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BrianWilly posted:Hmm. Gonna be geth at some point if the Andromeda setting continues.
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# ? Mar 6, 2017 23:48 |
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# ? May 15, 2024 01:12 |
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https://twitter.com/DestinLegarie/status/838810354092134400
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# ? Mar 6, 2017 23:48 |
BrianWilly posted:Hmm. lol
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# ? Mar 6, 2017 23:48 |
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BrianWilly posted:Hmm. That's really interesting Either it's a cute lore tidbit where the Geth are looking for the Reapers in Dark Space Or this is Bioware's backdoor for explaining a possible appearance of Geth in Andromeda
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# ? Mar 6, 2017 23:49 |
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enraged_camel posted:I like the concept was a mechanism to develop characters further. I don't like the formulaic effect loyalty missions have on the story. ME: A will probably follow the same format for follower missions as DA: I, which is basically what you just said. They're optional missions you can complete to develop the characters and learn stuff about them, but they're not directly tied to the resolution of the main plot. So hopefully everyone ends up happy.
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# ? Mar 6, 2017 23:51 |
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BrianWilly posted:Hmm. haha the geth are the remnant
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# ? Mar 6, 2017 23:51 |
i'm just wondering how they built an array from three mass relays
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# ? Mar 6, 2017 23:53 |
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Arglebargle III posted:Mass Effect 2 there kinda was no plot and the story just dribbled over the finish line I don't think you can describe the Suicide Mission and End Run as "dribbling over the finish line". enraged_camel posted:I like the concept was a mechanism to develop characters further. I don't like the formulaic effect loyalty missions have on the story. Actually loyalty missions being formulaic is great, as it provides a superstructure for the story that's intelligible for the player-as-author; the player can understand how the story will proceed based on their actions on an intuitive level, which is a step above most RPGs. If Mass Effect 2 had a time limit, no disc restrictions and a Suicide Mission that was systemic rather than situational, it would be the perfect narrative game.
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# ? Mar 6, 2017 23:53 |
Lt. Danger posted:I don't think you can describe the Suicide Mission and End Run as "dribbling over the finish line". those disc restrictions make me so loving mad!!
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# ? Mar 6, 2017 23:55 |
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Milky Moor posted:i'm just wondering how they built an array from three mass relays probably the same way we build telescopes on earth with separate lenses hundreds to thousands of miles apart: lots of computer work
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# ? Mar 6, 2017 23:56 |
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Milky Moor posted:those disc restrictions make me so loving mad!! They're as bad as Sera, or possibly even Peebee.
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# ? Mar 7, 2017 00:01 |
Milky Moor posted:i'm just wondering how they built an array from three mass relays It's like dish arrays on earth, the more individual dishes you have, and the wider spaced out they are, you can approach an actual telescope with a diameter of the array itself. Iirc you need 3 minimum, but if they're a billion lightyears apart from each other... Maybe the relays were pointed p close to the same direction, or else they were like "gently caress it" and did some crazy poo poo to realign them. I'd guess millions of individual geths had jobs processing this data. That's kinda neat.
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# ? Mar 7, 2017 00:01 |
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Lt. Danger posted:Actually loyalty missions being formulaic is great, as it provides a superstructure for the story that's intelligible for the player-as-author; the player can understand how the story will proceed based on their actions on an intuitive level, which is a step above most RPGs. Counter-point: it takes the surprise and suspense out of the equation by making events predictable. Successfully completing the loyalty missions also "locks in" the character's loyalty, as it becomes (afaik) impossible to gently caress things up with them afterwards. This is immersion breaking because loyalty doesn't work like that in real life. For example, if I get you out of a really tough situation at my own expense, you might become loyal to me, but if I then go and drown a bunch of puppies, you would probably reconsider your allegiance. It doesn't work like that in Mass Effect. The game views loyalty as the "pinnacle" in a linear spectrum, with "points" you gain with every action or lack thereof and perks you "unlock" at certain thresholds, and I would posit that this takes away from deep and realistic character development and interaction.
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# ? Mar 7, 2017 00:02 |
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Milky Moor posted:i'm just wondering how they built an array from three mass relays Sovereign did it with his brainwashed geth I'm betting.
