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Questions about your companions leading their lives.


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#101
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A question, will we have 'temporary' companions. 10 years is...well a short time if you look at it in one way. But still it's pretty long. Anyway back to the point. Let's just say Nathaniel is in your party (the best example I can think of). After being 2 years at your side, he will go to Ferelden.



Will there be any companions like that? I'm not asking for names, specifics, just yes or no :D

#102
Dave of Canada

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David Gaider wrote...

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. Posted Image


We have Kelly Chambers 2.0?

#103
AllThatJazz

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 Liking the idea of seeing companions in their own environment and all that. It does seem a tad more natural than having them stand in a corner of my house for a decade - 'soooo, companion I don't often use because we share a skillset, you ever think about, uh, getting your own pad? No? Okay then, you just carry on doing whatever you were doing in that corner there. For the next ten years.' 

#104
Schwadragon

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Meltemph wrote...

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.


I agree. When I was head ing to fight the archdemon I got into a relationship discussion with Wynne. It was, um, a little weird.

#105
Champion1

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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'd have to input an endless number of ways to continue the conversation to avoid that... get to that point just means that he's done talking, and you were probably near the end of the main game anyways.

Although, with the game seperated into segements by the years, you'll probably run into that less since even if you talk about everything avaliable for the first year or so, new conversations will open up after a time-skip and there'll be more to talk about.  Years of stuff as opposed to DAO's 1-2 years.  At least, that's what I'm assuming :bandit:

Modifié par Champion1, 12 octobre 2010 - 08:44 .


#106
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David Gaider wrote...

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. Posted Image

Thats made my day ^_^ now I don't have to worry thank you and the rest of your team for working hard :wizard:

#107
Sylvius the Mad

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I think David's posts in this thread are almost universally good news.

These are really positive changes.

#108
Sylvius the Mad

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David Gaider wrote...

We're trying to avoid that, if we can. Right now there's an indication if they have something new to talk about-- either a marker on the world map (if they're not in your party) or they mention it when you click on them, like I said. We're still playing with that, but I think we want to avoid the "making the rounds" mentality.

If they say something to that effect when you click on them, that's terrific.  If there's a market on the map, will that disappear when we disable plot helpers (I hope so)?

#109
Inside_Joke

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Meltemph wrote...

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.


Oooh, that drove me crazy sometimes. Especially when I didn't mean to click the character.
No Alistair, I do not want to talk about your sister, I'm busy mauling undead.

I like this whole, "you've got medieval mail" thing going on. 

#110
tmp7704

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Dave of Canada wrote...

We have Kelly Chambers 2.0?

3.0

no one remembers Private Huge Eyes from the Awakening; poor thing. Posted Image

#111
mmmu

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David Gaider wrote...
-- 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. Posted Image

Oh goodness you really cracked me up good this time mr. Gaider!
*worships Gaider*

#112
Sylvius the Mad

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Really, the onle bad news in this thread is that we can't talk to our companions out in the world. It bothers me doubly that the decision was driven by cinematics.

#113
ralph2190

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Ok since the game is taking place over 10 years and the companions are leading their own lives, what happens to gear you put on them before they return home?

#114
Champion1

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ralph2190 wrote...

Ok since the game is taking place over 10 years and the companions are leading their own lives, what happens to gear you put on them before they return home?

They probably keep it and either leave it on or put it back on when you call them back to adventuring.  Makes the most sense.

If they're gone for an extended period you might get their stuff back in your inventory.  Again, just makes sense to me.

Modifié par Champion1, 12 octobre 2010 - 08:55 .


#115
Meltemph

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Really, the onle bad news in this thread is that we can't talk to our companions out in the world. It bothers me doubly that the decision was driven by cinematics.




You can still talk to them, only you can't cycle through chat options, and go off about their life story, which for me, makes a hell of a lot more sense. Don't know of any of my friends in the military, telling me how they talked over personal life issues, while being shot at or in the middle of a mission.



I guess it would be nice to have combat based discussions/arguments with allies in the field, but if it is a point of resources, I would much rather them focus on the deeper, personal issues, while in town.

#116
Saibh

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Sylvius the Mad wrote...

Really, the onle bad news in this thread is that we can't talk to our companions out in the world. It bothers me doubly that the decision was driven by cinematics.


I'm actually really pleased about it for that reason--the characters in ME2 felt infinitely more real when they interacted with their environments and each other. More alive, not just props that stood up and moved their mouths. The conversations in DAO felt very static in comparison--there wasn't a whole lot of value in hearing a line said more than once, since once you heard how it was voiced, it became quickly boring.

#117
MerinTB

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David Gaider wrote...

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. Posted Image


:wizard::wizard:

#118
David Gaider

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Sylvius the Mad wrote...
If they say something to that effect when you click on them, that's terrific.  If there's a market on the map, will that disappear when we disable plot helpers (I hope so)?


I'm not sure. I think the plot helpers specifically refer to the floaties that appear over the heads of quest-givers and targets, as well as the direction to those plot helpers that appear on the mini-map. The reminders on the world map direct you to quests that you're already aware of (and have been told where to go).

Keep in mind that all of this is still in flux. Anything could change-- heck, for all I know you could indeed end up having a crowd of followers standing in your foyer. Image IPB

ralph2190 wrote...
Ok since the game is taking place over 10 years and the companions are leading their own lives, what happens to gear you put on them before they return home?


Any gear you're able to give them remains on them, just as when party members were retired to the camp in Origins.

Modifié par David Gaider, 12 octobre 2010 - 09:04 .


#119
Dave of Canada

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David Gaider wrote...

