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Post by urdnotshepard on Aug 11, 2016 22:16:03 GMT
Anyone else think they should remove paragon/renegade options in dialogue? In a way, the current ME games force you to be exclusively one or the other, because if you're not, you won't have enough points in either in order to choose the special dialogue options. I want each decision I make to stand on its own, with my own reasoning, without labels. This can lead to making paragon options some days and renegade options on others. What do you think?
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Post by SalMasRac on Aug 11, 2016 22:18:20 GMT
On one hand, I agree that nobody is purely black or white, and your reasoning for choosing whatever option is your own. On the other hand, I think the special options were more of a "reputation option" meaning that if you hadn't have had such a strong reputation one way or the other, that option simply would not have worked.
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Post by Pearl on Aug 11, 2016 22:20:09 GMT
They need to re-work them at the very least. "Top left = win" got old after ME2.
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Post by crashsuit on Aug 11, 2016 23:05:35 GMT
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Post by Sartoz on Aug 11, 2016 23:05:43 GMT
<<<<<<<<<<(0)>>>>>>>>>>
Bio has strongly hinted that they moved away from this format in ME:A, imo
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Post by Deleted on Aug 11, 2016 23:08:30 GMT
They could be always enabled but only successful based on in game elements such as decisions/attributes/skills
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Post by dalinne on Aug 11, 2016 23:19:24 GMT
If I'm honest, I would like they keep it. BUT, paragon/renegade choices should be mixed: sometimes the paragon choice is on the top, other times in the middle, or down. You don't know what are you choosing after you see the points. Or maybe you don't get to see the points (only your reputation meter). That way you are forced to roleplay and actually think your answers.
Also, sometimes being a paragon can backfired you, i.e. Elnora the Merc from Samara's recruitment in ME2: she killed the volus and you know that AFTER let her go. Or rewritting the Geth in ME2 (bad news in ME3), or saving Rana Thanoptis in ME1 (she is indoctrinated and kills people in ME3). The problem was backfiring was not pretty habitual in paragon route.
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Post by bshep on Aug 11, 2016 23:27:40 GMT
It would be nice if there weren't any kind of hint about which one was the "good" or "evil" choice.
Hope bioware follows with their plan about the paragon/renegade system.
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Post by Wulfram on Aug 12, 2016 9:11:07 GMT
ME3 didn't force you to focus on one or another, persuade checks were based on total reputation.
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Post by BountyhunterGER on Aug 12, 2016 9:32:02 GMT
ME3 didn't force you to focus on one or another, persuade checks were based on total reputation. Interesting, I just finished a playthrough with a full total reputation bar (I did everything.. it was full) and renegade a good chunk above the last "checkpoint" on the reputation bar. Yet I was unable to persuade TIM to shoot himself. In fact, even though I limit myself to one reputation normally (because of persuade checks) and do almost everything I can I was never able to not fail the persuade check. Yes I'm glad that it seems like they are throwing renegade and paragon out the airlock.. to hell with them.
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Post by Hanako Ikezawa on Aug 12, 2016 9:36:52 GMT
I'd rather they not. It needs some tweaks absolutely, like not locking you out of options though ME3 changed that already, but as a whole I liked the Paragon and Renegade system.
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Post by Ahriman on Aug 12, 2016 10:21:10 GMT
You are a bit late to the party, OP. They are already dropping it. I'll miss these icons though. Gotta build a temple with them and Shepard mosaic. It'll be very tasteful.
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Post by Wulfram on Aug 12, 2016 10:38:41 GMT
ME3 didn't force you to focus on one or another, persuade checks were based on total reputation. Interesting, I just finished a playthrough with a full total reputation bar (I did everything.. it was full) and renegade a good chunk above the last "checkpoint" on the reputation bar. Yet I was unable to persuade TIM to shoot himself. In fact, even though I limit myself to one reputation normally (because of persuade checks) and do almost everything I can I was never able to not fail the persuade check. Yes I'm glad that it seems like they are throwing renegade and paragon out the airlock.. to hell with them. My understanding is that TIM's persuasion check just requires you pick a coloured option whenever possible in all the previous conversations
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Post by helios969 on Aug 12, 2016 11:16:01 GMT
Remove, no, revamp yes. And there should be 3 distinct "personality" types. P/R where oft just silly. Mister nice guy/gal or complete douche bag with no real consequences for either. Each should pose clear advantages situation to situation with potential long term ramifications. For a 3rd option I'd like a humorous Hawke worked into the system. Some of the most fun playthroughs I've had were playing a more sarcastic, humor-based role.
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Post by Heimdall on Aug 12, 2016 11:18:59 GMT
Paragon and Renegade were always holdovers from KoTOR and Jade Empire that never really made that much sense in Mass Effect. They put in a morality bar because they thought they needed a morality bar.
What we know so far seems to hint at them dropping it.
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Post by KirkyX on Aug 12, 2016 11:20:21 GMT
I'm hoping they introduce some variation on Dragon Age II's 'personality' system--it remains my favourite implementation of the whole 'dialogue wheel' concept. You got more roleplaying latitude than was really possible with P/R, and the middle options weren't basically pointless. Oh, and I loved the way your 'dominant' personality choice would influence your ambient dialogue--though, that said, I'd also love them to nick and expand upon DA: I's 'join in with companion banter' in-world dialogue wheel thingy.
