Bocaj2000 said:
Everything you discussed is about min-maxing, power gaming, and being munchkin.
Nope, my argument was predicated on the fact that the original's equipent and stats did not confer choice
except in that there was
always a most efficient choice. Take the skill system, for example. In the first game, you had to invest lots of points into a skill before it resulted in a
meaningful difference. By that, I mean something you could note - how many bullets a weapon would take to get a kill, how many shots you could absorb, etc. In the second game you are given relatively few points to spend but each one produces a significant and notable effect on the game.
Bocaj2000 said:
The fact you don't recognize what mood and tone are only proves that you don't understand what my complaints are in the first place.
I recognize what the are; however, you did not provide any example of difference in tone or mood. Nor did you describe how that difference was a net loss. Ergo, your argument has no
basis.
Bocaj2000 said:
Also, based on what you have said, you seem not to care much for roleplaying; you see only one possibility based on stats, while I see many based on what kind of character I want Shepard to be.
I'm perfectly fine with roleplaying. Nothing I stated indicated otherwise.
Bocaj2000 said:
Loyalty that makes sense
-If you get Wrex's family armor, you don't have to max your diplomacy stat. He is loyal to you and will back down. This is a direct logical conclusion to gaining his loyalty. Contrast that to how the loyalty in ME2 has an illogical indirect result of getting shot while trying to close a door.
It really isn't illogical. A soldier who is not loyal might not move as fast when given an order or be so keen to put himself at risk to save a person they don't know they can trust. Indeed, loyalt (or, as it is otherwise known in this context, comraderie), is a
fundamental trait of any army since the dawn of time. Without it, unit cohesion and effectiveness across the board suffer.
Bocaj2000 said:
-There are many side quests that can be resolved without violence. For example, how you handle the Salarian that gets thrown out of Flux for cheating. There's also the time in which I talked down a girl who was going to kill herself and/or C-SEC. There was also the time I talked down a cult leader. It's not huge, but it's nice to have diplomacy missions or at least diplomatic endings to missions. I can't name a single one in ME2 that ended diplomatically.
Ah, yes, the "side quests". Sure, some of those end peacefully. There are a few along the main quest as well (Feros for example). You might think that suitable; however, the storylines presented in Mass Effect 2 simply did not offer scenarios were non-violence was likely. Sure, the was Jacob's loyalty mission resoultion or Miranda's or Mordus. But those don't count, right?
Bocaj2000 said:
Terrorism
-You blew up an entire Batarian solar system!!!!! That's terrorism!
No, actually it isn't. You blew up a solar system in order to deny an avenue of advance to the enemy. That's just plain ol' warfare. Terrorism, by
definition involves directing force with the aim of using
fear to affect a political process. It also happened as a request of the
alliance rather than Cerberus.