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A new idea to keep the origins dialog system.


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#1
Artisian

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A mod from Bioware would really clear this up good. Please..? =D

Alot of people disliked the Awakening companion conversation system, it seemed to push you into a linear path of choices where you had no control, and you could easily miss the "triggers" (I.e, a tree).  Although i don't deny that some people liked it, i just fear that this new system is going to go the wrong way.. I still liked it, but it was nowhere near as free as the old system.

The main reason it was changed (I think) was because people had to keep going back to the camp and/or checking each companion to see if they had something new to say, and it was tiresome.

Heres my idea, keep the old origins system. Everytime new dialog is "triggerd" for a companion, make them say something like "I have something to discuss when we get back to camp.." Just like group banter and possibly have a little icon appear next to their image (just like the level up +)

This would let you know that they have new dialog options.

The main reason i loved the origins system was because of reply value. On my other playthroughs i'd choose a different option, just to get an extra sentance or two of voice acting.

Feel free to post ideas supporting KEEPING the old system. It is just my opinion that the old system was better, this thread is for keeping it, not trying to change peoples opinions. Although that isn't to say ill tell you to get out or anything, ill still read it. ^_^

Modifié par Artisian, 01 avril 2010 - 05:47 .


#2
Smaaen90

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Not sure if this thread will be kept alive, as there's already one regarding the conversation system, granted, it's saying Awakening one good. Where-as this one is to keep the Origins style.

Most likely, if you or anyone have read my post or replies here on the forum, especially in regards on this matter. I didn't fancy Awakening system, I enjoyed having random group banter, especially with Alistair and Wynne (which they kept alive in Awakening, thankfully), I also enjoyed having to go to camp every now and then, usually after a quest (side or main quest, regardless), check if there's anything new to talk about. Whether there's anything new or not, stopping at camp and checking doesn't really hurt, and it takes approximately 5-10 minutes.

I will say that the Awakening system is quite fun with the whole clicking on objects in the keep in order to trigger conversations, but I would prefer being able to talk randomly with them as well. And as Mr Gaider himself said "So maybe there's a keg in camp and you see that clicking on it means "have a drink with Oghren" or similar... maybe even new items appear, such as something taken from a quest and you can ask someone about it without needing to have them in your active party per se." - Awesome idea, as long as Origins system isn't removed, but tweaked.

I for one (and I know countless of other hardcore Dragon Age fans), love being able to ask my companion lots of inane questions, relative to the main story or not. It's fun, and that's what RP games is all about, in my opinon.

Modifié par Smaaen90, 01 avril 2010 - 05:28 .


#3
Artisian

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Smaaen90 wrote...

Not sure if this thread will be kept alive, as there's already one regarding the conversation system, granted, it's saying Awakening one good. Where-as this one is to keep the Origins style.

Most likely, if you or anyone have read my post(s) here, especially in regards on this matter. I didn't fancy Awakening system, I enjoyed having random group banter, especially with Alistair and Wynne (which they kept alive in Awakening, thankfully), I also enjoyed having to go to camp every now and then, usually after a quest (side or main quest, regardless), check if there's anything new to talk about. Whether there's anything new or not, stopping at camp and checking doesn't really hurt, and it takes approximately 5-10 minutes.

I will say that the Awakening system is quite fun with the wholeclicking on objects in the keep in order to trigger conversations, but Iwould prefer being able to talk randomly with them as well. And as Mr Gaider himself said "So maybe there's a keg in camp and you see that clicking on it means "have a drink with Oghren" or similar... maybe even new items appear, such as something taken from a quest and you can ask someone about it without needing to have them in your active party per se." - Awesome idea, as long as Origins system isn't removed, but tweaked.

I for one (and I know countless of other hardcore Dragon Age fans), love being able to ask my companion lots of inane questions, relative to the main story or not. It's fun, and that's what RP games is all about, in my opinon.


I agree, great idea as that would add depth to characters, being able to interact with them. Such as, for example.. Zevren sitting at camp/at a table with a deck of cards, if you click the chair you can enter into a conversation/game with him. I can think of some pretty hilarious situations where zevren cheats and the warden finds out. When it hink about it, this is kind of like that situation when learning the duelist specialization. Still though..

*warden spots a card under zevrens leg and reveals it*
Zevren: Opps.. hehe, how did that get there?

Warden Option 1: That isn't very sportsmanlike. (good choice)
Warden Option 2: How indeed, care to explain? (neutral choice)
Warden Option 3: I always knew you were a cheating bastard (evil choice)

I think a combination of BOTH would be perfect. I just want to try and convince them the system was great, even IF it needed changing a little.

Modifié par Artisian, 01 avril 2010 - 05:38 .


#4
Smaaen90

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Sorry, but if you look at my reply, I have edited some parts (mainly for future repliers/readers). The quote used by Artisian is not the same as my post, not anymore. - Unless he edits his post that is ;) -

#5
Artisian

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Smaaen90 wrote...

