TLK Spires wrote...
neutrality never changed the fate of a galaxy.
beacon of hope, or beacon of fortitude. it's not good versus evil, it's lawful good versus chaotic good.
Yep, because black and white are so immersive.
TLK Spires wrote...
neutrality never changed the fate of a galaxy.
beacon of hope, or beacon of fortitude. it's not good versus evil, it's lawful good versus chaotic good.
Hehe, that's a nice point.adam_grif wrote...
but they do want you to make radical choices instead of taking the middle road (without actually taking that option away).
You do realize that taking the middle ground is the founding principle of negotiations and persuasion right? How does it make sense that being neutral puts at a disadvantage for negotiating with people?
Nightwriter wrote...
I don't like it when the game restricts me.
Don't,
like, oppress me, man. I'm like, a free bird and stuff. Don't be "the
man", man. Yeah. Good and evil gaming is like, a cage for your soul.
I'm a free spirit. I fly free, man.
Modifié par lumen11, 25 février 2010 - 01:25 .
This is made even more ironic when you remember that the reason most people wanted the NG+ to return (remember when it wasn't coming back?) was so they could have most of the dialog options available right from the start and play the story any way they wanted!IntrepidProdigy wrote...
Each time you started a new game with the same character in ME1, you had the opportunity to increase your charm/intimidate even further which would ultimately allow you to pick either option in conversation that you wanted in proceeding play-throughs. You could also just spend points into charm or intimidate directly (you also got free points upon becoming a spectre). In ME2, your persuasion is directly based on your paragon/renegade score. On top of that, your P/R is always reset each time you start a new game (unless you import an ME1 character), which in turn makes it more frustrating to the player that wants to roleplay the way that they want.
Modifié par Jackal904, 25 février 2010 - 02:34 .
kraidy1117 wrote...
I never had problems with it.... and I don't even pay attention to the moral system. I make decisions I would make and I was able to do every charm and majority of intimate options. Sigh I swear there is cry babies here.
Well said.dan107 wrote...
cronshaw8 wrote...
It actually makes perfect sense if your squad-mates see you constantly doing compassionate things, helping people out. They will defer to the paragon Shepard, confident he knows what is good for everyone. Conversely if they see you constantly bullying people and sticking your boot up people's asses they will be afraid of renegade shepard and do what he says. If Shepard is wishy-washy they won't be sure what to think.
Being harsh aggressive when it's necessary and nice and polite when it's appropriate is not being "wishy-washy", it's using your head and adjusting to the demands of any given situation. Presumably you wouldn't talk to your mother the same way you would to a guy trying to pick a fight with you IRL, and it makes no sense to do so in a game.
Guest_Darht Jayder_*
Thats exactly how i played my Renegon Vanguard and there have been like 2-4 blue choices i couldn't chooce and zero red choises.Ackillez wrote...
Bioware should totally revamp the way points are earned. Make it dependent more on what you do rather than what you say, and focus on the important and semi-important decisions instead of the minor ones. This gives players more control over the general flow of conversations allowing them to be snarky or polite (or, god forbid, selecting the dreaded middle options that usually give no alignment points) according to the way they want their characters to respond, instead of worrying about what will give them the alignment points they need.
I make no claim of fully understanding the alignment system, but it's also the way I played my Renegon and I ended up not being able to use intimidate to break up Tali/Legion despite the bar being 100% full. It's not gamebreaking, not by a long shot, but it could do with some improvements and there's no reason BW needs to reward players for always picking the extreme options.Torguemada wrote...
Thats exactly how i played my Renegon Vanguard and there have been like 2-4 blue choices i couldn't chooce and zero red choises.Ackillez wrote...
Bioware should totally revamp the way points are earned. Make it dependent more on what you do rather than what you say, and focus on the important and semi-important decisions instead of the minor ones. This gives players more control over the general flow of conversations allowing them to be snarky or polite (or, god forbid, selecting the dreaded middle options that usually give no alignment points) according to the way they want their characters to respond, instead of worrying about what will give them the alignment points they need.
Ackillez wrote...
The system is not broken beyond repair, but it is flawed in the ME2 iteration.
It was probably a good idea to separate it from the skill points system. But by being too harsh with decision requirements, it has had the unfortunate sideeffect of promoting an even more polarised playstyle than ME1, where you could at least make up for your mix of p. and r. choices by sinking points into the skills. It was possible to max out both meters and both skills in a single playthrough, although this would gimp combat capabilities. And the toughest decisions only required 75% full bar of either (to unlock the entire intimidate/persuasion tree), whereas there are situations in ME2 where even a bar that is seemingly 100% full is not sufficient to select the appropriate dialogue option.
Being a bit more benign with the requirements would probably do a lot to mitigate the complaints, because the problem now is that players feel they have to select certain dialogue responses not because this is the way they want the story to pan out but because they need the points in order to be able to use persuasion/intimidate options later on. This is not good storytelling- this is an immersion-breaker and encourages metagaming. Personally, I know that I'm always tempted to go with a route that maximizes the total amount of alignment points I get- both paragon and renegade- because I like to have as many conversation options open as possible. However, the result of such a playstyle is a terrible bipolar mix- kind of a Dr. Jekyll and mr. Hyde. Note that I'm not saying that selecting a mix of p. and r. responses makes a character inconsistent in any way- far from it, in fact- but playing the optimal alignment points maximizing-route certainly does.
Another thing the system fails to realize is that in diplomacy, persuasion and intimidation is to some extent two sides of the same coin- the stick and the carrot, if you will. Persuasion is usually about pointing out the desirable consequences of following your instructions/advice in a reasonable manner, intimidation is usually about pointing out the undesirable consequences of NOT following your instructions/advice in a forceful manner. Successful diplomacy will often have to rely on both, the 'iron fist in a velvet glove' as it's known. In other ways, paragon and renegade are different things- paragon being the willingness to make sacrifices for others, embodying Kant's assertion that every sentient being must be treated as an end in themselves, not just a means to an end, while renegade embodies a utilitarian worldview where sacrificing others is acceptable to further your own goals, provided those goals are worthy enough. And these philosophies ARE mutually incompatible.
Bioware should totally revamp the way points are earned. Make it dependent more on what you do rather than what you say, and focus on the important and semi-important decisions instead of the minor ones. This gives players more control over the general flow of conversations allowing them to be snarky or polite (or, god forbid, selecting the dreaded middle options that usually give no alignment points) according to the way they want their characters to respond, instead of worrying about what will give them the alignment points they need.
Modifié par yuncas, 26 février 2010 - 07:35 .
Thats very intresting as not only did i have the intimidation option availebul, but also the charm optionAckillez wrote...
I make no claim of fully understanding the alignment system, but it's also the way I played my Renegon and I ended up not being able to use intimidate to break up Tali/Legion despite the bar being 100% full.