Keep in mind that all of this is still in flux. Anything could change-- heck, for all I know you could indeed end up having a crowd of followers standing in your foyer. Posted Image


I know my (and other people's) opinion means nothing but I hope not. I'd love seeing companions having lives instead of sitting there waiting for me to talk with them.

#120
Shepard Lives

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Saibh wrote...

Sylvius the Mad wrote...

Really, the onle bad news in this thread is that we can't talk to our companions out in the world. It bothers me doubly that the decision was driven by cinematics.


I'm actually really pleased about it for that reason--the characters in ME2 felt infinitely more real when they interacted with their environments and each other. More alive, not just props that stood up and moved their mouths. The conversations in DAO felt very static in comparison--there wasn't a whole lot of value in hearing a line said more than once, since once you heard how it was voiced, it became quickly boring.


Truth be told, I feel the exact opposite. I kind of liked starting convos outside of camp in DAO, it made the companions feel more real. If I were braving scary dungeons / tunnels / towers / whatever I would certainly talk to my companions a little. Alleviate the tension, you know (and also try to woo the totally hot girl that travels with me).

Whereas ME2 squadmates felt more like bodyguards than companions: they followed you, shot things and sometimes, too rarely, made a comment about their surroundings (well-written comments, but still). It got pretty jarring in some places.

Still, it's not that much of a deal if they take those convos away. I really like what you've written in this thread, Mr. Gaider.

#121
Saibh

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Dave of Canada wrote...

David Gaider wrote...

Keep in mind that all of this is still in flux. Anything could change-- heck, for all I know you could indeed end up having a crowd of followers standing in your foyer. Posted Image


I know my (and other people's) opinion means nothing but I hope not. I'd love seeing companions having lives instead of sitting there waiting for me to talk with them.


"Sheeeepaaarrd we liiiive for yoooouuuu, sleeeep with uuuuuussss!"

shepard_lives wrote...

Truth be told, I feel the exact opposite. I kind of liked starting convos outside of camp in DAO, it made the companions feel more real. If I were braving scary dungeons / tunnels / towers / whatever I would certainly talk to my companions a little. Alleviate the tension, you know (and also try to woo the totally hot girl that travels with me).

Whereas ME2 squadmates felt more like bodyguards than companions: they followed you, shot things and sometimes, too rarely, made a comment about their surroundings (well-written comments, but still). It got pretty jarring in some places.

Still, it's not that much of a deal if they take those convos away. I really like what you've written in this thread, Mr. Gaider.


You know, I understand completely. I would say that DAO companions are vastly superior to ME2 ones (while they were very interesting in all, as you said, they rarely had anything to say). But I liked how conversations in ME2 were handled better--not because there were so few of them, but because they felt more lifelike and dynamic.

I do believe I'll miss talking to my companions whenever. We did get information about henchmen being able to talk to NPCs for you, so hopefully the DA2 companions will react more to their surroundings than the ME2 squaddies did.

Modifié par Saibh, 12 octobre 2010 - 09:18 .


#122
tmp7704

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shepard_lives wrote...

Truth be told, I feel the exact opposite. I kind of liked starting convos outside of camp in DAO, it made the companions feel more real. If I were braving scary dungeons / tunnels / towers / whatever I would certainly talk to my companions a little. Alleviate the tension, you know (and also try to woo the totally hot girl that travels with me).

Same; i like to do the conversations in little bits while out and adventuring, breaks the monotony of just killing stuff plus it can be natural stress vent for some like mentioned. That option was one bit i missed in the Awakening.

#123
ralph2190

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David Gaider wrote...

ralph2190 wrote...
Ok since the game is taking place over 10 years and the companions are leading their own lives, what happens to gear you put on them before they return home?


Any gear you're able to give them remains on them, just as when party members were retired to the camp in Origins.


Cool, just wanted to make sure. Thanks for the quick replies David!

#124
Brockololly

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shepard_lives wrote...
Whereas ME2 squadmates felt more like bodyguards than companions: they followed you, shot things and sometimes, too rarely, made a comment about their surroundings (well-written comments, but still). It got pretty jarring in some places.

Still, it's not that much of a deal if they take those convos away. I really like what you've written in this thread, Mr. Gaider.


Agreed, totally. In ME2 the squadmates when you're out adventuring feel entirely lifeless and empty, unlike in DAO where they felt like real characters actually reacting to the world around them and to the Warden. Again, its having that reactivity to the PC thats nice- you click on them and you zoomed down to the Talking Head view and could talk. Whereas in ME2 or Awakening, you click on a companion and they don't respond at all besides basically saying "****** off- stop clicking on me, shouldn't we be killing somethin'."

So long as there is still an Origins level amount of dialogue between everyone, this sounds pretty cool. I wonder though, does this mean that there are essentially conversation "zones" or safe zones, so to speak? Kind of how in ME2 it was impossible to even unholster your weapon in non-combat zones, with DA2 and clicking on a companion to initiate dialogue, you can only do that in certain areas?

And does this mean that its now impossible to randomly click on the love interest to kiss them like you could at any time in Origins?:(

Modifié par Brockololly, 12 octobre 2010 - 09:32 .


#125
nightcobra

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ralph2190 wrote...

David Gaider wrote...

ralph2190 wrote...
Ok since the game is taking place over 10 years and the companions are leading their own lives, what happens to gear you put on them before they return home?


Any gear you're able to give them remains on them, just as when party members were retired to the camp in Origins.


Cool, just wanted to make sure. Thanks for the quick replies David!


but for certain occasions, will hawke and party members have non-battle attire? i mean, in DAO it felt a bit strange seeing the warden sleeping in full armor and waking after sex already wearing armor.