Would you buy Dragon Age 2 if it uses the Awakening Conversation system
#176
Posté 02 juin 2010 - 05:26
I like the old style dialouge system as it is, if there were extra things for dialouge points to pick up on yes, however if it remains than no. The Awakening system is stupid, If I want to talk to some one I will talk to them not talk about some random thing next to them. Also a mix of the two is what I really hope to see.
#177
Posté 02 juin 2010 - 05:40
They need to destroy more than one for me not to buy the sequel.
#178
Posté 02 juin 2010 - 10:32
so coming back to the question would I buy it is yes, would i keep it and keep playing it over like DAO dunno will have to get a brilliant story and orignal characters.
#179
Posté 02 juin 2010 - 11:17
#180
Posté 03 juin 2010 - 03:05
I do not see how that would work, since shepard can talk, and the warden cannot. The mass effect dialog system is more fitted for a protagonist that actually has a voice.dielveio wrote...
Dragon age 2 needs a Mass Effect dialog system ASAP.
Me personally, I wouldn't buy DA2 if it had the Awakening conversation system. It was bland, and somewhat boring.
#181
Posté 03 juin 2010 - 03:07
#182
Posté 04 juin 2010 - 05:50
#183
Posté 04 juin 2010 - 09:45
Not to mention that this forces you to pick between 1) characters you think you like and 2) characters that don't suck in combat relative to your playstyle.
My ideal style is 2 tanks/2 mages in DA:O. I'm unstoppable on nightmare with this combo. Any rogue character is instantly useless. In DA:O on the other hand, if you could get away with an all dex archer party, you're probably 1-hit KOing everything. Archery is so silly overpowered that the more archers you're stuffing in, the better.
What bothers the hell out of me, though, is not being able to start a conversation. That's 100 times more unrealistic than it being weird to talk about your childhood while cleaning off Darkspawn intestine from your shoes. I don't stay 100% silent around all my friends until I see a lamp post, walk up to it, and then have one of them talk to me. That's what's stupid.
Modifié par In Exile, 04 juin 2010 - 09:55 .
#184
Posté 05 juin 2010 - 08:39
In Exile wrote...
It really depends. You're basically forcing TAB so you can maybe get some conversation and interaction out of your party. If there are a lot of options, maybe, but since I pretty much caught less than 1 interaction per party member per area, it made my whole party feel like faceless mooks and gave me absolutely no attachment to them.
Not to mention that this forces you to pick between 1) characters you think you like and 2) characters that don't suck in combat relative to your playstyle.
My ideal style is 2 tanks/2 mages in DA:O. I'm unstoppable on nightmare with this combo. Any rogue character is instantly useless. In DA:O on the other hand, if you could get away with an all dex archer party, you're probably 1-hit KOing everything. Archery is so silly overpowered that the more archers you're stuffing in, the better.
What bothers the hell out of me, though, is not being able to start a conversation. That's 100 times more unrealistic than it being weird to talk about your childhood while cleaning off Darkspawn intestine from your shoes. I don't stay 100% silent around all my friends until I see a lamp post, walk up to it, and then have one of them talk to me. That's what's stupid.
Very true, in regards to your last part. could someone explain the tab thing i played on the ps3 so i dont know what you mean?
#185
Posté 05 juin 2010 - 09:53
In Exile wrote...
It really depends. You're basically forcing TAB so you can maybe get some conversation and interaction out of your party. If there are a lot of options, maybe, but since I pretty much caught less than 1 interaction per party member per area, it made my whole party feel like faceless mooks and gave me absolutely no attachment to them.
Not to mention that this forces you to pick between 1) characters you think you like and 2) characters that don't suck in combat relative to your playstyle.
My ideal style is 2 tanks/2 mages in DA:O. I'm unstoppable on nightmare with this combo. Any rogue character is instantly useless. In DA:O on the other hand, if you could get away with an all dex archer party, you're probably 1-hit KOing everything. Archery is so silly overpowered that the more archers you're stuffing in, the better.
What bothers the hell out of me, though, is not being able to start a conversation. That's 100 times more unrealistic than it being weird to talk about your childhood while cleaning off Darkspawn intestine from your shoes. I don't stay 100% silent around all my friends until I see a lamp post, walk up to it, and then have one of them talk to me. That's what's stupid.
They'll likely solve the TAB issue though, and you will likely be able to speak with your companions at will just with less available dialogue.
