How to fix the dialogue system (poll added)
#101
Posté 24 juillet 2010 - 07:42
#102
Posté 24 juillet 2010 - 08:48
jeckaldied wrote...
This would essentially do away with every complaint I have about the dialog wheel. Honestly half the time in the ME series, the not posting what you were going to say seemed like a convenient way to hide the fact that multiple times every dialog option had the same script to it. Shepard did and said things unexpected in dialog to often for me to ever accept him as my character.
Yeah. Sometimes the vague phrasing allowed, say, the "paragon" answer and the "neutral" answer to be the same.
In any case, another vote for the OP's suggestion.
#103
Posté 24 juillet 2010 - 08:57
Like I said in an earlier post, they could make it like ME2's banner "Hold F to finish the mission" (just place it at the top of the screen) which means it shouldn't be that hard to implement itjeckaldied wrote...
I know very little about programing, and I'm sure that this would require much more work than I could possibly think it would, but I just hope that Bioware at least seriously considers the OP's suggestion.
#104
Posté 24 juillet 2010 - 09:03
Sylvius the Mad wrote...
Why? That the NPC reacted as if you were being cruel doesn't mean ou were being cruel. Maybe it means the NPC is thin-skinned. Or is an idiot.Bugzehat wrote...
You couldn't really know in Origins, though. Picking a line I thought was a friendly joke and having NPCs react as if I was being cruel, well, that was a huge immersion-breaker for me.
Except some NPCs obviously weren't thin-skinned, or idiots, and this system could make them act as if they were. I get what you're saying about having different perceptions on different playthroughs, but an NPC is never going to be that malleable that any interpretation of their reactions makes sense when taken together with scripted elements of their personalities.
In real life you can reasonably expect someone to understand the intent of what you say from your tone of voice, and if they misunderstand, you can correct them. If NPCs "misunderstood" you in Origins, it could cause them to act out of character -- it shouldn't have been in character for Alistair to react badly to an actual friendly joke, for example -- and for me, it was as if the game put up a big red flashing sign saying "actually you said it like THIS". It was essentially as if the writers had already picked a tone for you but weren't going to let you know about it until you saw how NPCs reacted. I understand that not everyone experienced it that way, but I don't think it's unfair to say that the system in Origins limited roleplaying for a lot of people.
#105
Posté 24 juillet 2010 - 09:20
I'm sure a lot of you want complete control over what Hawke says. A simple way to solve this is to just add something like right click the dialogue option and make a pop-up box come out that says the EXACT words Hawke is going to say. That would make everybody happy (both people that like ME dialogue and people that want full control over what Hawke says). Just copy paste the subtitles into the pop-up box.
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Agreed!!! That was the one thing that really annoyed me about ME. I would choose a response, shepard would say something dumb and then i would have to reload and replay the conversation till i figured out which options would cause him to say something i liked. I want to know exactly what im going to say when choosing. I think your idea is a good one.
#106
Posté 24 juillet 2010 - 10:52
filaminstrel wrote...
I hope BioWare implements this idea.Slidell505 wrote...
And has anyone noticed that Hawkes hair is brown but his beard is black?
I believe this does happen for some people in real life.
Yes...I am unfortunately one of these cases.
My thoughts are pretty much akin to Sylvius about 90% of the time. Thus, the rest of this post would just be repeating them. As such, I elect them to be my representative.
#107
Guest_Darth Hawke_*
Posté 24 juillet 2010 - 04:39
Guest_Darth Hawke_*
#108
Posté 24 juillet 2010 - 05:09
#109
Posté 24 juillet 2010 - 06:15
AlanC9 wrote...
I don't see how to make it work on a console. OTOH they're already screwed in so many ways one more won't make a difference.


Are you talking about console players or dragon age 2 in general?
#110
Posté 24 juillet 2010 - 08:29
Saibh wrote...
That's an utterly superficial choice that just results in more work for the devs and less unique content. I think the icon and shortline will be sufficient to tell us what we're about to say. I'm sure the icon is there for the same reason people complained about the shortline in the first game: not knowing whether Shepard was going to be sarcastic, rude, kind, etc.Nighteye2 wrote...
That's still too much of a hassle. As much as the devs may dislike it, what is needed is a toggle to turn off the dialogue wheel and get full-text dialogue options, for those who strongly prefer that.BlackyBlack wrote...
I'm sure a lot of you want complete control over what Hawke says. A simple way to solve this is to just add something like right click the dialogue option and make a pop-up box come out that says the EXACT words Hawke is going to say. That would make everybody happy (both people that like ME dialogue and people that want full control over what Hawke says). Just copy paste the subtitles into the pop-up box.
