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Post by qwib on Apr 9, 2017 9:38:51 GMT
I think I need vodka at this point. Or more faceplate memes.
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Post by Bioware-Critic on Apr 9, 2017 13:09:43 GMT
I want to play a Shepard who treats her crew nicely but treat everyone else very cruelly. But I can't really do that in OT because it will screw me over if I don't stick to being an jerk the whole game. They didn't fix that until the ME 3. The original paragon/renegade system is bad for role playing, it limits your way of reacting to things and making Shepard's personality very extreme. While Ryder's personality is more subtle, Lexi will even give you a review of your personality in the codex. Renegade wasn't evil, Shepard was never a evil person, just like Ryder. I disliked the system from the OT for it's limitations as well. But the new system does not give you four options all the time. But I really think the new system SHOULD give you four options all the time! The devs should stick to this and hold the line there. This new approach gives us as players more room to manauver which is good and NEEDED. It enhances the storytelling the roleplaying and the game experience in general! But for some reason the devs break out of that new system and force us down the old "two option system" again. It makes no sense to me. Especially when this is so integral for these kind of games they make, to give us a viable roleplaying system and a character that can be filled with life and which can properly react to the issues at hand !? It feels unnecessary simplyfied and boring, quite frankly to take away the "four option system" and replace it with something so basic! When you add to this predicament the facts, that 1) Some options give you the exact same dialogue for Ryder even though there are two options to choose from (they did that already in ME3 and it was frustrating there as well) ... AND ... 2) That they worded your "dialogue wheel choices", you "buttons to click on" if you will, in a way that they do not even loosely represent the lines you are gonna trigger with them ... MAN! Frustration for anybody who cares about the dialogue! All of these problems were already present in the ME trilogy AND the DA series. It was talked about all of this in the past with the devs and the fans. On panels and so on ... Everybody agreed on what is less favorable and what was a clear mistake for everyone all around. For example the dialogue options we pick which then don't match the lines spoken by the PC! HOW ON EARTH IS BIOWARE REPEATING THESE "TABOOS" ALL OVER AGAIN ???!?
All in all, jf8350143, BioWare gives us characters to roleplay them. And if they don't work for roleplaying that should be something they care about and work on with a passion. But frankly, I don't know how much work they will put in for this because the game right now looks to me like it is only half finished and there is a lot that will never be fixed because it would change the already released product too much or would be too much work. I don't know really. I kinda am just disappointed and disillusioned, I guess. I would love for BioWare to fix these issues as well.
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Post by smilesja on Apr 9, 2017 15:37:10 GMT
You didn't? Of course not, you've been spending the last couple of months of your life on hating on the game. But he called everyone a 12 year old that had a certain opinion. There's nothing constructive about that. He didn't call everyone a 12 year old... He said if you like the criminal minor romance character you might be 12 - and considering the dialogue for those scenes are pretty juvenile, you could argue that's accurate. He just comes across as a passionate fan that's having fun. And comments don't have to be constructive - welcome to the internet. There are certain places on the internet that have rules and encourage constructive criticism
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Post by alanc9 on Apr 9, 2017 15:46:52 GMT
The original paragon/renegade system is bad for role playing, it limits your way of reacting to things and making Shepard's personality very extreme. While Ryder's personality is more subtle, Lexi will even give you a review of your personality in the codex. But I really think the new system SHOULD give you four options all the time! The devs should stick to this and hold the line there. This new approach gives us as players more room to manauver which is good and NEEDED. It enhances the storytelling the roleplaying and the game experience in general! But for some reason the devs break out of that new system and force us down the old "two option system" again. (snip( 2) That they worded your "dialogue wheel choices", you "buttons to click on" if you will, in a way that they do not even loosely represent the lines you are gonna trigger with them ... Well, the "some reason" should be obvious. You're asking for a lot more dialogue nodes for every dialogue. This means either shrinking the entire game or having a lot more time between dialogues, assuming a constant budget (which we should if we want to keep talking sensibly.)I Not everyone has your point 2 problem. I had one bad dialogue in DA2, and one in ME1 that was mostly me not understanding the P/R implementation.
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Post by vonuber on Apr 9, 2017 15:47:28 GMT
Everybody agreed on what is less favorable and what was a clear mistake for everyone all around. Did we? I must have missed that email.