Combine all that with some dialogue-based skill-check stuff - like the Engineer interrupt in Omega, and the old Charm/Intimidate stuff from ME1 (but without the link to morality) - and an actual reputation system - say, you've pissed off the Ark's C-Sec equivalent in the past, so they're less likely to want to help you now, and so on - and you've pretty much put together my ideal dialogue wheel.
Failing that, I'd at least like the option to see exactly what my character's going to say before she says it; I've never quite gotten to grips with the paraphrases. Or, at least, give us slightly more involved paraphrases, with some obvious means of determining tone--that is, sarcastic, angry and so on (this is another area where DA2's personality system really shone).
Finally, here's a quote from the big leak: So, whatever else they're doing, it sounds like the interrupt system's back, and substantially expanded. I'm curious about how they'll adapt it to work without the Paragon/Renegade divide.
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Post by BountyhunterGER on Aug 12, 2016 11:57:46 GMT
Interesting, I just finished a playthrough with a full total reputation bar (I did everything.. it was full) and renegade a good chunk above the last "checkpoint" on the reputation bar. Yet I was unable to persuade TIM to shoot himself. In fact, even though I limit myself to one reputation normally (because of persuade checks) and do almost everything I can I was never able to not fail the persuade check. Yes I'm glad that it seems like they are throwing renegade and paragon out the airlock.. to hell with them. My understanding is that TIM's persuasion check just requires you pick a coloured option whenever possible in all the previous conversations Hm, could have sworn I did that.. Anyway doesn't change that I'm happy with moving away from paragon/renegade.
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Post by Command0rk on Aug 12, 2016 13:09:16 GMT
The Mass Effect approach to morality with this white knight / jerkass system has always been a bit awkward. Renegade in particular was all over the place. Remove? Maybe. Rework? As others have said , definitely.
I see what they were trying to do in DA:I, but it didn't quite work out. If they could get a DA:I-like system to work, that would be ideal. Definitely appreciated the wider range of dialogue choices / emotion. tbh I think DA2 was one of their best games for RP elements - love or hate it. Overall, Dragon Age has always had a better approach to dialogue from a 'RPG' perspective. Spectrum is definitely better than a sliding scale.
Then again, Mass Effect has it's own style, too. It doesn't need to adopt the DA approach to be good, necessarily, it just needs more flexibility.
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Post by luketrevelyan on Aug 12, 2016 16:45:00 GMT
I always felt like they had renegade/paragon options as a leftover from Kotor, where the LS/DS actually made sense. They never made good use out of it IMO and I'm glad they are changing it for Andromeda.
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Post by Monk on Aug 12, 2016 17:33:05 GMT
Seeing as they're shooting for dismissing the color scheme, if i've read the previous news about this correctly, i wouldn't mind if this meant simply more choices without the distinct "this is good" / "this is bad, bad" labels. I recall they aren't completely getting rid of the labels since they're doing interrupts… unless of course the interrupts are simply that and which one you choose determines how your reputation fairs.
It'll be interesting to see how this works out.
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Post by Nashimura on Aug 13, 2016 13:06:11 GMT
I am glad they are changing it, i always felt held back when i came to a persuade option i couldn't use because i had been "To neutral" when really all i was doing was reaction to the situations in front of me, some good, some bad, felt like it undermined the choices, like you were pushed into being one or the other.
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Post by clips7 on Aug 14, 2016 9:45:14 GMT
I agree with others here that maybe they need to be revamped or tweaked. I liked making those last minute decisions and for the most part i choose the Paragon route. I also agree that the decisions you make shouldn't be black and white.....make a decision and own it...
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Post by Sartoz on Aug 14, 2016 12:31:16 GMT
I agree with others here that maybe they need to be revamped or tweaked. I liked making those last minute decisions and for the most part i choose the Paragon route. I also agree that the decisions you make shouldn't be black and white.....make a decision and own it... <<<<<<<<<<(0)>>>>>>>>>> That's the interesting thing. Bio mentioned there will be more opportunities for grey areas. My problem is in its implementation, when faced with choices. In other words, does it take five "good" grey area choices to be the equivalent of one Pragon choice? And, if I vacillate between the "good" and "bad" I'm basically in Neutral. Is that sufficient to influence the game down the road? With this system, what does it take to actually trigger a different game path? Note: Game chars will respond on your choices and how you approach a conversation.
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Post by Queen_Angel on Sept 5, 2016 2:33:13 GMT
Not sure if this has been posted or if snyone mentioned this already but Mass Effect Andromeda wont be including the Paragon and Renegade system nor will it include the interruptions. Its supposed to be something else that is taking it place. However they said the replacement will be something better. It will include a "shades of grey" system where things wont just be black and white with the Good and Bad morality system. Instead there will be inbetweens which will give us more of a sense of choice. I remember in Mass Effect 2 it was like you either had to be all renegade or all paragon. You couldnt really be both in one playthrough because it was a point system that opened up dialogue choices and if you didnt have enough points you couldnt solved certain conflicts. So that kind of forced people to feel like they had to stick to either para or rene even if you didnt really want to pick something else. So maybe this is a good thing Source www.gamesradar.com/mass-effect-andromeda-moving-away-from-the-paragonrenegade-system-for-shades-of-grey/
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Post by CHRrOME on Sept 5, 2016 2:44:10 GMT
It was always like that in all the 3 games. ME3 I believe was a bit more forgiving and you could mix paragon/renegade a bit. ME1 was a nightmare at times with that system. I'm thinking something like DA:I? in which you could choose whatever you want in each conversation (if the options were available that is).
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