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Post by themikefest on Dec 5, 2016 12:57:15 GMT
I'm a bit surprised about the Legion part. In Tali's place, I wouldn't want Legion sending any information to the geth whatsoever, and honestly, I probably wouldn't in Shepard's shoes either, especially considering that Legion was taking upon itself to send out information without letting anyone know first, to a faction no one in the galaxy has any reason to trust. Unfiltered information from Legion did pose the real risk of the geth deciding to assault the quarians, in which case Tali would be justified in destroying it. How did she know the thing was sending information back to the geth?
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Post by warbaby2 on Dec 5, 2016 13:11:48 GMT
I'm a bit surprised about the Legion part. In Tali's place, I wouldn't want Legion sending any information to the geth whatsoever, and honestly, I probably wouldn't in Shepard's shoes either, especially considering that Legion was taking upon itself to send out information without letting anyone know first, to a faction no one in the galaxy has any reason to trust. Unfiltered information from Legion did pose the real risk of the geth deciding to assault the quarians, in which case Tali would be justified in destroying it. How did she know the thing was sending information back to the geth? I think Legion even said so... then again, Geth are all linked, so it was a given.
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Post by themikefest on Dec 5, 2016 13:13:12 GMT
How did she know the thing was sending information back to the geth? I think Legion even said so... then again, Geth are all linked, so it was a given. But what purpose did she have to go see the geth at that time without knowing it was sending information to the geth?
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Post by warbaby2 on Dec 5, 2016 13:28:47 GMT
I think Legion even said so... then again, Geth are all linked, so it was a given. But what purpose did she have to go see the geth at that time without knowing it was sending information to the geth? I always thought she just happened to be near Legion when she noticed him scanning her omni tool... she had no doubt he would send that data back to the Geth, though. So, yea, he didn't outright say it, but the didn't deny it either...
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Post by themikefest on Dec 5, 2016 13:40:26 GMT
But what purpose did she have to go see the geth at that time without knowing it was sending information to the geth? I always thought she just happened to be near Legion when she noticed him scanning her omni tool... she had no doubt he would send that data back to the Geth, though. So, yea, he didn't outright say it, but the didn't deny it either... But why did she go see Legion for it be able to scan her omni tool? Had she not got near the thing, there would be no problem. So what purpose did she have to go see Legion? Either way, I like to see an option in the dialogue wheel for Ryder to be able to choose to get rid of the squadmate for confronting another squadmate for no reason
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Post by warbaby2 on Dec 5, 2016 14:01:33 GMT
I always thought she just happened to be near Legion when she noticed him scanning her omni tool... she had no doubt he would send that data back to the Geth, though. So, yea, he didn't outright say it, but the didn't deny it either... But why did she go see Legion for it be able to scan her omni tool? Had she not got near the thing, there would be no problem. So what purpose did she have to go see Legion? Either way, I like to see an option in the dialogue wheel for Ryder to be able to choose to get rid of the squadmate for confronting another squadmate for no reason Beats me... maybe he did scan the whole ship from his "cell", and she happened to notice when he got to her omni tool? On topic: Such an option might be there, if BW want's it... which is unlikely, since getting rid of major character in the middle of the game is something they usually don't do, and that goes double for a purely player driven choice.
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Post by nedstarkshead on Dec 5, 2016 14:04:15 GMT
Slick and sexy, nice. Looks like there won't be any more uncomfortable stares/silences lasting minutes while I visit the bog or answer the phone.
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Post by themikefest on Dec 5, 2016 14:06:49 GMT
On topic: Such an option might be there, if BW want's it... which is unlikely, since getting rid of major character in the middle of the game is something they usually don't do, and that goes double for a purely player driven choice. The Inquisitor had the option to get rid of Sera in the game. I don't see why Ryder wouldn't be able to do the same.
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Post by warbaby2 on Dec 5, 2016 14:11:50 GMT
On topic: Such an option might be there, if BW want's it... which is unlikely, since getting rid of major character in the middle of the game is something they usually don't do, and that goes double for a purely player driven choice. The Inquisitor had the option to get rid of Sera in the game. I don't see why Ryder wouldn't be able to do the same. Sure, but that also made Sera a pretty non essential character - aside from her initial quest, she had further impact on the story. I doubt MEA will include such "non essential" personal... could be, but I don't think so.
