Queen_Angel
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Post by Queen_Angel on Sept 5, 2016 2:50:21 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). Yea i feel you. Imo I didnt think Mass Effect 1's system was all that bad
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Post by CHRrOME on Sept 5, 2016 2:55:21 GMT
There were a couple of missions in ME1 that were almost impossible to accomplish using paragon/renegade because you needed a ridiculous amount of points. A small balance issue. The one on Feros colony comes to mind...
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Post by Cyonan on Sept 5, 2016 3:10:06 GMT
I don't hate this, in theory.
The idea of a binary morality system always bothered me because morality itself isn't binary and can't be represented by 2 bars that are essentially "good to a fault" and "good, but kind of a dick about it" or even the traditional good vs evil.
I much prefer the Dragon Age system where each companion has their own opinion on your actions.
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Post by Natashina on Sept 5, 2016 3:13:00 GMT
I'm going to miss the interrupts. I always thought that was a fun mechanic and added to my RP in the games. The binary alignments I can do without, but those interrupts were one of my favorite parts of the trilogy. It isn't going to be quite the same without them.
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Post by The Biotic Trebuchet on Sept 5, 2016 3:22:32 GMT
No more "Commander with Psicological problems AKA bipolar AF" Yeiihh!
Edit: perhaps it will be more like DA2; "paragon"/"renegade" and "throw a bad joke"
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Adhin
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Post by Adhin on Sept 5, 2016 3:25:46 GMT
I'm going to miss the interrupts. I always thought that was a fun mechanic and added to my RP in the games. The binary alignments I can do without, but those interrupts were one of my favorite parts of the trilogy. It isn't going to be quite the same without them. Pretty sure BioWare has mentioned wanting to keep interrupts. Though with out P/R I dunno exactly how they'll implement it as the 2 options kinda made it obvious what are intentions where when interrupting. They could still keep the binary concept in, or maybe add a third in. Make it context based, I mean renegade was pretty much always aggressive, take action first kinda thing. Hope they find a good solution to keep them and haven't trashed the idea. Considering I know they've said way back when they wanted to advance the idea theres hope. Course I think we heard anything on that was like 2 years ago so who knows if they dropped it. ...But theres a chance!
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Post by straykat on Sept 5, 2016 3:34:42 GMT
You could still solve plenty in ME2. You'd just fail at parts... but the main issue was resolved. It's not like Tali needed to be an admiral or you had to give some rousing speech about it. You could have easily just exiled her and got your paragon points. Or not, and got Renegade. Or you could saved both Veetor and Kal Reegar and they would have saved her for you.
And some of the roleplaying between disputes is just as interesting if you picked sides. Siding with Miranda or Jack says a lot about what you care about. While making peace with Tali and Legion is almost a foreshadowing of Synthesis. And that isn't always a good idea, for everyone. You're not really playing better when you get Persuade checks. It's just another aspect of roleplaying.
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Post by Deleted on Sept 5, 2016 4:32:19 GMT
You could still solve plenty in ME2. You'd just fail at parts... but the main issue was resolved. It's not like Tali needed to be an admiral or you had to give some rousing speech about it. You could have easily just exiled her and got your paragon points. Or not, and got Renegade. Or you could saved both Veetor and Kal Reegar and they would have saved her for you. And some of the roleplaying between disputes is just as interesting if you picked sides. Siding with Miranda or Jack says a lot about what you care about. While making peace with Tali and Legion is almost a foreshadowing of Synthesis. And that isn't always a good idea, for everyone. You're not really playing better when you get Persuade checks. It's just another aspect of roleplaying. Agree completely. Most of my favorite ME2 playthroughs have been where my Shepard has been fairly evenly split between paragon and renegade choices and accepting the consequences of not being able to resolve everything is just a paragon or renegade dialogue option. I also did one metagame playthrough where I very carefully monitored all my paragon and renegade choices on an Excel spreadsheet as a ratio of total available points to that point in the game. I was able to organize everything such that I was able to resolve all the crucial events with P/R dialogue while finishing the game up with a Shepard who was about 60% Paragon and 40% Renegade. There was lots of room to play around in the "gray" zone, but a lot of people just couldn't convince themselves to do it that way. They got too hung up on not being able to use a P or R "magic" line to resolve everything. Still, it won't hurt if they can shed the old impressions people had of what the Paragon/Renegade system was doing... but I wonder if people will still just attach their own good vs. evil meaning to any system Bioware uses and wind up mostly playing one way or the other anyways. I will miss the interrupts.
