Questions about your companions leading their lives.
#76
Posté 12 octobre 2010 - 07:10
Like if they don't see each other eye to eye they can be fighting/arguing or they are just plain drunk having a good time?
Or something like somehow they all meet up at the local tavern and end up having a tavern brawl.
#77
Posté 12 octobre 2010 - 07:15
David Gaider posted earlier in this thread:Felene wrote...
Will there be any instance when you visit your companions they are in the middle of something like talking to another companion who comes to visit them as well?
This also allows us to set up situations where you followers are interacting with each other at their home and other sorts of things... it's kind of interesting, you'll see.
#78
Posté 12 octobre 2010 - 07:15
Dileos wrote...
And while I hated the conversation system in Awekenings I also didn't like the fact that you could hear almost every line of dialogue from a companion halfway through the story. It was especially strange with LIs
"okay we had sex...no talking to eachother for the rest of the game"
"kay"
I'll just say that the timejumps inherent in the framing narrative also provide us an excellent means of spacing out conversations a bit more naturally.
#79
Posté 12 octobre 2010 - 07:18
To their families?
But what when you get a companion that doesn't know anyone in Kirkwall?
Like a Qunari or Dalish for example, where would they live?
With Hawke?
Modifié par Risax, 12 octobre 2010 - 07:18 .
#80
Posté 12 octobre 2010 - 07:19
#81
Posté 12 octobre 2010 - 07:20
Risax wrote...
By the way, where do folowers go when they are not from Kirkwall?
To their families?
But what when you get a companion that doesn't know anyone in Kirkwall?
Like a Qunari or Dalish for example, where would they live?
With Hawke?
Many people live in other places than their families. Why should they live with Hawke?
#82
Posté 12 octobre 2010 - 07:20
I find your commentarys on this thread trully interesting! I hereby thank you for answering the fans with such an haste!
#83
Posté 12 octobre 2010 - 07:23
Well, people like Dalish usually don't live in one location and people are scared of them.Herr Uhl wrote...
Risax wrote...
By the way, where do folowers go when they are not from Kirkwall?
To their families?
But what when you get a companion that doesn't know anyone in Kirkwall?
Like a Qunari or Dalish for example, where would they live?
With Hawke?
Many people live in other places than their families. Why should they live with Hawke?
And people ussually sh*t brick when they see Qunari as well, so I doubt Dalish and Qunari have homes of their own or friends with whom they can live.
So that's why I thought that maybe Hawke would take them in.
#84
Posté 12 octobre 2010 - 07:29
Urrinor wrote...
@Mr Gaider
I find your commentarys on this thread trully interesting! I hereby thank you for answering the fans with such an haste!
Agreed, its nice to have a dev team this involved with their fanbase.
#85
Posté 12 octobre 2010 - 07:32
Dileos wrote...
Urrinor wrote...
@Mr Gaider
I find your commentarys on this thread trully interesting! I hereby thank you for answering the fans with such an haste!
Agreed, its nice to have a dev team this involved with their fanbase.
I second this. Im really pleased to hear how its going to be for this game, companions ended up being really important for me. When i played awakenings i wasnt pleased with the changes, but i understand you have to kiss a lot of frogs before you meet a prince, so to speak
#86
Posté 12 octobre 2010 - 07:35
Risax wrote...
By the way, where do folowers go when they are not from Kirkwall?
To their families?
But what when you get a companion that doesn't know anyone in Kirkwall?
Like a Qunari or Dalish for example, where would they live?
With Hawke?
It depends on the follower in question, and why they're around-- not to mention what their relationship is with your PC.
Dileos wrote...
When i played awakenings i wasnt pleased with the changes, but i understand you have to kiss a lot of frogs before you meet a prince, so to speak
I don't doubt there'll be some things about this implementation that might not go over well-- like having the followers spread out like that. We'll see how it goes over. I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
Modifié par David Gaider, 12 octobre 2010 - 07:37 .
#87
Posté 12 octobre 2010 - 07:35
David Gaider has been very fast to respond and very helpfull (thank you for that by the way Mr. Gaider).NamiraWilhelm wrote...
Dileos wrote...
Urrinor wrote...
@Mr Gaider
I find your commentarys on this thread trully interesting! I hereby thank you for answering the fans with such an haste!
Agreed, its nice to have a dev team this involved with their fanbase.
I second this. Im really pleased to hear how its going to be for this game, companions ended up being really important for me. When i played awakenings i wasnt pleased with the changes, but i understand you have to kiss a lot of frogs before you meet a prince, so to speak
I thought it was just me thinking that, seeing as I had a sh*tload of enery drinks making time move very fast.
#88
Posté 12 octobre 2010 - 07:42
So house guests? Varric gets stuck on the crummy inflatable mattressDavid Gaider wrote...
It depends on the follower in question, and why they're around-- not to mention what their relationship is with your PC.
Yeah, having everyone at camp made sense in Origins as you were supposed to be on some epic quests to save the world, going from place to place. I guess you could have had more location specific camps, like how you had Arl Eamon's estate in Denerim. But yeah, seeing as DA2 is just 10 years in Hawke's life, it might be creepy if every companion just mooched at Chateau Hawke for 10 years.David Gaider wrote...
I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
#89
Posté 12 octobre 2010 - 07:44
I dunno maybe they get their own place after a while.Brockololly wrote...