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Post by Bioware-Critic on Apr 9, 2017 16:07:02 GMT
Everybody agreed on what is less favorable and what was a clear mistake for everyone all around. Did we? I must have missed that email. ... on the panels ... ... and the people who were involved ... Sigh. You numb in the head or something worse ?? Seems so
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Post by Seera1024 on Apr 9, 2017 16:20:31 GMT
Did we? I must have missed that email. ... on the panels ... ... and the people who were involved ... Sigh. You numb in the head or something worse ?? Seems so You can't know how everyone felt about the dialogue choices in the games. So don't use words like everyone or no one. Use words like many or few. I personally don't have a problem with the dialogue options in this game. I also didn't have a problem with the ones in the MET. So like vonuber, I must have missed that email that said that I must have a problem with the dialogue options. And just because I don't have a problem with them, doesn't mean they are perfect. But there will always be someone who won't be able to RP their Ryder/Shepard/whomever the way they want due to dialog options. Regardless of whether or not the player character is voiced or not. In KOTOR, the only option for not nice was to be a psychopath. There weren't any jerk dialog options. They can only allow Ryder to vary as much as it makes sense for the plot they've written. Hopefully, future games in the series will allow for at least a shift towards allowing for more jerk Ryders (or whomever the player character is if we don't stick with Ryder).
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Post by Bioware-Critic on Apr 9, 2017 16:28:42 GMT
You can't know how everyone felt about the dialogue choices in the games. So don't use words like everyone or no one. Use words like many or few. I personally don't have a problem with the dialogue options in this game. I also didn't have a problem with the ones in the MET. So like vonuber, I must have missed that email that said that I must have a problem with the dialogue options. And just because I don't have a problem with them, doesn't mean they are perfect. But there will always be someone who won't be able to RP their Ryder/Shepard/whomever the way they want due to dialog options. Regardless of whether or not the player character is voiced or not. In KOTOR, the only option for not nice was to be a psychopath. There weren't any jerk dialog options. They can only allow Ryder to vary as much as it makes sense for the plot they've written. Hopefully, future games in the series will allow for at least a shift towards allowing for more jerk Ryders (or whomever the player character is if we don't stick with Ryder). Well, the devs said as much in a general terminology just as I. Of course ... a word like "everyone" is to general. Okay fine. No need to get salty or something over this. Anyways. All I am saying is that I think that the four answers are a nice improvement over the two options and that I like some room to maneuver while rolepleaying. Many players requested it and the devs themselves liked to change it to improve on that. And that it is my thinking that it is a real improvement which should not be watered down in any way because it is important! Aside from that ... Even having the illusion of having four options ... which will nevertheless only lead to two different outcomes, but with a different tone is a solid advantage for me. I like that. And I simply want the devs to keep it straight there. That is practically my point. There is no need to read anything else into it. But hey, to exchange and express opinions is why we are here. Edit: It was on the ... "PAX East 2012 - Dragon Age Panel" ... where they said it. I just googled it. In the aftermath of DA2. But they talked about it a lot and even showed it on the DA:I panel. The "annotations" - Anybody remember? It is all the same issue. And now they fall into old traps again ...
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Post by Ianamus on Apr 9, 2017 16:32:37 GMT
The Mass Effect Trilogy essentially let you pick between two personalities, and whichever one you picked dictated 90% of your conversation choices and 100% of the interrupts you would choose for all three games.
At least Andromeda lets you act different around different people and mix up your dialogue options a bit. And interrupts are handled so much better this time. They aren't just an instant click, you have to actually think about each one- and not using the interrupt results in just as unique an outcome as pressing it.
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Post by Bioware-Critic on Apr 9, 2017 16:48:07 GMT
The Mass Effect Trilogy essentially let you pick between two personalities, and whichever one you picked dictated 90% of your conversation choices and 100% of the interrupts you would choose for all three games. At least Andromeda lets you act different around different people and mix up your dialogue options a bit. And interrupts are handled so much better this time. They aren't just an instant click, you have to actually think about each one- and not using the interrupt results in just as unique an outcome as pressing it. Exactly!And this is also what the devs pointed out when they talked about why they did change it in this way. Of course this is no secret and not difficult to understand.
