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Then to me you don't deserve 100% viability if you don't do 100% of the viability work regardless as to why.
There's plenty of games (most actually) where I don't get every collectible, do every quest, or do every optional challenge. In many cases, I will hardly do any of the optional stuff because to me they usually suck something fierce... but I don't expect to get credit for 100% game completion in those cases.
I am just having a difficult time understanding your logic that you feel it makes sense that you get 100% credit for doing 85% of the work.
I don't think I've ever been scored at 100% on anything where I actually didn't answer all the questions.
I could see your point if you needed 100% to beat the game but you don't. From what someone else said, you don't really need any but establishing an outpost at every planet you can would definitely be enough.
So why is it important/fair/logical to you to be able to get 100%? I feel like this would be like my kids wanting credit for cleaning the entire house when (of the rooms they're allowed in) they only cleaned 3 out of 5 of them.
I was mulling over another thing related to planet viability and enemy level scaling. Maybe relate these 2 concepts.
The idea, I think, for enemies leveling up accordingly to us revolves around the fact that both us and the enemies are not stationary. However, what if making viability hinder the process of enemy level escalation? At least reflect on it somehow? It would be based on the concept that when you make things viable for you, enemy will have a harder time to keep up. The difference between planets would be that if you wanted to grind too much a single planet, other planets would remain unchecked, and fiends there would get stronger. This setting would require you to try and level all planets similarly, giving them the same attention to avoid enemies grinding their levels.
It would allow you to judge if you had to make a planet completely viable before moving away, of leaving a planet with a fair viability % and get to another and have its viability raised to keep enemies in check.
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