Persuasion Skill; Pros, Cons, Hopes for ME3
#1
Posté 23 mars 2010 - 12:30
Basically if you make certain choices that are relatively arbitrary to the situation concerned (I'll use Jack as my example. Her loyalty mission is planting a bomb in an abandoned facility. That's a lot less urgent than picking up Tali from the middle of a geth raiding party. Yet Jack's loyalty becomes exponentially harder to retain if you wait for the game to progress before doing her quest.), and you have made choices based not on the paragon/renegade bar, you were being punished. For example, I have yet to reach the end of Jack's dialogue tree--I'm waiting for the DLC to come out to start a 3rd playthrough where I actually keep her loyalty now that I have done the research and found out how to.
So finally I arrive at my point:
What do you think of a seperate persuade skill, a la ME1?
If you support it, should it be divided into charm/intimidate? If not, why not?
BioWare actually does a great job of listening to their fanbase, so let's discuss so ME3 will be as satisfying a conclusion to the trilogy as possible!
#2
Posté 23 mars 2010 - 12:37
#3
Posté 23 mars 2010 - 12:49
1. Neutral answers should be rewarded with a mix of paragon and renegade points. As it is, the player feels compelled to choose one extreme or another (as only these are rewarded) instead of roleplaying as fit.
2. I'd like to see checks that are a mix of paragon and renegade to make the neutrality path more viable...and to emphasize not everyone is either a saint or a dirt wad.
#4
Posté 23 mars 2010 - 01:38
Paragon/Renegade levels should be mostly cosmetic or maybe certain levels get you access to an advanced training and a balanced paragon/renegade would get you access to a different advanced training.
#5
Posté 23 mars 2010 - 01:45
It's a bit odd you compliment the system in ME2 when you didn't notice something basic about it - namely that neutral choices are often rewarded with persuasion points.Seraphael wrote...
A seperate skill is unnecessary, the skill system in ME2 is sleek and elegant as opposed to the ME1 clutter. I'd like two changes though:
1. Neutral answers should be rewarded with a mix of paragon and renegade points. As it is, the player feels compelled to choose one extreme or another (as only these are rewarded) instead of roleplaying as fit.
This is something I've thought about and I honestly have no good ideas for it. Don't think that BW does, either. Having neutral answers reward morality points was a good step in the right direction in ME2, though.
Modifié par lastpawn, 23 mars 2010 - 01:49 .
#6
Posté 23 mars 2010 - 01:54
lastpawn wrote...
It's a bit odd you compliment the system in ME2 when you didn't notice something basic about it - namely that neutral choices are often rewarded with persuasion points.Seraphael wrote...
A seperate skill is unnecessary, the skill system in ME2 is sleek and elegant as opposed to the ME1 clutter. I'd like two changes though:
1. Neutral answers should be rewarded with a mix of paragon and renegade points. As it is, the player feels compelled to choose one extreme or another (as only these are rewarded) instead of roleplaying as fit.
This is something I've thought about and I honestly have no good ideas for it. Don't think that BW does, either. Having neutral answers reward morality points was a good step in the right direction in ME2, though.
Agreed that having neutral options reward points was good, but still choosing neutral or a mix of paragon and renegade still left you without enough points for those situations where you really need them. Basically, somebody who played the same amount of gameplay, and whose character has built up the same amount of experience, should not be worse at persuading people because of the number of paragon and renegade choices made.
I also agree that paragon/renegade should be more cosmetic, but it takes out a certain element to the RPG-ness of ME if you simply let all of the problems be resolved from the get-go. I think making a persuasion skill that is neither paragon nor renegade solves this problem by having players invest their time in making their character better able to resolve situations, but able to do so without having to resort to either paragon or renegade.
#7
Posté 23 mars 2010 - 03:00
Keeping with Mass Effect's two bar system, I can imagine something like this happening.
Paragon Check = # Paragon Points
Renegade Check = # Renegade Points
Neutral Check = [(# Para + # Ren) - (higher points - lower points)]
Thus, if you had 75 Paragon and 20 Renegade...
Paragon Check = 75
Renegade Check = 20
Neutral Check = 40
If you had 1 Paragon and 99 Renegade...
Paragon Check = 1
Renegade Check = 99
Neutral Check = 2
If you have 40 Paragon and 40 Renegade
Paragon Check = 40
Renegade Check = 40
Neutral Check = 80
This way your persuasion power would increase as you progress through the game, but you won't be railroaded into one specific path. Formula can obviously be changed as this was mainly a conceptual example.
#8
Posté 23 mars 2010 - 07:45
It's only odd to you because you're not thinking what I said through. I said the players feel compelled to choose one extreme or another. Neutral choices weren't rewarded nearly enough to compete with the pure paragon or renegade options, consequently it wasn't really a viable choice now was it?lastpawn wrote...
It's a bit odd you compliment the system in ME2 when you didn't notice something basic about it - namely that neutral choices are often rewarded with persuasion points.Seraphael wrote...
A seperate skill is unnecessary, the skill system in ME2 is sleek and elegant as opposed to the ME1 clutter. I'd like two changes though:
1. Neutral answers should be rewarded with a mix of paragon and renegade points. As it is, the player feels compelled to choose one extreme or another (as only these are rewarded) instead of roleplaying as fit.
This is something I've thought about and I honestly have no good ideas for it. Don't think that BW does, either. Having neutral answers reward morality points was a good step in the right direction in ME2, though.




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