Imo, you should have another party slot available with you especially as you are allways forced to bring a rogue (and preferably a mage aswell) severely limiting player choice as regards to which characters you want to interact with.
#186
Guest_jsr24_*
Posté 05 juin 2010 - 10:08
Guest_jsr24_*
#187
Posté 05 juin 2010 - 10:52
Leon Evelake wrote...
Very true, in regards to your last part. could someone explain the tab thing i played on the ps3 so i dont know what you mean?
On pc you use the tab key to highlight "interactive" items. If you have the right companions with you and use the tab key, you'll see you can click on a tree, or a bookshelf, or some other item that generally has nothing to do with what you are doing at the moment to get comments from one of your companions that again, have little to nothing to do with what you are doing.
I am more than totally underwhelmed with the way it works. Yes, in Origins you could accidently get a conversation in the middle of combat. In Awakening, my Warden is in between fights to the death with living trees, bandits, and scavengers and I find out I can click on a tree to find out Sigrun thinks the surface world smells nice. Okay, I guess dead sylvans, dead bandits, and dead scavengers smell better that the Deep Roads and broodmothers. I'll just file that away under "information that isn't immediately useful" and hope that some rock or random household furnishing will trigger a sidequest or something.
I don't really see the improvement. And finding out that it is pointless to try to talk to your companions in the keep's hall, where it safe with no bloodthirsty trees, bandits, or darkspawn to interrupt a conversation was rather disappointing. I missed the Origins camp talks.
Yes, the conversation system will make a difference in my choice to get the game or not. I found it frighteningly easy to not really care that much about my Awakening companions while wishing for the return of my Origins companions, or at least my li [no, Oghren's character changed so much from one to the other that he doesn't really count as an original companion, imo]
#188
Posté 06 juin 2010 - 05:39
DanaScu wrote...
Leon Evelake wrote...
Very true, in regards to your last part. could someone explain the tab thing i played on the ps3 so i dont know what you mean?
On pc you use the tab key to highlight "interactive" items. If you have the right companions with you and use the tab key, you'll see you can click on a tree, or a bookshelf, or some other item that generally has nothing to do with what you are doing at the moment to get comments from one of your companions that again, have little to nothing to do with what you are doing.
I am more than totally underwhelmed with the way it works. Yes, in Origins you could accidently get a conversation in the middle of combat. In Awakening, my Warden is in between fights to the death with living trees, bandits, and scavengers and I find out I can click on a tree to find out Sigrun thinks the surface world smells nice. Okay, I guess dead sylvans, dead bandits, and dead scavengers smell better that the Deep Roads and broodmothers. I'll just file that away under "information that isn't immediately useful" and hope that some rock or random household furnishing will trigger a sidequest or something.
I don't really see the improvement. And finding out that it is pointless to try to talk to your companions in the keep's hall, where it safe with no bloodthirsty trees, bandits, or darkspawn to interrupt a conversation was rather disappointing. I missed the Origins camp talks.
Yes, the conversation system will make a difference in my choice to get the game or not. I found it frighteningly easy to not really care that much about my Awakening companions while wishing for the return of my Origins companions, or at least my li [no, Oghren's character changed so much from one to the other that he doesn't really count as an original companion, imo]
Thank you that clears things up
#189
Posté 06 juin 2010 - 08:50
#190
Posté 06 juin 2010 - 01:33
Could I ask for one of those glowing arrows over the head of the companion who has an interactive item somewhere in the cell, please? Cause I really intensely dislike having to run through an area with the combinations of companions, hoping that this time clicking whatever random item will trigger the conversation *this* time, and I don't have to come back with someone else.Vicious wrote...
A combo system is the best. You get to chitchat with them when you please AND you can get little insights on them by clicking stuff that pertains to them.
#191
Posté 07 juin 2010 - 02:15
that would be ideal.Vicious wrote...
A combo system is the best. You get to chitchat with them when you please AND you can get little insights on them by clicking stuff that pertains to them.
#192
Posté 07 juin 2010 - 02:51
Yes.
#193
Posté 07 juin 2010 - 08:47
#194
Posté 07 juin 2010 - 01:01
Tezzajh wrote...
WE NEED A TALKING WARDEN, all they have to do is get one female and one male voice and it be so much better
A problem arises. Humans have british accents, Elves and Dwarves have American ones. And, Elf voices sound a lot different from dwarven ones.
#195
Posté 07 juin 2010 - 06:59
#196
Posté 07 juin 2010 - 11:42
Tezzajh wrote...