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# ? Mar 7, 2017 00:04 |
Lt. Danger posted:They're as bad as Sera, or possibly even Peebee. What about *checks notes* Cora's hair?
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# ? Mar 7, 2017 00:05 |
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I think you will find all haircuts are war crimes.
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# ? Mar 7, 2017 00:08 |
AngryBooch posted:Sovereign did it with his brainwashed geth I'm betting. Dunno, I'd think it'd be the other geth, the ones who aren't brainwashed. They'd seem to be the ones who'd want more information about the situation so they can come up a more accurate idea of what the situation actually is.
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# ? Mar 7, 2017 00:09 |
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Immersion is bad, though, and there is infinitely more value in enabling players to become co-authors than there is in accurately emulating what would actually happen if our symbolic juxtaposition of interesting metaphors occurred in real life (just take a look at people planning out FailShep runs). Also loyalty in Mass Effect is binary, not a linear spectrum, with neither "points" nor "thresholds". The gamification is actually quite limited!
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# ? Mar 7, 2017 00:09 |
marshmallow creep posted:I think you will find all haircuts are war crimes. Sikh party member or i'm revoking my preorder
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# ? Mar 7, 2017 00:10 |
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Lt. Danger posted:Also loyalty in Mass Effect is binary, not a linear spectrum, with neither "points" nor "thresholds". The gamification is actually quite limited! Yes, the end result is binary, as in they are either loyal or not, but don't you need to meet certain criteria to unlock some of the loyalty missions? My memory is hazy, but that indicates that thresholds do exist.
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# ? Mar 7, 2017 00:11 |
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My understanding from tweets in the topic is "loyalty mission" is just short hand for "character specific sidequest" and most likely has no other effect story wise. Character survival and mission failure should not hinge on it if I understand them right.
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# ? Mar 7, 2017 00:12 |
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marshmallow creep posted:My understanding from tweets in the topic is "loyalty mission" is just short hand for "character specific sidequest" and most likely has no other effect story wise. Character survival and mission failure should not hinge on it if I understand them right. Didn't the snippet from Peebee's Loyalty Mission take place after the main story quest?
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# ? Mar 7, 2017 00:15 |
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Milky Moor posted:What about Above or below?
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# ? Mar 7, 2017 00:16 |
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The only requirement for a loyalty mission unlocking is 1) squadmate has been recruited and 2) post-Horizon. There's no Dragon Age-style finagling with gifts and approval to unlock character beats.
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# ? Mar 7, 2017 00:16 |
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I'm pretty sure I read somewhere that all the loyalty missions can be completed post-main story missions so they probably won't have an effect on the story outside maybe some dialogue. They do unlock a new power for the squadmate like in ME2 though.
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# ? Mar 7, 2017 00:22 |
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SgtSteel91 posted:Didn't the snippet from Peebee's Loyalty Mission take place after the main story quest? I want to say yes. There's supposed to be very little that can't be done after the main story is over.
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# ? Mar 7, 2017 00:33 |
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If the Geth were building a Dyson Sphere it isn't a stretch to think they could build mass relays to make the telescope. The game made it clear it was doable by the asari, they just chose not to.
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# ? Mar 7, 2017 00:37 |
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It's more important for video games to be fun than realistic. A lot of people would not find a "realistic" loyalty mechanic fun. Most would just game it and it would limit how they play. Gaming a simple "complete mission" requirement is just simply playing the game.