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Post by jjdxb on Dec 5, 2016 14:16:20 GMT
On topic: Such an option might be there, if BW want's it... which is unlikely, since getting rid of major character in the middle of the game is something they usually don't do, and that goes double for a purely player driven choice. The Inquisitor had the option to get rid of Sera in the game. I don't see why Ryder wouldn't be able to do the same. You'd probably have to pass it by your superiors first. Which they should (but not necessarily *see below) accept given its your squad, but the dismissal mechanic in this game should probably involve talking to the superiors. *if that squad member is important politically or such, they may be inclined to order you to just deal with it.
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Post by Deleted on Dec 5, 2016 14:23:13 GMT
Wow, neat! It's all new territory to me, looking forward to the more complex wheel! Heh, you folks, sure gleaned far more from that trailer than I did. I was like: Oh, cool! Ah, pretty! Thanks for sharing! I will miss the simplicity of the LS/DS choices, but I think it will be very entertaining in a new style.
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Post by themikefest on Dec 5, 2016 14:25:17 GMT
You'd probably have to pass it by your superiors first. Which they should (but not necessarily *see below) accept given its your squad, but the dismissal mechanic in this game should probably involve talking to the superiors. *if that squad member is important politically or such, they may be inclined to order you to just deal with it. I would agree if it's the superiors who put the squadmates on the roster, but if Ryder chose a squadmate to join, I don't see a problem with him/her getting rid of that squadmate later in the game for whatever reason.
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The Elder King
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Dec 5, 2016 14:26:06 GMT
The Inquisitor had the option to get rid of Sera in the game. I don't see why Ryder wouldn't be able to do the same. You'd probably have to pass it by your superiors first. Which they should (but not necessarily *see below) accept given its your squad, but the dismissal mechanic in this game should probably involve talking to the superiors. *if that squad member is important politically or such, they may be inclined to order you to just deal with it. Keep in mind the only people that might've been in the Pathfinder squad from the start are Liam, maybe Cora. Peebee is definitely not one of them, and I think Vetra and Drack aren't either (infact, I think the trailer might've shown the latter's recruitment quest).
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Post by jjdxb on Dec 5, 2016 14:30:05 GMT
You'd probably have to pass it by your superiors first. Which they should (but not necessarily *see below) accept given its your squad, but the dismissal mechanic in this game should probably involve talking to the superiors. *if that squad member is important politically or such, they may be inclined to order you to just deal with it. I would agree if it's the superiors who put the squadmates on the roster, but if Ryder chose a squadmate to join, I don't see a problem with him/her getting rid of that squadmate later in the game for whatever reason. Yeah, I agree. The caveat, of course, being if the squadmate that Ryder chose to join somehow becomes a person-of-interest to your superiors. But in general, yeah
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Post by Arcian on Dec 5, 2016 23:19:16 GMT
Not to say the facial animations don't look a bit wonky, but freeze on the right frame and even real people dip into the uncanny valley. We're not talking about a single frame here, we're talking about the entire clip.
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Post by warbaby2 on Dec 5, 2016 23:38:13 GMT
I would agree if it's the superiors who put the squadmates on the roster, but if Ryder chose a squadmate to join, I don't see a problem with him/her getting rid of that squadmate later in the game for whatever reason. Yeah, I agree. The caveat, of course, being if the squadmate that Ryder chose to join somehow becomes a person-of-interest to your superiors. But in general, yeah I dunno, I think you overestimate the potential impact some form of "superior" will have on Ryder as a character. BW is known for putting their main characters into some form of special, "free agent" position, which usually makes them not directly adherent to any one authority. In that regard, the "Pathfinder" will not be too different from a Specter or and the Inquisitor.
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Post by crossngen on Dec 6, 2016 1:00:38 GMT
Not to say the facial animations don't look a bit wonky, but freeze on the right frame and even real people dip into the uncanny valley. We're not talking about a single frame here, we're talking about the entire clip. We are? aside from that one creepy smile the animations seemed okay.