So house guests? Varric gets stuck on the crummy inflatable mattressDavid Gaider wrote...
It depends on the follower in question, and why they're around-- not to mention what their relationship is with your PC.Yeah, having everyone at camp made sense in Origins as you were supposed to be on some epic quests to save the world, going from place to place. I guess you could have had more location specific camps, like how you had Arl Eamon's estate in Denerim. But yeah, seeing as DA2 is just 10 years in Hawke's life, it might be creepy if every companion just mooched at Chateau Hawke for 10 years.David Gaider wrote...
I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
Or does it not work that way???
#90
Posté 12 octobre 2010 - 07:47
David Gaider wrote...
I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
#91
Posté 12 octobre 2010 - 07:50
#92
Posté 12 octobre 2010 - 07:53
David Gaider wrote...
I don't doubt there'll be some things about this implementation that might not go over well-- like having the followers spread out like that. We'll see how it goes over. I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
The important thing is that we have at least one Bum Companion.
In seriousness, yeesssssssss I am loving this new information. I just get more and more excited about the ten-year-story. And writing you letters! BioWare, how did you pick up on my unholy love of checking my terminal in ME2?
Modifié par Saibh, 12 octobre 2010 - 07:54 .
#93
Posté 12 octobre 2010 - 07:53
David Gaider wrote...
I don't doubt there'll be some things about this implementation that might not go over well-- like having the followers spread out like that. We'll see how it goes over.
If loading times aren't increasingly longer like they were in pre-patched origins, that should be okay, I guess ? Hopefully the engine guys have sorted that out once and for all, now.
#94
Posté 12 octobre 2010 - 08:07
Agreed. The camp was a nice idea for DAO, but if we have a city at the center of everything, it'd be stupid not to use it to its fullest and shove everyone into one house, especially when they're gonna be there for years.MerinTB wrote...
David Gaider wrote...
I just didn't think it made sense for everyone to be standing in your foyer, to be honest.
#95
Posté 12 octobre 2010 - 08:08
I'm so lookng forward to know who the companions are. There seems to be a lot of improvement in the relations bettween PC and NPC!
#96
Posté 12 octobre 2010 - 08:16
Urrinor wrote...
I just had a vision of Hawke and his pals camping at Hawke's garden, pjama party-like.... kk, enough.
I'm so lookng forward to know who the companions are. There seems to be a lot of improvement in the relations bettween PC and NPC!
Im hoping for some better female companions.
We had a crazy religious zealot as a part time assassin
and we had B*tch Witch. Oh how I hated B*tch Witch.
In DA2 the only possible female companion/LI I've seen so far is the ugly ass pirate manbeast from the trailer.
Modifié par Dileos, 12 octobre 2010 - 08:30 .
#97
Posté 12 octobre 2010 - 08:26
David Gaider wrote...
Utoryo wrote...
But... I'm not a fan of the Awakenings model of moving so many conversations exclusively to the keep, and in this case it'd be even worse as you'd have to move around to talk to different followers. Will there be many conversations you can only have with followers at their home base? Or will be there some kind of separation between 'safe zones' where you can talk freely and ones where you can't?
The majority of the personal dialogue can only take place in their home base-- insofar as the ones you initiate, anyhow. If you click on the followers elsewhere they will have comments to make, or a suggestion that you go somewhere more private (ie. their home base) if they have something they want to discuss with you. The reasoning for this is primarily cinematics, to avoid the "talking head syndrome" which is required if you're able to talk to someone anywhere (meaning that you need a fixed camera up close, or else the camera could end up clipping inside the environment or ending up otherwise looking very awkward). This also allows us to set up situations where you followers are interacting with each other at their home and other sorts of things... it's kind of interesting, you'll see.
There's no "click on the environment for conversation" as in Awakening though, no. We contemplated that for a while, but I think there were just too many logistical problems with making that intuitive enough for many people to follow. As it is, there's still lots of banter and environmental comments-- we might revisit the environments triggers again, but if we did so I think it'd need to be something you click and someone in your party talks to you about it (or at least makes a comment) rather than only one specific person.
Well, I'm not so sure how to take this...
I liked the ability to have conservations outside of the party hub in Dragon Age 1.
Modifié par Archereon, 12 octobre 2010 - 08:27 .
#98
Posté 12 octobre 2010 - 08:31
I liked the ability to have conservations outside of the party hub in Dragon Age 1.
But were you fine with how you could carry on an argument with Sten about how Quanri treat mages in the deepest parts of the deeproad? I found it a bit odd, myself, that you could carry on the history of someone, while in a hostile are, teeming with baddies.
#99
Guest_Dalira Montanti_*
Posté 12 octobre 2010 - 08:33
Guest_Dalira Montanti_*
#100
Posté 12 octobre 2010 - 08:37
Dalira Montanti wrote...
my concern is that I don't want the npc to reapet it self over and over again or saying nothing at all when you used up all the lines like in dao camp while i spoke to Alistair all I got was Something you need my dear and then 2: end conversation
They have different lines they'll say, based on what's happening with you and what your relationship is with them, if they don't have a new dialogue waiting-- but the idea is that you'll always know when they do, so there's no need to keep "checking in" just to find out Garrus is still busy recalibrating those weapons.
Modifié par David Gaider, 12 octobre 2010 - 08:38 .




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