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Post by Panda on Apr 9, 2017 16:59:20 GMT
The Mass Effect Trilogy essentially let you pick between two personalities, and whichever one you picked dictated 90% of your conversation choices and 100% of the interrupts you would choose for all three games. At least Andromeda lets you act different around different people and mix up your dialogue options a bit. And interrupts are handled so much better this time. They aren't just an instant click, you have to actually think about each one- and not using the interrupt results in just as unique an outcome as pressing it. Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade.
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Post by alanc9 on Apr 9, 2017 17:12:04 GMT
The Mass Effect Trilogy essentially let you pick between two personalities, and whichever one you picked dictated 90% of your conversation choices and 100% of the interrupts you would choose for all three games. At least Andromeda lets you act different around different people and mix up your dialogue options a bit. And interrupts are handled so much better this time. They aren't just an instant click, you have to actually think about each one- and not using the interrupt results in just as unique an outcome as pressing it. Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade. Except when you start losing ME2 persuasion options because you don't have the points.
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Post by Ianamus on Apr 9, 2017 17:18:28 GMT
The Mass Effect Trilogy essentially let you pick between two personalities, and whichever one you picked dictated 90% of your conversation choices and 100% of the interrupts you would choose for all three games. At least Andromeda lets you act different around different people and mix up your dialogue options a bit. And interrupts are handled so much better this time. They aren't just an instant click, you have to actually think about each one- and not using the interrupt results in just as unique an outcome as pressing it. Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade. By making it almost impossible to keep the loyalty of all your squadmates, make peace between the quarians and the geth, and so on? Besides, the paragon and renegade checks have the exact same outcome every time. Wow, now I can make peace peace between the quarians and geth with an angry rant or I can broker the exact same peace with an inspiring speech! So many more options have opened up! /s And going "paragade" or "renegon" still requires you to metagame and deliberately pick a certain number of paragon or renegade choices. If you just pick whatever feels right, chances are you aren't going to end up with enough points to meet most of the checks of one or the other. And that's not getting into interrupts, which were basically "click this and something more interesting happens".
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Post by Panda on Apr 9, 2017 17:19:28 GMT
Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade. Except when you start losing ME2 persuasion options because you don't have the points. Depends a bit, but yes it can be tricky especially if you aren't doing everything and getting enough points. I have played ME2 four times and all times with mix of paragon and renegade and had two options to pick most of the time. If you can't pick something it might mean that you are too early to it, for example I couldn't pick either at Zaeed's quest at first since it needed tons of paragon to keep him loyal in the end of "paragon route", but in other quests I was perfectly fine. Personally I see the neutral not giving you anything the biggest problem, since it makes it always bad choice that prevents you getting those red and blue points you need so it's not perfect system no. Just not as limited as some made it sound like, you can do quite many types of characters when mixing two.
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Post by Panda on Apr 9, 2017 17:28:04 GMT
Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade. By making it almost impossible to keep the loyalty of all your squadmates, make peace between the quarians and the geth, and so on? Besides, the paragon and renegade checks have the exact same outcome every time. Wow, now I can make peace peace between the quarians and geth with an angry rant or I can broker the exact same peace with an inspiring speech! So many more options have opened up! /s And going "paragade" or "renegon" still requires you to metagame and deliberately pick a certain number of paragon or renegade choices. If you just pick whatever feels right, chances are you aren't going to end up with enough points to meet most of the checks of one or the other. I did answer some of this just minute or two ago ^^; Not.. really. The way your character speaks or makes decisions is based on personality you have decided. Character that would rant angrily or character that would made inspiring speech are different characters. Outcomes are often same, but actions to reach them aren't. Does your character talk someone down or do they eliminate threat by punching them uncouncious? Like I said in my earlier post, I have played 4 Shepards with all having different personalities. I didn't feel like I was metagaming or compromising their personalities for points nor picking certain number of choices. I picked for them what fit them most though I did try to avoid neutral at times and tried to make sure I had enough paragon or renegade before big check like bringing Legion to Quarian ship.. but I'd have needed to do that anyways with game having system of gating decisions.
