars mean nothing in ME2.

 

That glitch isn't as efficient, and that one only affects bars. It takes somewhere like an hour to max one bar, whereas the Qui'in glitch maxes the bar in under 5 minutes.

 

Whereas the Qui'in glitch puts you lets you basically pass any check for both paragon and renegade when you import.



#177
Farangbaa

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That glitch isn't as efficient, and that one only affects bars. It takes somewhere like an hour to max one bar, whereas the Qui'in glitch maxes the bar in under 5 minutes.
 
Whereas the Qui'in glitch puts you lets you basically pass any check for both paragon and renegade when you import.


That's what I said: a full bar gives you nothing in ME2, because the check is based on a ratio of points you've gotten divided by points you could've gotten. Using Wilson's glitch you up both values, ultimately giving you nothing. Both moralities are affected here, because you have a renegade option and a paragon one. When you choose one you also increase the points you could've gotten value for the other.

It's best just to import a character with half full bars from ME1 for the bonus points.

#178
KaiserShep

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Which isn't true in the slightest, unless you import a character with 0 renegade points from ME1 or make a character from scratch. If you import max values from ME1 (for which your bar only needs to be filled for like 50%) you can deviate from the Paragon/Renegade path quite a lot. 
 
tucz2.jpg
 
This was the final morality check in the game, I did Legion and Tali's LMs last. No adding points via Gibbed or other means of cheating.
 
ME2 morality's system works like this:
 
The game tracks how many points you have and could've gotten and bases the check on that. Let's do an improvised example on a character that added no bonus morality points from import:
 
Say the 'check value' is 0.75.
You have 100 paragon points out of a possible 200 at this point. Your morality check value is then 100/200=0.5.
You fail the check.
 
Now the same check with a character that was imported from ME1 with maximum possible points added for import (190 points). Everything else is the same:
 
Check value to pass: 0.75
Your check value: (100+190)/200= 1.45.
 
You pass gloriously, while having 'deviated' from the Paragon path quite a lot (100 points to be exact).
 
I like this system, it accounts for Shepard's past. A mixed morality import Shepard will have options in ME2. A pure morality Shepard can do the opposite morality in ME2 just fine, but he/she has to stick to the path. He/She will keep options for his/her ME1 morality for a long time, but will eventually lose these options when sticking to the opposite morality.
 
p.s.
For clarity: all check values you have to pass have a value between 0 and 1. Importing max points from ME1 on both moralities puts both checks far above a value of 1 for a long time.


So it accounts for Shepard's past as well? This may be the problem then, since my Shepard is a spacer war hero. I was able to unlock just about every other intimidate dialogue except this, and I had four bars of the renegade meter filled up and four and change in the paragon side. I got the full bonus points from ME1.

Personally, I don't like it. I prefer the freedom of ME1's system.

#179
Farangbaa

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It accounts for Shepard's past by allowing morality points to be carried over from ME1 to ME2: if you were mixed you have mixed options. If you were full paragon, the paragon path is easy for you and you can stray from it while still passing the most difficult checks. Vice versa for renegade.

How full your bar is doesn't matter in ME2. It's all about how many points you got vs how much you could've gotten. It's the ratio of these, not just a count of how much points you have. This is why the import bonuses are so important, because this scews the ratio immensely. For a large part of the game the points you have are more than the points you could've gotten, scewing the ratio above 1 making you pass every check. (i.e. bonus points do not count towards the points you could've gotten. This value is based purely in ME2 and has no relation to ME1)

Basically it comes down to this:

Mixed ME1 Shepard has full freedom. (full being a bit of an excaggeration here. You can't pick paragon all game long with a mixed ME1 Shepard and expect to pass the toughest renegade checks. As long as you mix it up during the game, you will keep both options. Only the toughest checks you'll have a single option. Usually Vasir)
Pure path ME1 Shepard doesn't.

and that's how it should be.

There's one huge downside to this: choosing the neutral option ( with no morality points. Not all conversation options in the middle give no morality points, some do) is useless if you want to have options. It usually ups the points you could've gotten for both moralities, while not adding to the points you have of either one.

One last thing to note about this system: the earlier you try to pass the toughest checks, the easier they are, because the amount of points you could've gotten is relatively low at that point

oh and, for those with absolutely no mathmatical feeling: whatever you do, the ratio at best stays at the same level. You can never up your ratio. You can't ever get more points added to the total points you have than you get points added to the total points you could've gotten.

#180
AlanC9

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That's what I said: a full bar gives you nothing in ME2, because the check is based on a ratio of points you've gotten divided by points you could've gotten. Using Wilson's glitch you up both values, ultimately giving you nothing. Both moralities are affected here, because you have a renegade option and a paragon one. When you choose one you also increase the points you could've gotten value for the other.


Has it actually been verified that the glitch updates both counters?

#181
AlanC9

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and that's how it should be.


Again, why?
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#182
Farangbaa

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Has it actually been verified that the glitch updates both counters?


No, but you could try it out by using glitches :P There might be a set total of morality points you can get from each area in the game and the game calculates from that (which would allow cheating by glitches), but I think it's far easier to program it with both sides of the ratio being calculated every time an option for morality points occurs. This has the added bonus of preventing cheating by using glitches (though of course during development you try to realize making your game glitch free ;))

I have no hard proof it actually works like this though.

Again, why?


Because it 'forces' the player to have a Shepard from ME1 to have the most options. (between parentheses because of master race :P)

A fresh ME2 character can go full paragon to pass all paragon checks, full renegade for all renegade.
A full paragon ME1 character can go either way, it has to go full renegade to pass all renegade checks though. Renegade vice versa.
A mixed morality ME1 character can go either way.