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# ? Mar 7, 2017 00:39 |
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Lycus posted:It's more important for video games to be fun than realistic. A lot of people would not find a "realistic" loyalty mechanic fun. Most would just game it and it would limit how they play. Gaming a simple "complete mission" requirement is just simply playing the game. Yeah, I'm satisfied with the simple "loyalty mission" system if the alternative is "unlock this mission by buying enough presents for your girlfriend" or whatever I neglect my irl relationships enough already I don't need that in video games too thank you very much
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# ? Mar 7, 2017 00:44 |
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Trast posted:If the Geth were building a Dyson Sphere it isn't a stretch to think they could build mass relays to make the telescope. The game made it clear it was doable by the asari, they just chose not to. You know I swear there was something from Cerberus Daily News where the salarians were building a telescope out of two or three Mass Relays
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# ? Mar 7, 2017 00:47 |
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Haha I didn't even realize was probated in this thread. Somebody really likes to white knight their porn stars (and Bioware), I guess. A realistic loyalty mechanic would have the player giving their employees monthly assessments with some additional training - mostly in Sexual Harassment. MEA looks fun, from the little I've read in the First Post. I also had a friend with hair like Cora's, only less extreme, so I guess I just don't have the weird reaction to that style of haircut. If you ask me Bioware really fudged up by not giving us more Ziggy Stardust-era David Bowie hairstyles in our exploration cum military extragalactic repopulation program.
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# ? Mar 7, 2017 00:48 |
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enraged_camel posted:Counter-point: it takes the surprise and suspense out of the equation by making events predictable. Successfully completing the loyalty missions also "locks in" the character's loyalty, as it becomes (afaik) impossible to gently caress things up with them afterwards, Loyalty mission events (and the general structure of Mass Effect 2) are only predictable AFTER you've finished the game and/or read guides. Within the game there are a bunch of hidden triggers that cause the main story to advance whether you want it to or not. You stumble into those on your first playthrough. Though loyalty missions generally follow a predictable pattern (do what's asked, they become loyal) there are enough exceptions to the rule that the ending is never certain. You can end a loyalty mission with the person disloyal or even dead. In addition, there are a few characters (Jack and Miranda being most notable) where they can break loyalty depending on how you handle their post-loyalty fight on the ship. In the suicide mission itself, the outcome is a mixture of people's loyalty to you and how intelligently you task people to the various jobs. Though there isn't a time limit, if you don't go to the Collector ship immediately (or maybe one mission) after you are attacked, then you don't get to save everyone on your crew. And it's easy to trigger the attack with more than one loyalty mission left to do. The game gives you enough information to have an overall intuitive sense of what to expect, but unless you get lucky or read spoilers, you probably won't get a perfect play through. There are a lot of surprises and twists in the game. Flying to the Collector's ship is genuinely suspenseful, I had no idea what was going to happen. Given that this is a game and not an infinite universe with real intelligences behind the NPCs, either ME has to go with a predictable on subsequent playthroughs structure or some kind of chance-based loyalty spectrum. The second one would be so much worse.
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# ? Mar 7, 2017 00:55 |
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AngryBooch posted:Sovereign did it with his brainwashed geth I'm betting. Or: The Reapers kept trying to brainwash the geth to stop them from messing around with their satellite dish. Harbinger needs to watch his stories.
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# ? Mar 7, 2017 00:56 |
Drifter posted:Haha I didn't even realize was probated in this thread. Somebody really likes to white knight their porn stars (and Bioware), I guess. we should get matching mass effect kittyjail gang tats
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# ? Mar 7, 2017 00:57 |
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https://twitter.com/bioware/status/838870323651088388 New start screen is introspective AF
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# ? Mar 7, 2017 01:08 |
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Drifter posted:If you ask me Bioware really fudged up by not giving us more Ziggy Stardust-era David Bowie hairstyles in our exploration cum military extragalactic repopulation program. For sure.
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# ? Mar 7, 2017 01:14 |
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I'm just going to always wear my sweet helmets because of my horrible face. But if I had hair, I'd go full on 80s spiked mohawk. No fear no shame
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# ? Mar 7, 2017 01:15 |
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Drifter posted:If you ask me Bioware really fudged up by not giving us more Ziggy Stardust-era David Bowie hairstyles in our exploration cum military extragalactic repopulation program. Completely agreed In fact I wouldn't mind at all a David Bowie Starman as galactic god/superancestor that we end up meeting because special protagonist reasons
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# ? Mar 7, 2017 01:39 |
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I'm going to play the gently caress out of this game. I'm going to gently caress the poo poo out of this game.
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# ? Mar 7, 2017 01:55 |
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# ? May 15, 2024 01:12 |
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Ein Sexmonster posted:I can't believe no one's posted this screencap yet: I don't know how to make the background transparent
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# ? Mar 7, 2017 02:12 |