TJSolo wrote...
Dethateer wrote...
So, you're basically saying that if I'm willing to execute someone in cold blood, but also help a person in need, I'm indecisive, and therefore incapable of telling two squaddies to STFU and focus on the mission?
You can pick either since the two are different situations.
Picking one option over the other builds up as Paragon or Renegade. The amount you have of either shows how consistent and decisive you have been with the choices you can make in the game.
Having neither of them high shows that you aren't decisive enough for all situations.
You can tell the shrews whatever you like but if you don't put in the time to actually commit Shepards personality. Shepard just wouldn't be strong enough to get out of that situation without some repercussions.
ME is an exercise in making choices and seeing repercussions from those choices..
bullcrap. ME2 uses your past choices to determine your future choices. And apart from the fact that this doesn't make sense, it's just ridiculous. On my first ME2 playthrough my Shep was mainly Paragaon, but she had no problem with being "evil" toward badguys... she wanted to help Thane at any cost and the character I created would have definitely used the "I'm a Spectre" option during the interrogation, still that was blocked out, since she was mainly a Paragon. What sense does that make? None!
nicodeemus327 wrote...
Meh, I disagree. I like the way it works. It forces you to make choices. If anything I'd want more of those kind of situations.
you just missed the point entirely...
TJSolo wrote...
"So, no one could ever be strong enough to give orders without being either completely good or completely evil? What?"
Paragon/Renegade is not good vs evil. A renegade Shepard doesn't go around stealing lolipops from babies.
Riiight... I'm really starting to hate my Renegade char, because many of the Renegade choices are plain evil. For example during the Thane recruiting mission, when you meet the injured worker at the beginning.. the Renegade dialogue was just plain evil for the sake of being evil, since that moment I hate my char and actually I would like to see him die... then again I've done all the loyalty quests by now, so he will probably survive, maybe even with all crew members alive...

AlanC9 wrote...
TJSolo wrote...
Dethateer wrote...
So, you're basically saying that if I'm willing to execute someone in cold blood, but also help a person in need, I'm indecisive, and therefore incapable of telling two squaddies to STFU and focus on the mission?
You can pick either since the two are different situations.
Picking one option over the other builds up as Paragon or Renegade. The amount you have of either shows how consistent and decisive you have been with the choices you can make in the game.
Having neither of them high shows that you aren't decisive enough for all situations.
You're equating consistent with decisive for no apparent reason. Well, except that it makes your argument seem to make sense, I guess.
this.
TJSolo wrote...
The OP would rather hack the game data to get full Paragon/Renegade then use the game mechanics to skill up one over the other.
right, picking the bottom dialogue or the top one is a really big skill... that has nothing to do with "skilling" anything up, the game mechanics suck at this and I would have no problem "cheating" when the game mechanics are so ****ed up.. so far I didn't do it, but should one of my future chars require it, I will do so...
TJSolo wrote...
Then there is my use of decisive in referring to the player that doesn't want to decide between Paragon or Renegade.
Bioware has stated that Shepard has two paths(extremes,yes) and the player decides which path to take, each path has its own consequences and benefits.
One of the benefits is more dialogue trees inline with your(player) alignment.
One of the consequences is less dialogue trees outside of your(player) alignment.
To fully explore the impact Shepard can make in ME a player needs to be decisive and pick one of the paths to gain access to the benefits.
I am calling players that can't pick between the two options for a playthrough indecisive.
I'm calling these players roleplayers...
Modifié par TheTrooper1138, 04 mars 2010 - 02:34 .