In fact, even in DAO, occasionally a character would react differently than what I meant with my intent.
I don't mind the icon, but I do mind the para-phrases. Selecting a response based on the paraphrases, thinking about what I want my character to say, and then having my character say something else is a huge immersion-breaker. I'm not the only one wanting complete control over every word my character will say, even if that is limited by having only a few choices - knowing those choices available completely makes a lot of difference.
And if full-text doesn't fit the screen, use a smaller font size or allow scrolling, like BG2 also did in some places.
#111
Posté 24 juillet 2010 - 09:27
AlanC9 wrote...
I don't see how to make it work on a console.
BlackyBlack wrote...
Like I said in an earlier post, they could make it like ME2's banner "Hold F to finish the mission" (just place it at the top of the screen) which means it shouldn't be that hard to implement it
Modifié par BlackyBlack, 24 juillet 2010 - 09:27 .
#112
Posté 25 juillet 2010 - 12:13
#113
Posté 25 juillet 2010 - 06:56
#114
Posté 25 juillet 2010 - 06:57
#115
Guest_distinguetraces_*
Posté 25 juillet 2010 - 07:01
Guest_distinguetraces_*
David Gaider wrote...
FieryDove wrote...
I know the writing team is different here but ...
This is the same writing team that worked on DAO, actually.
You can never step in the same writing team twice.
#116
Posté 25 juillet 2010 - 07:05
#117
Posté 25 juillet 2010 - 07:06
jeckaldied wrote...
AlanC9 wrote...
I don't see how to make it work on a console. OTOH they're already screwed in so many ways one more won't make a difference.
Are you talking about console players or dragon age 2 in general?
Specifically, the console version of DA2. Other games aren't necessarily worse on consoles. Or at least not much worse.
#118
Posté 25 juillet 2010 - 07:07
#119
Posté 25 juillet 2010 - 07:13
#120
Posté 26 juillet 2010 - 02:35
As long as it's a bump, yesAlanC9 wrote...
Does a "meh" help?
#121
Posté 26 juillet 2010 - 03:15
jeckaldied wrote...
I know very little about programing, and I'm sure that this would require much more work than I could possibly think it would, but I just hope that Bioware at least seriously considers the OP's suggestion.
Not at all, I'm an experienced programmer, though not in games, but this is merely an interface object, it doesn't require any more work than implementing subtitles, think of it as the codex, only you can access it on the fly and actually on the screen rather than being its own module.
I support the OP's idea of course.... it's a great one, though I need to remind people that no matter how much further advancement we get into role playing, we're still following the writers' story, and I had the same problems in ME as most of you, the icon in DA2 will greatly help in knowing the tone of the phrase but not the actual phrase it self, it's as simple as "I don't want to reload my last save, play at least 5 minutes to get that dialogue again and choose another phrase"....
The writers of DA:O did a great job, and seeing they're the same I know the game will be very good, but even when providing an icon to explain the tone of the phrase, renegade from my perspective probably isn't the same as anyone else, by paraphrasing we might choose a renegade option only not to think of it as renegade at all, because the writer thinks that this line is renegade or paragon doesn't mean the player thinks so too, that's when a full text would help.
Modifié par ViSeirA, 26 juillet 2010 - 03:16 .
#122
Posté 26 juillet 2010 - 03:36
David Gaider wrote...
FieryDove wrote...
I know the writing team is different here but the wheel is still...the wheel...it's Ebil I say!
This is the same writing team that worked on DAO, actually.
I was talking about ME1/2...If they are the same...hmmm I swore me1 was different than DAO.
If it's all the same team working on all games I was led to believe something else...so let me borrow Deekin just for 1 song and all will be better.
Also +1000 approval points for OP's suggestion. I really want...no past that after me1/2...I need to know what my character will say. If it can't be done with wheel...square it.
#123
Posté 26 juillet 2010 - 04:13
#124
Posté 26 juillet 2010 - 04:29
#125
Posté 26 juillet 2010 - 04:32
How will this work!David Gaider wrote...
No. This is not the case. I'm afraid you're inferring a bit too much from one dialogue screen (without the context of what leads into those lines, as well). We'll get into the pesonality options more soon enough, but they allow you a bit more freedom to determine how your character acts that simply choosing nice/nasty.Scipio203 wrote...
But as it was said before in this thread, top = good, middle = neutral, bottom = "evil"





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