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Post by Deleted on Apr 9, 2017 17:28:24 GMT
Not really since being paragade or renegon gives you way more options in the game than being simply paragon or renegade. Except when you start losing ME2 persuasion options because you don't have the points. I've found ME2 to be a lot more... tolerable since I got it on PC (I originally played on PS3). I altered the config to give some weapons unlimited ammo, and use console commands to give my character a boatload of P/R points, resources, and credits. Now that I can play it without worrying about accumulating P/R points, chasing thermal clips, scanning for resources, or returning to hubs once I get enough credits to buy stuff - it's not nearly as aggravating. Not having to wait... and wait... through load screens to visit other decks of the Normandy and the mod that bypasses the hacking mini-games are bonuses (although those weren't nearly so bad as ME1's, they start to feel like a nuisance after a playthrough or two.)
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Post by alanc9 on Apr 9, 2017 17:29:27 GMT
Actually, ME2 persuasion options get harder over time unless you're playing straight P or R. The score required is a simple percentage of all possible points you could have earned up to your current position in the game. Every time you pick a choice which is opposed to your primary alignment, this percentage will drop. You can still make some of the choices because of bonus points, particularly with an imported Shepard.
Playing a Shepard who is relatively unpersuasive isn't a problem; ME1 doesn't force you to take Charm and Intimidate, after all. The problem is that the way a character becomes persuasive is stupid.
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Post by Deleted on Apr 9, 2017 17:40:47 GMT
Actually, ME2 persuasion options get harder over time unless you're playing straight P or R. The score required is a simple percentage of all possible points you could have earned up to your current position in the game. Yes, and the "possible" bit means that you're... heartily encouraged to do all of the side quests. IIRC, the available points are increased when you enter a hub for the first time - so, for example, your arrival at Omega will add Omega's available P/R points to the denominator in that % calculation. It wasn't terribad on my first playthrough, but my imported Shepard had pretty high point totals on both sides of P/R. Re-importing (ME2-->ME2) was a big mistake, because the P/R points were wiped.
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Post by fraggle on Apr 9, 2017 17:42:11 GMT
And going "paragade" or "renegon" still requires you to metagame and deliberately pick a certain number of paragon or renegade choices. If you just pick whatever feels right, chances are you aren't going to end up with enough points to meet most of the checks of one or the other. I finished the majority of my Shepards with the results I wanted, and almost all of them are mixed. Picking what feels right for my characters was always exactly what I did, I never even cared for the colour, just what they said. That includes neutral dialogue too. The Renegade and Paragon system is not perfect, but it offers a much bigger palette on how to shape your character, and adds an incredible amount of replayability if you're willing to not just use persuasion on either side, but also try the right-sided dialogues - including neutral ones - to see different outcomes and dialogues. I guess... if always playing Paragon, the system in MEA is satisfying. For everyone else it's too limited.
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Post by Deleted on Apr 9, 2017 17:47:37 GMT
And going "paragade" or "renegon" still requires you to metagame and deliberately pick a certain number of paragon or renegade choices. If you just pick whatever feels right, chances are you aren't going to end up with enough points to meet most of the checks of one or the other. I finished the majority of my Shepards with the results I wanted, and almost all of them are mixed. Picking what feels right for my characters was always exactly what I did, I never even cared for the colour, just what they said. That includes neutral dialogue too. The Renegade and Paragon system is not perfect, but it offers a much bigger palette on how to shape your character, and adds an incredible amount of replayability if you're willing to not just use persuasion on either side, but also try the right-sided dialogues - including neutral ones - to see different outcomes and dialogues. I guess... if always playing Paragon, the system in MEA is satisfying. For everyone else it's too limited. The P/R system as implemented in MET limited your choices. In order to use any of the P/R dialogue or interrupts, you first had to earn the privilege of accessing them by accumulating points. I think what you're really asking for is a wider variety of behavioral options for your character - not so much the specific mechanics of P/R, though, right?