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Post by jjdxb on Dec 6, 2016 13:29:15 GMT
Yeah, I agree. The caveat, of course, being if the squadmate that Ryder chose to join somehow becomes a person-of-interest to your superiors. But in general, yeah I dunno, I think you overestimate the potential impact some form of "superior" will have on Ryder as a character. BW is known for putting their main characters into some form of special, "free agent" position, which usually makes them not directly adherent to any one authority. In that regard, the "Pathfinder" will not be too different from a Specter or and the Inquisitor. The difference being that Shepard was already somebody of note, and the Inquisitor became head honcho. Ryder shouldn't be anywhere near that important, either officially or otherwise by the time they became the Pathfinder (frankly I'm struggling to understand why they would pick the child of the old Pathfinder to replace him - there must be dozens of other candidates), and the Pathfinder is not the Inquisitor. Remember, even in ME, the Council didn't give even Shepard carte blanche. Realistically, Ryder power position vis-a-vis the AI leadership is a lot more lopsided in their favour than Shepards is with the council. But yes, given BW there's a chance they'll make Ryder a free agent for the sake of player choice, though I wish they didn't do this.
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Post by Kian on Dec 6, 2016 14:57:30 GMT
I expected the dialogue wheel to make a return with the tone icons. Honestly I think under the system of having fully voiced protagonists as they have been doing for years now it's better just to include a tone indicator so you know what tone the character is going to deliver that line in. It's nice that they include a bit of text to tell you what the interrupt is going to do, as well as opposed to you having to guess based on what the screen is showing you at the time like in previous games. I for one also like the move away from Paragon/Renegade since black and white morality never felt realistic, and it caused a number of issues with feeling punished for not playing a character fully one or the other. I don't know if this has been mentioned already, but I liked the system used in Dreamfall Chapters. When you have dialogue options there, you can hover the mouse over each option (usually given a keyword, similar to the ones in the dialogue wheel in ME, which can be confusing as to what the character is actually going to say) and you get a voiced explanation (in your protagonist's voice) of what that option means. Even so it's sometimes confusing (but rarely), but it's definetly a lot better than trying to guess what the keywords mean and then having to reload because you couldn't have possibly known that the "Of course I will help" option comes with a punch the npc in the face animation ... lol
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Post by Arcian on Dec 6, 2016 16:15:22 GMT
We're not talking about a single frame here, we're talking about the entire clip. We are? aside from that one creepy smile the animations seemed okay. Okay by which standard? They're even lousy compared to Dragon Age: Inquisition, which had some of the worst facial animation I've ever seen in a game.
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Post by crossngen on Dec 6, 2016 16:32:36 GMT
We are? aside from that one creepy smile the animations seemed okay. Okay by which standard? They're even lousy compared to Dragon Age: Inquisition, which had some of the worst facial animation I've ever seen in a game. Any other RPG that isn't the Witcher? I mean, even this year the new Deus Ex game had TERRIBLY facial animations outside of pre-rendered cutscenes, and nobody complained to the amount of compared to that one awkward smile.
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Post by SofaJockey on Jan 22, 2017 13:03:55 GMT
Revisiting the dialogue wheel (bye bye Paragon/Renegade) discussion because of this interesting discussion by JAHBU: And referencing Shinobi's NeoGaf post: www.neogaf.com/forum/showpost.php?p=223412495&postcount=1- No more Paragon/Renegade system
- They want more nuance and subtlety and giving the player more opportunity to express themselves
- You can agree or disagree with someone without being punished or cornered into a paragon or renegade choice
- Dialogue option tones: heart, head, professional and casual.
- These don't affect you or sway a meter one way or another, rather they allow you freedom without worrying about unintended consequences
- Narrative actions" (previously "interrupts) return but rather than giving a "red"=bad or "blue"=good choice, it can say "shoot", leaving more ambiguity to your choice
- Decisions aren't necessarily obvious "right" or "wrong", there are pros and cons to each and you'll just have to play the game the way you want
- Dialogue choices can be best described as head, heart, professional, casual, reminiscent of Alpha Protocol.
- Choices are still made and have impact, but the measuring is blurrier. Less rooted in the old binary stat measuring systems derived from KOTOR.
- Interrupts now called "narrative interactions", aimed at clearly identifying the action. Example given: "shoot" interrupt in hostage situation, indicating shooting the hostage-taker. Less ambiguity if it's a renegade/paragon choice, it's just a choice.