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Post by KaiserShep on Sept 5, 2016 4:51:58 GMT
I see the omission of the Paragon/Renegade system as nothing but positive, honestly. As for interrupts, there's nothing really preventing them from being independent of that system.
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Post by straykat on Sept 5, 2016 4:55:59 GMT
Since I don't care about this other game yet, I guess it doesn't matter. But I think it characterized original Mass Effect well. I mean, they even screwed around with the concept in the endings. It was that integral to the whole deal.
In ME2 though, I see it as my "neutral" game (I like ME1 as R and 3 as P). So I often failed persuade checks things there. There's some I wish I could get easier... like Tela Vasir and scaring with a Paragon dialogue about rachni. It's unique when Paragon comes off like the hardass.
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Post by goishen on Sept 5, 2016 4:57:29 GMT
I don't see it as that much of hard issue. Being binary (paragon/renegade) is easy. Being hexadecimal (or grey) is difficult.
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Adhin
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by Adhin on Sept 5, 2016 4:58:45 GMT
You could still solve plenty in ME2. You'd just fail at parts... but the main issue was resolved. It's not like Tali needed to be an admiral or you had to give some rousing speech about it. You could have easily just exiled her and got your paragon points. Or not, and got Renegade. Or you could saved both Veetor and Kal Reegar and they would have saved her for you. And some of the roleplaying between disputes is just as interesting if you picked sides. Siding with Miranda or Jack says a lot about what you care about. While making peace with Tali and Legion is almost a foreshadowing of Synthesis. And that isn't always a good idea, for everyone. You're not really playing better when you get Persuade checks. It's just another aspect of roleplaying. Agree completely. Most of my favorite ME2 playthroughs have been where my Shepard has been fairly evenly split between paragon and renegade choices and accepting the consequences of not being able to resolve everything is just a paragon or renegade dialogue option. I also did one metagame playthrough where I very carefully monitored all my paragon and renegade choices on an Excel spreadsheet as a ratio of total available points to that point in the game. I was able to organize everything such that I was able to resolve all the crucial events with P/R dialogue while finishing the game up with a Shepard who was about 60% Paragon and 40% Renegade. There was lots of room to play around in the "gray" zone, but a lot of people just couldn't convince themselves to do it that way. They got too hung up on not being able to use a P or R "magic" line to resolve everything. Still, it won't hurt if they can shed the old impressions people had of what the Paragon/Renegade system was doing... but I wonder if people will still just attach their own good vs. evil meaning to any system Bioware uses and wind up mostly playing one way or the other anyways. I will miss the interrupts. Oh people will always make a character with a specific leaning. More players tend towards good-ish and wont take the aggressive or angrish options just because. Making it less black and white does make it easier to flip flop with out seeming like a batshit crazy person. It's human nature anyway, anything that doesn't sit right with you is wrong (even if in your brainbox you know it's just another valid view point). Can be hard for people to suppress that and accept other views for what they are. Then you have shit like murderers and rapists and everyone disagrees with them mostly. Anyway - why the crap do people keep saying they'll miss interrupts? That article never once mentions them. Did something happen? Tweet go out that declared there non-existence? Just cause P/R isn't around in that form doesn't mean they can't still exist. I know DAI doesn't have them but DA never has. But you still get intention Icons. They could just grey-ify the interrupt system by using the icons to show your general intent with this. Like that red aggressive fist to replace what we'd expect as renegade style interrupts. Least I hope they still have em in. If anyone has like actual evidence to them not being in I'd like to see it.