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Post by fraggle on Apr 9, 2017 17:58:01 GMT
I finished the majority of my Shepards with the results I wanted, and almost all of them are mixed. Picking what feels right for my characters was always exactly what I did, I never even cared for the colour, just what they said. That includes neutral dialogue too. The Renegade and Paragon system is not perfect, but it offers a much bigger palette on how to shape your character, and adds an incredible amount of replayability if you're willing to not just use persuasion on either side, but also try the right-sided dialogues - including neutral ones - to see different outcomes and dialogues. I guess... if always playing Paragon, the system in MEA is satisfying. For everyone else it's too limited. The P/R system as implemented in MET limited your choices. In order to use any of the P/R dialogue or interrupts, you first had to earn the privilege of accessing them by accumulating points. I think what you're really asking for is a wider variety of behavioral options for your character - not so much the specific mechanics of P/R, though, right? Yes My issue with the game is the tone choices. I was more than happy to leave behind Paragon and Renegade (even though I had and still have tons of fun with it), but I didn't think we'd get such a toned down dialogue wheel. It's so ironic. A few years back I'd probably have loved it. A Paragon character with 2-4 dialogue choices? Awesome. Ever since I started playing ME though I want to explore different characters. I feel that I could do this with Shepard, but only to an extent with Ryder. Well, I can only hope that they carry on with Ryder and give them more options, then I'll be very happy. Ryder has a lot potential I think, they just need to use it to not only satisfy people who want a hero type, but also people who want to play a more tough/pragmatic/ruthless character. Ryder in MEA was the newbie and they first had to establish them, but I hope BW lets them grow in a sequel.
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Post by colfoley on Apr 9, 2017 18:40:25 GMT
The P/R system as implemented in MET limited your choices. In order to use any of the P/R dialogue or interrupts, you first had to earn the privilege of accessing them by accumulating points. I think what you're really asking for is a wider variety of behavioral options for your character - not so much the specific mechanics of P/R, though, right? Yes My issue with the game is the tone choices. I was more than happy to leave behind Paragon and Renegade (even though I had and still have tons of fun with it), but I didn't think we'd get such a toned down dialogue wheel. It's so ironic. A few years back I'd probably have loved it. A Paragon character with 2-4 dialogue choices? Awesome. Ever since I started playing ME though I want to explore different characters. I feel that I could do this with Shepard, but only to an extent with Ryder. Well, I can only hope that they carry on with Ryder and give them more options, then I'll be very happy. Ryder has a lot potential I think, they just need to use it to not only satisfy people who want a hero type, but also people who want to play a more tough/pragmatic/ruthless character. Ryder in MEA was the newbie and they first had to establish them, but I hope BW lets them grow in a sequel. i do think this is where a lot of the problem comes from. Ryders age and relative inexperience. I've tried being a jerk with my Ryder on a lot of occasions and it comes off as hollow and the npcs usually experience incredulity or annoyance since Ryder hasn't been able to back up those options. If Shepard had said some of these lines i bet their would be a lot more wetting of bed pans...though maybe not from Tann because he's an idiot. Bottom line this is really one of the reasons i am looking forward to Andromeda 2 with Ryder because again MY Ryder is starting to Mature and I'd love to see the fruits of that. Maybe they can add.. Or replace one of the tones with a peaceful/aggressive (ala DA 2)
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rpgmaster
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by rpgmaster on Apr 9, 2017 18:55:30 GMT
I've been choosing mostly professional responses and at the times when I've been questioned about violence I've responded that I don't like it/didn't want to kill. Then Ryder meets Drack in a firefight and in the auto-dialogue the two joke about how great and fun killing people is! F***ing outstanding RP BioWare.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,299 Likes: 50,677
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Dec 21, 2018 17:35:11 GMT
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Iakus
21,299
August 2016
iakus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Apr 9, 2017 18:56:45 GMT
I've been choosing mostly professional responses and at the times when I've been questioned about violence I've responded that I don't like it/didn't want to kill. Then Ryder meets Drack in a firefight and in the auto-dialogue the two joke about how great and fun killing people is! F***ing outstanding RP BioWare. Clearly you're roleplaying wrong
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colfoley
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August 2016
colfoley
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Post by colfoley on Apr 9, 2017 19:02:27 GMT
I've been choosing mostly professional responses and at the times when I've been questioned about violence I've responded that I don't like it/didn't want to kill. Then Ryder meets Drack in a firefight and in the auto-dialogue the two joke about how great and fun killing people is! F***ing outstanding RP BioWare. that's just it...you admit...they're JOKES. And people usually joke in two situations, when they like something and want to emphasise it or when they are trying to sarcastically mention how much they dislike doing it.
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