The discussion often arises of BioWare not letting people play as evil, but allowing people to play as aggressive, or even as an ass. I forget who did the 'Assquisitor' run now ahead of DAI... It will be interesting to see how nuanced the dialogue choices are.
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Post by Sartoz on Jan 22, 2017 14:36:22 GMT
Revisiting the dialogue wheel (bye bye Paragon/Renegade) discussion because of this interesting discussion by JAHBU: And referencing Shinobi's NeoGaf post: www.neogaf.com/forum/showpost.php?p=223412495&postcount=1- No more Paragon/Renegade system
- They want more nuance and subtlety and giving the player more opportunity to express themselves
- You can agree or disagree with someone without being punished or cornered into a paragon or renegade choice
- Dialogue option tones: heart, head, professional and casual.
- These don't affect you or sway a meter one way or another, rather they allow you freedom without worrying about unintended consequences
- Narrative actions" (previously "interrupts) return but rather than giving a "red"=bad or "blue"=good choice, it can say "shoot", leaving more ambiguity to your choice
- Decisions aren't necessarily obvious "right" or "wrong", there are pros and cons to each and you'll just have to play the game the way you want
- Dialogue choices can be best described as head, heart, professional, casual, reminiscent of Alpha Protocol.
- Choices are still made and have impact, but the measuring is blurrier. Less rooted in the old binary stat measuring systems derived from KOTOR.
- Interrupts now called "narrative interactions", aimed at clearly identifying the action. Example given: "shoot" interrupt in hostage situation, indicating shooting the hostage-taker. Less ambiguity if it's a renegade/paragon choice, it's just a choice.
The discussion often arises of BioWare not letting people play as evil, but allowing people to play as aggressive, or even as an ass. I forget who did the 'Assquisitor' run now ahead of DAI... It will be interesting to see how nuanced the dialogue choices are. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I don't like interrupts. I'm immersed in the game and by the time I notice something out of the ordinary, it's too late.
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Post by Deleted on Jan 22, 2017 15:02:02 GMT
Revisiting the dialogue wheel (bye bye Paragon/Renegade) discussion because of this interesting discussion by JAHBU: And referencing Shinobi's NeoGaf post: www.neogaf.com/forum/showpost.php?p=223412495&postcount=1- No more Paragon/Renegade system
- They want more nuance and subtlety and giving the player more opportunity to express themselves
- You can agree or disagree with someone without being punished or cornered into a paragon or renegade choice
- Dialogue option tones: heart, head, professional and casual.
- These don't affect you or sway a meter one way or another, rather they allow you freedom without worrying about unintended consequences
- Narrative actions" (previously "interrupts) return but rather than giving a "red"=bad or "blue"=good choice, it can say "shoot", leaving more ambiguity to your choice
- Decisions aren't necessarily obvious "right" or "wrong", there are pros and cons to each and you'll just have to play the game the way you want
- Dialogue choices can be best described as head, heart, professional, casual, reminiscent of Alpha Protocol.
- Choices are still made and have impact, but the measuring is blurrier. Less rooted in the old binary stat measuring systems derived from KOTOR.
- Interrupts now called "narrative interactions", aimed at clearly identifying the action. Example given: "shoot" interrupt in hostage situation, indicating shooting the hostage-taker. Less ambiguity if it's a renegade/paragon choice, it's just a choice.
The discussion often arises of BioWare not letting people play as evil, but allowing people to play as aggressive, or even as an ass. I forget who did the 'Assquisitor' run now ahead of DAI... It will be interesting to see how nuanced the dialogue choices are. I'm on the fence about this... since I think it could possibly mean that it just won't matter how we develop the character. That is, there will be no impact on the game whether or not the character is totally a Mary Sue or completely evil. Which, for me, really takes much of the interest out of being able to develop a broader range of characterizations away. However, as ever, I'll just wait to see what Bioware actually does with it before getting on any sort of high horse over it. They seem to have some sort of plan in mind that does involve impactful choices... so, we'll just hold our breath for now.
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Post by elanor on Jan 22, 2017 15:11:45 GMT
I wonder how will it look like with squadmates. Can we don't like or agree with someone and he sill is with us?
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