You don't even have to have full bars in ME1 to achieve this. It's not like it's hard and forces you to grind to ME1 all the way everytime.

Maybe it's not how it should be, but I like it a lot.

#183
AlanC9

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Because it 'forces' the player to have a Shepard from ME1 to have the most options.


This strikes me as a bad thing, not a good thing.

#184
KaiserShep

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If the bar level doesn't matter in ME2, what the hell is the point of the bar in the first place? At least ME1 showed the dialogue trees increase as their respective morality meters did, allowing me to choose any dialogue I want so long as I met the [transparent] score requirement. If the bar level is irrelevant, then the numbers should be visible so I don't have to guess. I think ME3's version is superior, but I like ME1's method the most.

Nuts to this calculated ratio crap. Just give me a straightforward score that I can quickly glance over. Like in Origins, I can quickly go over the score requirements to unlock coercion, permitting me to have more cunning responses.

#185
wright1978

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I actually found ME2 had the perfect balance of auto dialogue and play input.  There were moments when it used and quite often, mind you - but I still always felt like it was my Shepard... but I've heard arguments for ME3 as well - maybe I just vibed with ME2 and not having my Shepard turn into a fanboy of Liara and lines like "We fight or we die" during ME3 helps.   
 
Also, I'll take "illusion" of choice over ME3 every single time.


Yeah for me me2 nailed it. Hardly a surprise since player characterisation was prioritised and hyped up 'the agreement' I believe it was called in marketing. Auto-dialogue but it was neutral and in he background, not at the forefront as in me3. I hated their priority to creating a fixed generic version of Shep who makes big set piece choices in me3 and desperately hope that they will row back from the canyon's edge towards a player characterised protagonist. Worried they will go down an even more fixed route though.

Yep I'll happily take the illusion of choice along the way as well as actual choice because that's what makes a really immersive experience IMO.

#186
DarthLaxian

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I have no problem with autodialogue so long as it's more generic statements, rather than making any kind of declaration or other that you would rather not say, like:

 

"Okay" or "So I heard" as opposed to "The Citadel? The fight's here!"

 

Indeed - as long as it's not part of long conversations and does not offer any oppinions or make statements, it is ok (like say the cutscene shows a fight and the character directs his companions to take cover or open fire etc. that is quite ok, but longer speeches and oppinionated comments are IMO not ok)

 

greetings LAX

ps: that "The Citadel? The fight's here!" statement makes Shep sound like a small minded idiot (I play a character who sees the big picture, so that a total contradiction of my character!)



#187
dreamgazer

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Know what's funny? Auto-dialogue can actually be found in the very first tech demo for ME1 from E3 2006.

 

http://youtu.be/q6yCw29JnQk?t=2m10s



#188
KaiserShep

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Know what's funny? Auto-dialogue can actually be found in the very first tech demo for ME1 from E3 2006.

 

http://youtu.be/q6yCw29JnQk?t=2m10s

 

What is this visor on the wrong side for Garrus? Who is this turian imposter??

 

Some of the effects in that demo look better than what we got in the game.



#189
dreamgazer

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The galaxy map was definitely superior, as well as the biotic physics.

Also, gotta love the familiar stand-in voices for the asari and Ashley.

#190
Reorte

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This strikes me as a bad thing, not a good thing.

Ditto. A mixed import should be able to get some of both but not the hardest of either. Whilst there's quite a lot to be said for the idea that the best Shepard should be a properly balanced Shepard (which doesn't necessarily 50 / 50) this isn't the way to achieve it. Not sure what is though. Perhaps sometimes the best outcome (or more than one) for a given situation should depend on whether you hit the best sweetspot, i.e. for this choice you need to be as close to possible to a 75% Paragon / Renegade ratio, for that one 20%.

#191
rapscallioness

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I really hope they hack that auto dialogue stuff down to reasonable level. It's boring. It goes on entirely too long. I don't find it engaging. When I do a replay I just set the controller down and go and take a leak, or get a snack or both. I come back and it's still going. Yawn!

 

But ME1 was lame in that whole diff options, but not really BS. Come on. What I would like to see is a progression of their implementation of the dialogue gameplay feature.

 

I would like to see unique dialogue options that not only help you to shape/define your character, but also impacts your interactions and relations w/npc's. Maybe even--depending on your approach--can help/hinder you in seeking info from npc's or getting aid from them.

 

So, I would like more opportunities to interact via the dialogue feature, and have those interactive choices mean something. It's a great feature, and I would like to see a more robust version.

 

(the whole paragon/renegade thing, tho...personally I wish they'd scrap it.  I mean, like  in ME2, I would like if I could talk down Miranda/Jack due to the individual approach I took in that particular situation. Not because I could/could not access certain dialogue if I didn't play heavy one way or the other.)


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#192
Jukaga

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You do realize that ME1 was filled with "auto-dialogue," you just had to press a button to hear it. Try picking every different option on what Shepard saw when he/she was zapped by the Beacon. Try any number of dialogue "choices" that have Shepard saying the exact same thing.

 

Let's face it, your real problem is with the script, not the mechanics of how it is delivered.

I've lost count how many times I've pointed that out. I've concluded most people never even played ME1.



#193
KaiserShep

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I've lost count how many times I've pointed that out. I've concluded most people never even played ME1.

 

I can understand the misconception though. If you only played ME1 once or even twice, it's easy to be fooled into thinking that it has so many options.