Morality system not just shallow, but now a handcuff as well.
#76
Posté 15 février 2010 - 10:51
The cop just looks at him, confused.
#77
Posté 15 février 2010 - 10:56
#78
Posté 15 février 2010 - 10:57
However, there is enough Paragon and Renegade points that even going just half of one and half neutral should still max it. My last playthrough I did as an experiment to see how high in both Renegade and Paragon I could get and I ended up achieving 100% paragon and slightly over 80% renegade.
#79
Guest_Guest12345_*
Posté 15 février 2010 - 11:00
Guest_Guest12345_*
i know this is an older system and people will say the newer system is an improvement. but i think the newer system severes the connection a player has to his character by being able to do whatever they want without consequence.
having a single sliding bar of morality means every choice affects your ability to make future choices, and that is a more valuable game mechanic than being able to be both good and bad.
but there are people like the OP who want to use both options and ultimately i doubt we will see a single scale morality again, as it is clearly a design decision to move away from it. but i am confident that single scale makes for a better game experience.
#80
Posté 15 février 2010 - 11:44
Only difference is the philosophy to reach that goal : virtuous actions only matters for paragon characters -the deontological approach- whereas renegade characters are consequentialists, the goal justifies the means. The hero decides which approach to choose in ambiguous situations (Rachni, genophage, true geth)
I believe the paragon/renegade system could use some improvements but in regards to the story controlling ideas of the mass effect series (human potential in Mass Effect, human resolve in Mass Effect 2) the system is appropriate.
#81
Posté 15 février 2010 - 11:59
#82
Posté 15 février 2010 - 01:37
#83
Posté 15 février 2010 - 01:50
Luced0 wrote...
You have such a good point. I liked in Mass effect 1 that if I put enough skill points into Persuasion or intimidation or both I got my pick of how conversations went. I could be an ass whenn I wanted and help out the little guy or criminals when the mood took me. In me 2 I have to follow a very specific path thats basicly predetermined by how Much I leaned to 1 side or the other in ME 1 if I was lucky to enough to have not bin nuetral.
Your memory of the ME1 system is flawed. You were capped in how many points you could place in your persuasion skills based on how many Paragon/Renegade points you had. If you straddled the line in the first game, you could not max out either persuasion skill either.
At least in ME2 though you're not punished quite as badly for going the midline since at least you don't have to throw stat points in to persuasion skills any more.
#84
Posté 15 février 2010 - 01:58
#85
Posté 15 février 2010 - 02:00
#86
Posté 15 février 2010 - 02:27
With him, as neutral in the second, I didn't have any problem with Paragon/Renegade until certain Loyalty Missions(Jack's, the final decision on Tali's, Miranda vs Jack), which I was able to do(barely, just enough Renegade for the last one) by changing to Agent class and equipping the Death Mask from Tuchunka.
#87
Posté 15 février 2010 - 02:43
#88
Guest_randumb vanguard_*
Posté 15 février 2010 - 03:45
Guest_randumb vanguard_*
#89
Posté 15 février 2010 - 04:03
#90
Posté 15 février 2010 - 06:05
#91
Posté 15 février 2010 - 06:27
If they added in a third type of points, with corresponding unlockable dialogue options, so that every time you made a choice you got something for it, it would fix at least some of the OPs problem.
#92
Posté 15 février 2010 - 06:31
I agree with the original post. I would care to see somethig like a general persuade skill which could either be used to intimidate, inspire, or just simply convince. I definitley missed the middle of the road approach that was accesible in ME1. As to the concern for the inventory take a look at this thread if you haven't already. It's pretty well put together.Nomadder wrote...
I'm writing this not to get into a debate, but simply to voice my concern so that hopefully the devs see. If others agree then hopefully they add their voices.
Mass Effect is supposedly about player choices, but at a certain point, if you
play any way other than "Super Nice Guy" or "Galactic Jackass" you
start finding yourself punished with fewer dialogue options, and in
many less desirable situations because of that.
(...Some of which would seem to be
common sense for ANYONE. Like NOT picking a side in a cat fight.
Apparently since I only had three bars of Paragon, and one of Renegade,
I was too stupid to figure out that YOU DON'T PICK A SIDE.
Also, in the interrogatioon scene, since I was too much of a
goody-goody, I wasn't able to say "I'm a Spectre", but apparently
I wasn't too nice to think of beating the guy to a pulp... )
Why am I being punished for adding nuance and balance to my character?
Taking out persuasion/intimidation and simply basing it on choices might have seemed like a good idea on paper, but it actually discourages playing freely. It discourages "playing like I would be". It discourages real CHOICE.
To restate, why are we following a model of Specialization and Comparitive Advantage... for personality and morality???
I have other problems with the game, and I suppose I'll quickly list them just in case anybody from Bioware listens. I'm sure some of these have been gone over in other posts so I won't go into detail.
Simplistic overhaul of inventory and skill systems.
Why do the character sub-plots now comprise the bulk of the game?
There, those are my concerns with the direction the series has taken.




Ce sujet est fermé
Retour en haut