WE NEED A TALKING WARDEN, all they have to do is get one female and one male voice and it be so much better
Not unless there is a way to actually have your warden say exactly what you want them to say. Choosing the option that sort of kind of hints at what you want to say isn't "better". There were a few times I ended up redoing the conversation for Shepard because what was said was *not* what the radial hint sounded like it should be.
And it would take more than one male and one female voice; my city elf shouldn't sound like my duster dwarf or my human noble. My personal choice would not be for voiced dialogue for the player Warden.
#197
Posté 08 juin 2010 - 02:35
DanaScu wrote...
Tezzajh wrote...
WE NEED A TALKING WARDEN, all they have to do is get one female and one male voice and it be so much better
Not unless there is a way to actually have your warden say exactly what you want them to say. Choosing the option that sort of kind of hints at what you want to say isn't "better". There were a few times I ended up redoing the conversation for Shepard because what was said was *not* what the radial hint sounded like it should be.
And it would take more than one male and one female voice; my city elf shouldn't sound like my duster dwarf or my human noble. My personal choice would not be for voiced dialogue for the player Warden.
Agreed. It might almost work if you could use a voice modifier thing like they used in Metal Gear Online and Soul Calibur 4. But you would still need at least 10 base voices and an ungodly amount of recorded dialogue options and even then you wont be able to sound exactly that way you want. Stick with unvoiced.
#198
Posté 08 juin 2010 - 02:55
From the videos ive seen of awakening i can not spot a dif.
#199
Posté 08 juin 2010 - 06:19
Why? Well many reasons, mostly we play RPGs for the enjoyment of them however it's called "Roll Playing Game" for a reason, we enjoy playing the role of someone we'll never be in real life and the more immersed into that role we are the more enjoyment we get out of the game.
This isn't the 1970's it is the last I looked 2010, and what we knew about computers back then in the 70's could have fit into a thimble compared too today, the point I'm getting at here is we're beyond doing texted adventure games way beyond, and if we're going to keep going down that road over and over again, then I'll get a copy of an Atari 8Bit game called "Hitch Hikers Guide to The Galaxy" or if I really want to push the limits of modern hardware, The Pawn / Jinxter .
Everything to do with RPG's these days should be VO there is no excuse, none at all where they made a mistake in my opinion was employing actors with huge salaries, that is where this becomes not cost effective, I'm absolutely certain the games quality would not have been diminished one bit by the employ of actors that didn't have such greedy pockets to fill, all you need is a clear spoken voice and know how to convey emotion through voice, anyone can do that.
I might be being a little over critical here but the awakening conversation system stinks to high heaven even angels are holding their noise in disgust at it, it's the most repugnant conversation system ever devised! Not to mention the party dialog between party members gets repeated over and over and over again, like Anders tattoo comment.
Awakening is also extremely short which is very disappointing, Origins length is okay but would have been happier with a much longer game, I think there was an expectation here from Bioware that the community would have filled in those blanks, that said I think EA should take their hand off the handle bars and let Bioware take all the time it needs to do what it does best, make EPICLY enjoyable games.
Modifié par Inner, 08 juin 2010 - 06:24 .
#200
Posté 08 juin 2010 - 06:59
Really, I think what EA/Bioware need to realise is that the new system is only more cost effective if it doesn't put off so many fans of the series that they don't stop purchasing Dragon Age games and DLC, which it has very large chance of doing. Personally, I didn't expect a whole lot of developement in awakenings, but the system was just ridiculous. The way it turned out I already plan on renting the next Dragon Age title to check it out before I decided to throw away money on it the way I did with Awakening.
As a side note, I think romance should be brought back. It did a great job of giving the world more of a feeling of reality.
In Origins, you're allowed to talk to your party members by simply targetting them and hitting the action button. In Awakenings, you talk to them almost exclusively through events triggered by examining random things like statues or trees scattered throughout the world, with certain items only triggering events for certain characters. Aside from these random trees and statues, from what I've seen there's at most one plot item per character that triggers a conversation and one item in the party's "camp" that triggers a conversation. IMO, the Awakening system is ridiculous and does little to further character development, unlike the original system, which let characters develope at their own pace without forcing the player to jump through hoops to talk to his own party.Arttis wrote...
i forgot to ask this but what is the difference between the convo system of origins and awakening?
From the videos ive seen of awakening i can not spot a dif.
Modifié par Riln, 08 juin 2010 - 07:04 .





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