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Post by straykat on Sept 5, 2016 5:10:08 GMT
Agree completely. Most of my favorite ME2 playthroughs have been where my Shepard has been fairly evenly split between paragon and renegade choices and accepting the consequences of not being able to resolve everything is just a paragon or renegade dialogue option. I also did one metagame playthrough where I very carefully monitored all my paragon and renegade choices on an Excel spreadsheet as a ratio of total available points to that point in the game. I was able to organize everything such that I was able to resolve all the crucial events with P/R dialogue while finishing the game up with a Shepard who was about 60% Paragon and 40% Renegade. There was lots of room to play around in the "gray" zone, but a lot of people just couldn't convince themselves to do it that way. They got too hung up on not being able to use a P or R "magic" line to resolve everything. Still, it won't hurt if they can shed the old impressions people had of what the Paragon/Renegade system was doing... but I wonder if people will still just attach their own good vs. evil meaning to any system Bioware uses and wind up mostly playing one way or the other anyways. I will miss the interrupts. Oh people will always make a character with a specific leaning. More players tend towards good-ish and wont take the aggressive or angrish options just because. Making it less black and white does make it easier to flip flop with out seeming like a batshit crazy person. It's human nature anyway, anything that doesn't sit right with you is wrong (even if in your brainbox you know it's just another valid view point). Can be hard for people to suppress that and accept other views for what they are. Then you have shit like murderers and rapists and everyone disagrees with them mostly. Anyway - why the crap do people keep saying they'll miss interrupts? That article never once mentions them. Did something happen? Tweet go out that declared there non-existence? Just cause P/R isn't around in that form doesn't mean they can't still exist. I know DAI doesn't have them but DA never has. But you still get intention Icons. They could just grey-ify the interrupt system by using the icons to show your general intent with this. Like that red aggressive fist to replace what we'd expect as renegade style interrupts. Least I hope they still have em in. If anyone has like actual evidence to them not being in I'd like to see it. I guess I fall in another category. I started their games with Kotor. I got it because it was a Star Wars game first... but I really got a kick out of playing Sith. That was unthinkable at the time. I grew up in the 80s and there was nothing like that. It's kind of the same joy I got out of playing a psycho in GTA3 at first too. With Mass Effect, I think it started that way for me, but by ME3, shit got serious. Renegade felt too much like Stalin or something.
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Adhin
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Post by Adhin on Sept 5, 2016 5:41:56 GMT
I guess I fall in another category. I started their games with Kotor. I got it because it was a Star Wars game first... but I really got a kick out of playing Sith. That was unthinkable at the time. I grew up in the 80s and there was nothing like that. It's kind of the same joy I got out of playing a psycho in GTA3 at first too. With Mass Effect, I think it started that way for me, but by ME3, shit got serious. Renegade felt too much like Stalin or something. Yeah, I always play both and in between when available. I always do my 'evil' playthrough. Started back in the 90s, probably driven by my love of anti-heros just doing it because they're forced into it being angry all the way killing shit. KoTOR was hilariously fun for that. One of my favorites was making an all evil aligned group in BG2. There was a small list, but large enough to fill out the 6 person team, with just a buncha assholes and it was faaantastic. BioWare has always been good at making an evil, renegade or generally asshole 'playthrough' surprisingly entertaining. For me it's never been an issue since I'm playing a character. This is the person I'm playing for this playthrough lets see where it goes kinda thing. Most people though as a hole play either as them selves or some version of that and have trouble making the jerk choices to see those outcomes. And if they do it's usually on there 2nd or third playthrough. As far as ME3, Oh man. I don't think I did a renegade playthrough but that was due to a combination of not wanting to 'deal with the ending' and MP destroying my enjoyment of the combat. Not in a bad way, I mean like I loved the MP a ton, played it for a year+ but it also meant all the shit I loved doing I couldn't do as Shepard lol. I mean, Shepards awesome but he aint no Krogan you know? I can't sprint at absurd top speeds and bash a phantom across the map laughing and yell for Tuchanka. That is a pretty big bummer when you really sit down and think about it. Did a few 'half-throughs' but most the situations they came up with didn't feel as um... grey as the past games. Like you said, little to Stalin. They really felt like you where being a giant asshole for the sake of being an asshole. Especially when they all have an obvious 'everyone wins' outcome that required the same amount of work that resulted in what was arguably better for everyone. I mean the Rachni? It's purely a moral choice, you either want to give the species another chance or you want to ensure the galaxy never suffers again. With the Genophage from a renegade stand point the Krogans are way more useful in a war then Salarians will be, and as a Paragon how can you be willing to doom them to that fate and kill Mordin? I mean fuck, I don't think I ever don't cure the Genophage regardless of character and that never happened in ME1/2. So I agree with ya on that.
