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Post by stealthfox94 on Mar 20, 2017 17:05:50 GMT
I've heard some people say it's trash some say it's amazing. What are your thoughts?
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Post by Deleted on Mar 20, 2017 17:08:36 GMT
It's good but could've been more than 2 options
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Post by warbaby2 on Mar 20, 2017 17:08:47 GMT
I'd say it neither... it does, however, leave less wiggle room to define Ryders personality. Paragon/Renegade was binary, but it gave Shepard two distinct tone choices most of the time. The new system is usually only a slightly different flavor of the same response... direct decisions not withstanding, of course, but those aren't that numerous.
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Post by NRieh on Mar 20, 2017 17:13:27 GMT
I bet here's going to be a lot of misunderstanding with those 'heart in a head' icons. Took me some time to realize that those are NOT romance or flirt options, but something like 'the most emotional answer'. (yeah, I know-I know, there was a tutorial hint at some point , but basic UI that requires studying the tutorials is kinda lame UI )
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Post by alanc9 on Mar 20, 2017 17:24:34 GMT
Should we distinguish the system from the implementation? There's no technical reason why Ryder's responses have to be any closer to each other than Shepard's were, is there?
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Post by shechinah on Mar 20, 2017 17:27:15 GMT
Is it possible you can add an option that says: "Haven't seen enough of it yet to decide"?
I don't feel I can decide on how I feel about the dialogue system until I've seen it play out over the whole game. This is especially given how it is supposed to affect Ryder's personality and relationships with squadmates.
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Post by dreth on Mar 20, 2017 17:28:46 GMT
I dont mind the departure from the P/R system. I felt it made dialog boring, and made shepard either talk in extremes or being completely flat. Maybe i wanted my shepard to be a quick witted funny guy? I couldnt do that because i was forced to choose "Im a saint let me help you", "Ill shit in your cereal" or "Yes, lets progress the story in a neutral way"
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Post by Link"Guess"ski on Mar 20, 2017 17:28:57 GMT
Very mixed. It's slightly streamlined to allow Ryder to be a more specific character but personally I dislike that because I always thought the ME2 dialogue system was the best it ever got. It wasn't too opened up like in Dragon Age Origins or KOTOR but it wasn't completely locked down to erase the player's interpretation of their character either. Oftentimes I just find the dialogue options to feel redundant in this game, like they don't really serve a purpose other than a slight change in flavor. Choices are the way they've always been so that's fine but my grievances partly comes from how the game has yet to throw me into a proper moral conflict and it doesn't help that I feel like there's a constant lack of context for what i'm doing.
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Post by Lebanese Dude on Mar 20, 2017 17:43:04 GMT
Pro: - more breadth in forms of expression - content is motivating factor as opposed to label - cascading choices that are referenced - autodialogue is sensible
Con: - less variation in attitude - no incentive to switch it up in practice - not immediately obvious how it works
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Post by zaeedisking on Mar 20, 2017 17:56:43 GMT
I'm actually curious if anyone is thinking about doing a PT with the dialogue indicators off... by that I mean going with a response w/out having the icons representing the emotional aspect of it displayed. I'm seriously considering it since the dialogue/responses are some of my bigger issues with the early access. That said it might slip me up in certain situations especially if I'm pursuing a romance for Ryder.
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Post by Link"Guess"ski on Mar 20, 2017 18:07:39 GMT
I'm actually curious if anyone is thinking about doing a PT with the dialogue indicators off... by that I mean going with a response w/out having the icons representing the emotional aspect of it displayed. I'm seriously considering it since the dialogue/responses are some of my bigger issues with the early access. That said it might slip me up in certain situations especially if I'm pursuing a romance for Ryder. I did that for Inquisition and mostly enjoyed it. I would not receommend it for MEA though because I often find myself confused over the paraphrases they use or what the context of the conversation is. Then the tone icons help a lot.
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Post by SwobyJ on Mar 20, 2017 18:08:30 GMT
Its only 'slight improvement' to me so far until I see more effects as I play and there's more options of extreme actions and words when it seems appropriate to try them.
Will judge more in days/weeks to come.
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Post by Camel on Mar 20, 2017 18:37:43 GMT
I don't like this current trend of giving players less and less choices , sorry, "streamlining".
From a breadth of choices of BG2 to a 3 choice dialogue wheel of ME and now a current binary choice. Next game will probably give ony one dialogue option.
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Post by stealthfox94 on Mar 20, 2017 18:42:46 GMT
I don't like this current trend of giving players less and less choices , soory, "streamlining". From a breadth of choices of BG2 to a 3 choice dialogue wheel of ME and now a current binary choice. Next game will probably give ony one dialogue option. Don't be silly. Although I will say that the way I see it this poll is currently 18pro 15not great. Probably not the results Bioware was hoping for.
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Post by Missy Mako on Mar 20, 2017 19:01:45 GMT
I'm actually curious if anyone is thinking about doing a PT with the dialogue indicators off... by that I mean going with a response w/out having the icons representing the emotional aspect of it displayed. I'm seriously considering it since the dialogue/responses are some of my bigger issues with the early access. That said it might slip me up in certain situations especially if I'm pursuing a romance for Ryder. I'm pretty sure each emotion is always in the same spots on the wheel, regardless of how many options there are (like how paragon was always top, neutral was always middle and renegade was always bottom) so, once you suss out which is which whether or not you have the tone icons on becomes irrelevant.
