[quote]Lusitanum wrote...
Remind me again why the hell Grey Wardens decide to commit suicide in exchange for nothing?[/quote]
They don't. Not one Grey Warden ever does that. Stop complaining about aspects of the game that don't exist.
The Grey Wardens don't choose that because they're never told the terms of the deal in advance. And if that bothers you, well that's exactly how the ME dialogue wheel works, so why don't you mind that?
[quote]1) a defined character is a lot more likable than something that's just in my head[/quote]
And I've shown that to be your failing, rather than the game's failing. You know what you like. That you don't make a character like that is your fault.
[quote]And they would have to remove that stupid Arcane Warrior class. Seriously Bioware, a character class that can use any armor and weapon in the game with its Magic attribute instead of its Strength (I don't even know how that even begins to make sense) and still use its spells with no penalties whatsoever? When did that ever seem like a good idea?[/rant][/quote]
I agree the Arcane Warrior was a bad idea, but it's easy to come up with an explanation of how the Magic for Strength requirement works. Perhaps the class skill allows you to imbue your limbs with magical strength, so it's your magic that moves your body rather than your muscles. It took me 10 seconds to come up with that. Again, this is evidence of your inability to fill in the implicit content yourself without the game spoonfeeding you.
[quote]What planning, preparation and thinking is there in walking? [/quote]
None. My reference to walking came entirely within a sentence referring to atmosphere. Sentence structure matters (though I can see why someone who enjoys ME's dialogue wheel wouldn't think so).
[quote]To me, that was just another moment where my suspension of disbelief just went down the crapper again. It's the future, there's all this amazing technology, we actually have flying cars and the all-purpose vehicle used in planet exploration can't even climb a moutain and has a suspension that would make the Monster Trucks of our days seem conservative.[/quote]
How do those flying cars work? Is there some extra infrastructure necessary for them to function? If so, that infrastructure would certainly be lacking on uncharted worlds. Not to mention that operating a small craft might simply be too resource intensive for these sorts of missions.
We don't know that, because the game doesn't tell us. Again, you've just assumed something doesn't exist because the game didn't tell you it did. It's like you're trying not to have an imagination.
[quote]That the whole point of the speeches: they're trying to sway the opinions of other's. Just because their even strength cancel each other out doesn't eliminate the fact of what they're trying to do: convince someone to adopt an attittude that might be contrary to what they originally believed in.[/quote]
But they can't work on reasonable people. That's my point. Persuasion is an illusion.
[quote]That's what we were talking about: people's skills aren't just saying "amen" to your party members just so they like you more for licking their boots.[/quote]
In my experience, that's far more likely to work.
[quote]Then what about those longer, verbose, and often very sensible arguments that your character can make? Are they just that good when they succeed or do they revert to something more basic when you fail?[/quote]
That would be consistent with stat-driven persuasion. Though there's no reason why they need to revert. If your attempt to persuade was unsuccessful, would you necessarily know why? If you can tell that your argument isn't good, why didn't you use a better one?
[quote]If it's the surprise and discovery that I find interessting, how could I like Shepard in the sequel? I already know him and have a pretty good idea of what I can expect of him and I still liked him even better in the sequel. He seemed improved, more determined and aware of his role as leader.[/quote]
That's right - I hadn't thought of that. So then why can't you design a character you like when you're the one who best knows what you like in a character?
[quote]So what if I bet 500 hundred times on red (or blue, I'm more of a Paragon kind of guy) and always win? And what if every time I decide to "bet" on something different (like punching Manuel, giving the information to the Shadow Broker, keep scanning the Keepers, let Helena go...) I also get those just the way I wanted them to go? Is that luck or just simple pattern recognition?[/quote]
That I would call prediction. Then you're able to use the wheel adequately. But you've already admitted you couldn't do that. You couldn't predict every action. You couldn't predict every line word for word. You said so.
Do you want me to dig up the quote (of course, on this forum, you could edit it out so you didn't say that)?
[quote]And you're going to bring realism in freaking Baldur's Gate? OK, let's get started then.
A complete set of armour takes as much space in your inventory as a ring or a simple scroll.
You can change said armor in the middle of fight with no problems whatsoever.
Characters will miss an enemy just as much when they are attacking him from the front as when they are trying to stab him in the back.
Cats could rat you out (no pun intended) to the Flaming FIst if you stole something in front of them.[/quote]
All true, and all problems with realism, yes. But none of them address the issue of whether it's realistic for time to pass while you dig through your pack.
[quote]All characters can have their death or petrefication cured, except for the main character. It doesn't matter how many Scrolls of Stone to Flesh you have, if that Basilisk loos at the PC the wrong way, get ready to load your last save.[/quote]
There is an in-game explanation for that.
[quote]Everyone can see what the other party members see. Oh, and they can see anything around them just as well as what's right in front of them.[/quote]
Because they can hear, and they can turn their heads, and they can communicate with each other.
[quote]Endlessly spawning enemies. Especially annoying in Firewine with those stupid kobolds with fire arrows who insisted on spawning right behind you. Meaning that your mage on the rear was their first victim. And given that the corridors were unreasonably small, this meant that the mage was dead before your Fighters could stop bumping into each other, just trying to get past.[/quote]
Endless spawning? Enemies in BG only respawned on reload. It was entirely possible to clear out Firewine.
[quote][/b]Realism has its place, just like everything else. But when it gets in the way of the fun, it needs to go, just like everything else.[/quote]
There you go again, treating fun like it's a characteristic that exists on its own. That doesn't make any sense at all.
Some features are fun, and we all have different preferences on that front. I like realism. That you contrast realism with fun tells us that you don't. If you dispute that again then we'll know that you're crazy.
[quote]So please don't bring the realism card again, much less with the idiotic inventory system.[/quote]
Realism matters. I hate that in newer games (with group inventories) that one character can unequip something and then another can immediately equip it even though they're nowhere near each other. Even ME did this.
[quote]Yes, except when she decided to start attacking people on her own when she ran out of ammo, at which point she did something I did not order her to do it.[/quote]
You must have had her AI turned on.
[quote]On the other hand, I had to constantly order my Fighters to keep attacking their enemies because they just kept forgetting what they were doing and stand there while their allies were being attacked.[/quote]
That's how it's supposed to work. Again, you are the player. You have to play the game.
[quote]nor the fact that Shepard apologized to the squad member he left behind or told him to fight with honor to death ("Fight hard, Chief. Die proud.").[/quote]
That happens after the decision is made. But even more than that, why can't Shepard say that and then still save that person just to be dramatic?
Being locked into actions by dialogue is bad enough when I know what it is my character is going to say. Having it happen when the dialogue is hidden from me is even worse.
[quote]What we're talking about here could the dead person understand a musical genre without ever having listened to it? And the answer is no, it couldn't. It might be able to memorize its definition, characteristics and history[/quote]
How is that not understanding?
[quote]Don't know if you missed the point (again) but we're talking about combat here.[/quote]
Yes, I know. And stat-driven combat offers quantifiable obstacles.
[quote]Which I have yet to play, outside of the strategy genre.[/quote]
RPGs could learn a lot from turn-based strategy games.