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Loyalty Missions


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106 réponses à ce sujet

#101
RepHope

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No. I don't want lose-lose choices. Especially when there are logical ways to have a third option, but you are denied that because drama. 

On the other hand we shouldn't be able to end millennium old grudges by arbitrarily having enough good guy or bad guy points.



#102
Hanako Ikezawa

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On the other hand we shouldn't be able to end millennium old grudges by arbitrarily having enough good guy or bad guy points.

We've never been able to end millennium old grudges by arbitrarily having enough good guy or bad guy points. 



#103
Steelcan

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Yeah, first we have to fill out a points system and completely ignore any logical arguments that get in the way of feels


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#104
Ahriman

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Why is it bad design? I see the companion centred quests as being about the relationship between the PC and the companions. At this point we've come full circle to my original point. I want the possibility of the companion quests making the PC's relationship with the companions worse - based on the choices that the player makes.

 

I don't see these quests as a means of raising your approval with the companion, but as playing through the PC and the companions stories.

When player starts some optional mission he expects some kind of reward. Game should encourage players to explore additional content, not punish them.

 

In Zaeed and Tali's case, your relationship with them can end up worse than before in certain outcomes where the mission isn't failed (letting Vido escape and turning over the evidence to the Board respectively).

But things didn't get worse gameplay-wise. You either get Tali's loyalty or no loyalty (just as you wouldn't do her LM) + Tali's drama.



#105
Nomen Mendax

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When player starts some optional mission he expects some kind of reward. Game should encourage players to explore additional content, not punish them.

I think we have different views on game rewards. When I'm playing an optional mission in a CRPG I feel rewarded by playing through an interesting story where, at best, my character gets to make some meaningful choices. I feel punished if the optional mission was dull, or poorly crafted. To put it another way I'd like the game to encourage the player not to view character approval as a reward but something that flows naturally from the choices made by the PC.

 

This is something they tried in DA2. I don't think it worked terribly well, but I'd like them to keep experimenting to make companion interaction more interesting.



#106
Remains

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Funny how people like to try to create themselves in the protagonist(not judging). There is a reason why in the previous games the hero was called Shepard and not the name you chose. I myself like very much the paragon version of Shepard. All those choices to this point has only been choosing Shepard's personality. The game would be really complex if there were more than good, evil and neutral options and would probably result in broken script.

 

I do agree though that there should be separation in what you are able to do with your current resources and time like in ME2 if you were't aware that you could save your crew only going right away. All of the loyalty missions were to only remove comrades hesitations on the suicide mission and not about results(overall).

 

It would be great though if there is future loyalty missions that the results are harder to accomplish. Like certain information, connections and charm. The charm and intimidation options power and consequences should be greatly reduced in this case and should not affect that greatly what kind of a person the protagonist is.

 

So yes I would like to see more loyalty missions. After all these are great way to bring more background to the story. Does not matter if these are main or side quests.



#107
Quarian Master Race

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But things didn't get worse gameplay-wise. You either get Tali's loyalty or no loyalty (just as you wouldn't do her LM) + Tali's drama.

If they are going to continue to make squadmate roles in the plot tertiary, I'd rather in those instances that characters outright leave when possible, otherwise they don't seem like real people. It shouldn't have been an option to pіss them off then keep them around in Tali and Zaeed's case, because they've no legal obligation to stay being a foreign military member and a mercenary. In fact Tali would've had a legitimate interest in going back to the Fleet to try and help keep it from imploding in political Balkanization. I don't like that you can use and treat ME companions like dirt and they have virtually no reactivity to it.