Sorry, but if you look at my reply, I have edited some parts (mainly for future repliers/readers). The quote used by Artisian is not the same as my post, not anymore. - Unless he edits his post that is ;) -


Yes i've edited it now XD

I think these are all pretty good ideas, they just need to be implimented right. Awakening didn't do a very good job of showing that off.

The main reason i loved the origins system was because of reply value. On my next playthroughs i'd choose a different option, just to get an extra sentance or two or voice acting.

Modifié par Artisian, 01 avril 2010 - 05:34 .


#6
Smaaen90

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I've basically played through it being good and evil, and neutral. Every time there was different replies / approval ratings from companions, and random NPC replies sometimes changed based upon what I said/how I acted. Which is brilliant, and I love that about all BioWare games.

#7
Skadi_the_Evil_Elf

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A combination of both systems seems like a win/win scenario to me.

#8
Smaaen90

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Skadi_the_Evil_Elf wrote...

A combination of both systems seems like a win/win scenario to me.


Aye, pretty much a short summary of what I said and would want. Mix between the two, not losing main core of Origins conversation setup, but not removing all of the Awakening parts. Would be a step up compared to both if they did, and managed to mix them together.

#9
Skadi_the_Evil_Elf

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I agree. It would allow both player and companion to initiate dialogues, making it a two way deal and more interactive with the world at large.

#10
Smaaen90

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And it would please all the nerd ragers whining about the fail of Awakening one, and the ones whining about the fail of Origins one. Would spice up the fun of conversations, appease the players, and with 'objects' initiating conversations/interactions - so much to do with it (as OP said, card games (betting), drinking contest, etc. Options are limitless, bound by imagination alone.

#11
sarx8172

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I would like to see a mix between the new and old as well. While I liked that your companions would only say a terse comment or two while you were out in the world, I disliked that same thing when you return to camp. I felt it was a bit unrealistic in Origins, where you could be in the middle of being surrounded by Darkspawn and you'd accidentally click on Alistair and he'd be all like "O HAI HERES A ROSE FOR U".
But I definitely miss the random questioning at camp. That was what made the companions so immersive for me, and why I definitely missed them when they were gone.

Modifié par sarx8172, 01 avril 2010 - 05:51 .


#12
Skadi_the_Evil_Elf

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Hopefully, Bioware will take note of this and implement it in future games, given that it's a system that would be full of win for everyone. I hope they take this into account for the next game/expansion.

#13
Artisian

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Skadi_the_Evil_Elf wrote...

Hopefully, Bioware will take note of this and implement it in future games, given that it's a system that would be full of win for everyone. I hope they take this into account for the next game/expansion.


hopfully, but not likely.

#14
I saved Star Wars :D

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I'd love a mix of both. In my view, you should be able to get so far in conversations with characters at camp, but certain paths should only be open based on events out in the world. Sort of like an a more advanced version of Sten's dialogue system, for all companions.



Personally, i'd love personal quests to only come from the latter type of trigger and for those triggers to only be in an area the first time you enter it. That way you could never do every personal quest in a single play through and subsequent play throughs, with different regular characters in your party, would be vastly different.

#15
Smaaen90

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Daveyboy154 wrote...

I'd love a mix of both. In my view, you should be able to get so far in conversations with characters at camp, but certain paths should only be open based on events out in the world. Sort of like an a more advanced version of Sten's dialogue system, for all companions.

Personally, i'd love personal quests to only come from the latter type of trigger and for those triggers to only be in an area the first time you enter it. That way you could never do every personal quest in a single play through and subsequent play throughs, with different regular characters in your party, would be vastly different.


I think you should be able to get to a certain degree with just quesitons at camp/keep, and after the more 'story-related' questions are done, still some inane, pointless (but fun, rp) questions left to ask. Then, some special dialogues unlock during quests/fights/events that occur during your playthrough, this would ensure that the ones you play with, will open up and you'll get to know them more than the ones just 'guarding' the camp/keep. But still having the possibility of chatting with the remaining characters.

Personal quests, well, trigger just when you enter an area, maybe not, as personal quests are basically the same as a 'side quest' but with more meaning to it as it's your companions. Take Morrigan for in Origins for example, say you talk to her and get approval up a bit, then one time when you enter camp, she will tell you about Flemeth's Grimoire. Now, the way you want it, means the only way she'd ever talk about it, is if you played with her, and brought her with you to the mage tower.

Which, well, would make it hard, and some people would never know about it (unless they loot the grimoire and try giving it to every member until the one who finally accepts it, but that's going around, and in my opinion, ruining the fun in it.

#16
David Gaider

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Artisian wrote...
Feel free to post ideas supporting KEEPING the old system. It is just my opinion that the old system was better, this thread is for keeping it, not trying to change peoples opinions. Although that isn't to say ill tell you to get out or anything, ill still read it. ^_^

My impression is that many people seem to mash a lot of different things into what they mean by "the old system". It is not really an either/or situation, after all.

That said, I have my own ideas on why some people perhaps feel as they do, and which changes might be best to retain moving forward. I'll keep them to myself, but I do appreciate the feedback when I get a chance to read it (which is not very often at the moment, sadly).