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Robo
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Post by Robo on Sept 5, 2016 5:49:30 GMT
I'm pro this new decision.
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ApocAlypsE
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Post by ApocAlypsE on Sept 5, 2016 7:36:21 GMT
I like Dragon Age system more, although each game there still has its faults. I would like your morality to be reflected by your companions rather than a some kind of meter (ME series, D&D also comes to mind). For silent protagonists there is the option of going for a complex morality like in PoE, but the ship has sailed.
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Post by Absafraginlootly on Sept 5, 2016 8:55:37 GMT
Not a big fan of gaming alignment systems, binary or otherwise, so I'm glad about this.
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Post by Pounce de León on Sept 5, 2016 9:03:53 GMT
That's OK for me.
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zlojeb
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR, Jade Empire
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Post by zlojeb on Sept 5, 2016 9:43:59 GMT
I'm ok with that.
I often see comparisons between DA and ME system, mainly "someone greatly disliked that". Playing both series, I have to say I hated that in DA. It probably is an unpopular opinion but I just hated catering to people. Like, I fail completely with some companions first time around and then in subsequent playthroughs I try to please everyone. In ME I didn't have to worry about it. Yeah, Samara would go on to say she hated your guts if you were Renegade, but she didn't leave me in ME2 or something like that. You're a commander, people follow you and won't leave if they don't like your decisions. I guess you could count Legion/Tali and Miranda/Jack fights in ME2 as part of that DA system, but apart from that I was glad I could choose whatever(again in most cases) and have all my guys around. Wrex would whine about sparing Rachni queen but nothing more.
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Xerxes52
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Post by Xerxes52 on Sept 5, 2016 9:44:12 GMT
I'm fine with losing the Paragon/Renegade system, something like Dragon Age would be a good replacement for me.
I'd still like to see interrupts return though.
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Post by Deleted on Sept 5, 2016 9:54:59 GMT
I'm in favor of the renegade/paragon system change with something that focus on faction reputation and characters agenda. It would make more sense because in truth none is thinking of doing an evil thing when they do so. Good and evil is a matter of personal view which is formed by our society ideals and rules.
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Post by KaiserShep on Sept 5, 2016 10:22:17 GMT
I'm ok with that. I often see comparisons between DA and ME system, mainly "someone greatly disliked that". Playing both series, I have to say I hated that in DA. It probably is an unpopular opinion but I just hated catering to people. Like, I fail completely with some companions first time around and then in subsequent playthroughs I try to please everyone. In ME I didn't have to worry about it. Yeah, Samara would go on to say she hated your guts if you were Renegade, but she didn't leave me in ME2 or something like that. You're a commander, people follow you and won't leave if they don't like your decisions. I guess you could count Legion/Tali and Miranda/Jack fights in ME2 as part of that DA system, but apart from that I was glad I could choose whatever(again in most cases) and have all my guys around. Wrex would whine about sparing Rachni queen but nothing more. I always thought that this made ME's companions feel rather shallow in comparison, because they just accept whatever you do. That this is the commander can only go so far, especially when we're dealing with a ragtag group that typically would not really care about that sort of thing (Like, does Jack really give two shites what rank Shepard is?). As for companions leaving, that's not an integral part of companion approval. Companions can stick to certain objectives, and approval can simply affect other parts of their character, like their general disposition when approached, locking out romance and possibly companion quests (after all, why would they want to get with someone or ask for help from someone they don't like, or maybe even hate?). Like, Alistair, for example, can't leave no matter how much he dislikes the character, since he has an obligation to stick with your Warden. I think that it's more interesting to see multiple sides of the same character based on what you do, but we don't really get that at all in ME. Garrus is always your best friend, Liara is always fond of Shepard. It makes them feel less believable the more I think about them.