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Post by Garo on Mar 20, 2017 19:11:45 GMT
I like it because I mostly play... "good guy", let's say but I think it's gonna get not that cool if I would like to go chaotic evil or just more snarky.
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Post by LilTIM on Mar 20, 2017 19:53:21 GMT
I think it's better than the previous paragon/renegade system, however it still pales in comparison with the options given in any DA game, even the much maligned DA2 had far better one.
MEA wheel is just simplified to the extreme, i'll see on my playthrough, but i doubt you can have much roleplay options with it.
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Post by stealthfox94 on Mar 20, 2017 21:25:41 GMT
I like it because I mostly play... "good guy", let's say but I think it's gonna get not that cool if I would like to go chaotic evil or just more snarky. That's my issue with it. Why aren't we allowed to be the bad guy?
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Post by colfoley on Mar 20, 2017 21:27:20 GMT
It's good but could've been more than 2 options ... There are four.
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Post by timebean on Mar 20, 2017 21:42:08 GMT
Paragon/renegade = two completely different ways of solving problems, of viewing the world, relating to your team, and dealing with people you don't like. I loved it!! The only time it sucked was in ME2, when it tried to make you be one or the other by blocking out choices. ME3 solved that, imo, with reputation. From 10 hrs in this game and ~200 hrs in DAI, I really am not a fan of tonal choices. You are still ultimately handling the situation the same way...diplomatically. Just, casual diplomat versus professional diplomat versus logical diplomat versus...whatever the hell the other one is. It's not BAD...it's just a little boring imo.
Although binary, the other system had a bit more...umph! It actually felt like MORE choice to me. *sigh* In addition to pining after the older Bioware take on defining personality, I also miss punching people (renegade interrupts in ME) and straight up murder-knifing people (DAO)! But maybe I'll like the system more in MEA once I play it more.... EDITED to add - I feel like the story of MEA could likley have been enhanced tremendously by a renegade Ryder. To play through as a character who would stop at nothing to find humanity home, even if it means screwing over Andromedans, lying, cheating, murdering? I could see a renegade Shep getting the job done, no questions. I wonder about the replay value of this game without the ability to play through as a hard ass. But as I said before, I haven't played it thru yet, so perhaps there are big choices that really allow you more in-depth characterization later on. Can't wait to find out!
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Post by Deleted on Mar 20, 2017 21:56:35 GMT
It's good but could've been more than 2 options ... There are four. Not always though
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Post by stealthfox94 on Mar 20, 2017 22:00:57 GMT
Paragon/renegade = two completely different ways of solving problems, of viewing the world, relating to your team, and dealing with people you don't like. I loved it!! The only time it sucked was in ME2, when it tried to make you be one or the other by blocking out choices. ME3 solved that, imo, with reputation. From 10 hrs in this game and ~200 hrs in DAI, I really am not a fan of tonal choices. You are still ultimately handling the situation the same way...diplomatically. Just, casual diplomat versus professional diplomat versus logical diplomat versus...whatever the hell the other one is. It's not BAD...it's just a little boring imo.
Although binary, the other system had a bit more...umph! It actually felt like MORE choice to me. *sigh* In addition to pining after the older Bioware take on defining personality, I also miss punching people (renegade interrupts in ME) and straight up murder-knifing people (DAO)! But maybe I'll like the system more in MEA once I play it more.... EDITED to add - I feel like the story of MEA could likle have been enhanced tremendously by a renegade Ryder. To play through as a character who would stop at nothing to find humanity home, even if it means screwing over Andromedans, lying, cheating, murdering? I could see a renegade Shep getting the job done, no questions. I wonder about the replay value of this game without the ability to play through as a hard ass. But as I said before, I haven's played it yet, so perhaps there are big choices that really allow you more in-depth characterization. Can't wait to find out! That's still hilarious. No denying that renegade Shep in ME1 could be a total dick.
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Post by Detcelfer on Mar 20, 2017 22:06:20 GMT
Comes off as bland where it all feels the same.
Instead of just Paragon or Renegade, they should have just pushed for a middle ground development of character. It doesn't have to be the wise cracker, jokster foolery type. It just needs to be a level headed approach without being idealistic like a paragon or cold as renegade. That would have left people much more satisfied. Add an extra personality in addition to Paragon and Renegade. I just about vomited personally when I saw the "emotional" option.
Give me a f'ing break!
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Post by II So Close II on Mar 20, 2017 22:07:48 GMT
It's.. ..alright. The writing is probably a larger issue. Nowhere near a step up though.
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Post by kaind on Mar 20, 2017 22:13:28 GMT
It leaves no room for roleplay, playing Ryder is like playing Geralt, it's a set character with a set personality, we just decide on a few choices but nothing major that would be out of character.
Dialogue is smooth and fluid though, just like dialogue in witcher.
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