Modifié par David Gaider, 02 avril 2010 - 02:47 .


#17
Frank the Running Bugzepel

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Could we have more cut scenes between characters (other than yourself) in camp/HQ like Kotor2 or something along those lines? It gives more realism if characters talked to each other in camp and expressed their feelings towards each other rather have a bland and hollow camp where you are the main instigator of their conversations. It could give better insight to the character's relationship between other characters other than party barter e.g Alistair going to Wynne's tent looking for something archaic (gives a reason why he lost his sock). That is the only flaw in DA that characters don't talk to each other in camp. I would like that Mr. Gaider and it will improve DA franchise for the better in my opinion.

#18
DragonShepard138

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I'd like to see a conversation system more like the Mass Effect one, with evil and noble choices. And also another thing I hate is the party approval portion of Dragon Age, you are their commander, they should follow your lead regardless of what you do.

#19
Artisian

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David Gaider wrote...

Artisian wrote...
Feel free to post ideas supporting KEEPING the old system. It is just my opinion that the old system was better, this thread is for keeping it, not trying to change peoples opinions. Although that isn't to say ill tell you to get out or anything, ill still read it. ^_^

My impression is that many people seem to mash a lot of different things into what they mean by "the old system". It is not really an either/or situation, after all.

That said, I have my own ideas on why some people perhaps feel as they do, and which changes might be best to retain moving forward. I'll keep them to myself, but I do appreciate the feedback when I get a chance to read it (which is not very often at the moment, sadly).


Thanks for the reply, its good to know there are those that take notice, unlike some other developers.

#20
Frank the Running Bugzepel

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DragonShepard138 wrote...

I'd like to see a conversation system more like the Mass Effect one, with evil and noble choices. And also another thing I hate is the party approval portion of Dragon Age, you are their commander, they should follow your lead regardless of what you do.


I like your idea but sometimes the whole good vs evil thing is kind of cheesey in my opinion. I think the approval system was good and BW should improve it by making choices having more of an impact to characters but sometimes good and evil is blured. E.g. The Architect.

#21
AntiChri5

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I love the points of interest but hate having control of the conversation taken out of mu hands.

#22
Nerdage

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My only problem with the awakening system was having to actually click on random objects, if the dialogues initiated automatically once you come within a set distance of these objects, maybe dependant of the companion's approval, it would've been fine. Presumably the 'best' system lies somewhere inbetween both styles, but I've yet to see a bioware companion system that I haven't liked so I'm not particularly worried.

#23
RinpocheSchnozberry

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David Gaider wrote...

Artisian wrote...
Feel free to post ideas supporting KEEPING the old system. It is just my opinion that the old system was better, this thread is for keeping it, not trying to change peoples opinions. Although that isn't to say ill tell you to get out or anything, ill still read it. ^_^

My impression is that many people seem to mash a lot of different things into what they mean by "the old system". It is not really an either/or situation, after all.

That said, I have my own ideas on why some people perhaps feel as they do, and which changes might be best to retain moving forward. I'll keep them to myself, but I do appreciate the feedback when I get a chance to read it (which is not very often at the moment, sadly).


PLEASE keep the DAA "viginete" system.  It's excellent and I don't have to go to each companion on the chance that there is something new.  The only tweaks I'd suggest is maybe an animated "tell" in place of the blinky arrow.  Like Ogren scratching his beard when he needs to talk to you, or Nathaniel turned to look at the painting.  When they don't have new conversation options, have them leaning on a pillar or off sitting to the side or something like that. 

Having to go to every companion every time I finish a region is such an absolute time waster.  I like that now I only go to them when there is a reason too.  It streamline thangs, man!  

#24
Rixxencaxx

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well...i think that the last dlc is the best example of the new cash cow strategy.
Really i'm not expecting a lot of interesting games (for my tastes) from bioware in the future.
However i think it's really fun that witcher 2 (based on previews) developers decided to implement a lot of the features that bioware is cutting.

Modifié par Rixxencaxx, 02 avril 2010 - 03:46 .


#25
shedevil3001

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i prefered the old system personally as i could talk to my companions any time i wanted, but in awakening if you clicked on them, its like oh we better get a move on which made it feel to restricted in the rp sense, you wouldnt say to a friend who tried to talk to you oh not now move it, i liked the companions from dao better, but that was because they were deeper than in awakening, but if i could of had a bit more interaction, even a few pointless none plot but just as meaningful conversations with the companions in awakening about there background, or like with nathaniel howe when playing with a hn asking about his family and mine and how it affected us both talking about what his father did, that would of been better, and anders telling us a bit more indepth about his 7 escape attempts just simple things but it would of given us a chance to get a bit more understanding of the people we were fighting alongside, on the other hand i hated having to play the whole expansion with my finger on tab to make sure i didnt miss any conversation triggers bad for my hand so maybe if they go into a conversation when you walk upto an item instead of clicking on something or an alternative to clicking on an item, so that players get all possible interactions without having to play with their finger on tab all the way through the game that would be a huge help :}