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stysiaq
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Gigavorcha Breeder
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Post by stysiaq on Sept 5, 2016 10:22:35 GMT
For me, the blue/red bars worked only in KotOR games, where it was fun to roleplay (as comical as it was at times, especially for the Dark Side players) in order to get something in return - new Force Powers, gray face with visible veins and crazy eyes, etc. It made sense in KotOR.
In Mass Effect it was an awkward role-playing killing system because it was directly linked to your "Talk-Fu" which meant you were inclined to choose the paragon/renegade option because of a skill check that would come later in the game and you wouldn't be able to pass if you mixed options. This was really bad even if the options weren't that different to begin with.
For me an RPG should pretty much always come with some 'persuasion' skill that should be unlocked while you level up, sacrificing your skill points you'd normally distribute to your fighting/space magic trees. This was done in ME1, but the ranks you could get in your talk-fu were limited by your Paragon/Renegade level. Moreover there were 2 persuasion skill point drains, which was an awful decision since Charm and Intimidate gave you pretty much same results.
I think the more sensible approach to this is what Deus Ex: Human Revolution did, as in "have to sacrifice some development, but not that much". Or maybe what TW3:Wild Hunt has with Axii sign. In essence, your behaviour in the game (and consistency of this behaviour) should not dictate how persuasive you are in any given moment of the game.
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Post by shechinah on Sept 5, 2016 10:32:02 GMT
Considered I was among the people in favor of ditching the morality meter, I'm happy about it.
I felt such fitted better in settings like the Star Wars universe where dark-side and light-side made sense within the setting and was an actual part of it because of the force. In Mass Effect, it always seemed like an out-of-universe kind of thing that did not make sense within the setting and wasn't actual a part of it.
Part of the problem, I think, was that they tied it too much to morality as oppose to reputation. If they made it more about how other races might percieve Shepard then I think it would made the meter more a part of the setting and have made sense. How well that would have worked would have been another, of course.
I'm in favor, however, of keeping the interrupts and see no reason for their removal since they are basically action-orientated dialogue options; I feel they are great for roleplaying and so have a purpose outside of being tied to the morality meter.
Even though I would like to know what each interupt prompt does, I can deal with not knowing especially if they implement a pause option or a save and reload option during cutscenes. The only thing I want removed in regards to them is the sound because the sound detracted and distracted from the atmosphere of certain scenes for me especially the scenes that were quite and calm.
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stysiaq
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Gigavorcha Breeder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: Stysiaq
Posts: 839 Likes: 2,133
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Aug 10, 2017 10:02:31 GMT
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stysiaq
Gigavorcha Breeder
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August 2016
stysiaq
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Stysiaq
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Post by stysiaq on Sept 5, 2016 10:44:52 GMT
I don't like the interrupts. I don't think they're for role-playing. They're a flashing CLICK ME! CLICK ME! prompt that more often than not are advantageous to the player; and thus making the player feel bad if they 'missed' it. That's not role-playing - that's just inserting lame QTEs where a real pause in dialogue could be, giving an option to the player to do - or not - any specific 'interrupt' that they would have control over.
In ME3 and ME2 (on your first playthrough) you most often don't know what will happen after you click the interrupt, adding to the problem of laconic dialog wheel hiding elaborate statements behind a word or three. That's why I'm all for a silent protagonist a'la DA:O.
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