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Questions about your companions leading their lives.


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#201
Anarya

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RinpocheSchnozberry wrote...

Sagekat wrote...

Batteries wrote...

Alistair thought the Deep Roads was the perfect place to give me a rose.


Ha ha ha... The first time Alistor talked to my warden about his feelings we were in the chamber with the green gas/fog and the attacking golems. I clicked on him by accident when trying to shut off the gas valve and so all through the dialogue he was getting blasted with the gas. He looked demented :P



LMAO!  That's freaking hilarious.  Your example also makes a perfect case for the change the devs made.


Hahaha oh my god I'm almost sorry this didn't happen to me. I can just imagine.

#202
Jean

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Anarya wrote...

RinpocheSchnozberry wrote...

Sagekat wrote...

Batteries wrote...

Alistair thought the Deep Roads was the perfect place to give me a rose.


Ha ha ha... The first time Alistor talked to my warden about his feelings we were in the chamber with the green gas/fog and the attacking golems. I clicked on him by accident when trying to shut off the gas valve and so all through the dialogue he was getting blasted with the gas. He looked demented :P



LMAO!  That's freaking hilarious.  Your example also makes a perfect case for the change the devs made.


Hahaha oh my god I'm almost sorry this didn't happen to me. I can just imagine.


:lol:
I remember another time when he confesses he cares for you, a darkspawn was busy hacking away at him at the same time. Poor boy held his ground until the end

#203
Pseudo the Mustachioed

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I'm really excited for this change. There's something meaningful and telling to what environments a character hangs out in. Extra characterization on top of being more realistic than "everyone in the foyer," sounds awesome to me.

Also, I'm excited to potentially have a foyer. Especially if that foyer has storage.

Modifié par Pseudocognition, 14 octobre 2010 - 02:22 .


#204
Leonia

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Maybe we can decorate the foyer with trophies? That'd be fun. Also, foyers are just awesome.

#205
Risax

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leonia42 wrote...

Maybe we can decorate the foyer with trophies? That'd be fun. Also, foyers are just awesome.

I made a thread like that once, it was about Hawke's home and if he could get thropys.
Personaly I think that would be awesome. Let's say that at the end of one part of a story Hawke has to slay a dragon to rescue a village, this also becomes his first step to become a hero.

And a few years later when another part of Hawke's story begins we see a giant dragon head hang above the mantel in Hawke's home.
Posted Image Badass right?

#206
RinpocheSchnozberry

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Risax wrote...

leonia42 wrote...

Maybe we can decorate the foyer with trophies? That'd be fun. Also, foyers are just awesome.

I made a thread like that once, it was about Hawke's home and if he could get thropys.
Personaly I think that would be awesome. Let's say that at the end of one part of a story Hawke has to slay a dragon to rescue a village, this also becomes his first step to become a hero.

And a few years later when another part of Hawke's story begins we see a giant dragon head hang above the mantel in Hawke's home.
Posted Image Badass right?


Neat idea!  The dragon's head is where I would put the mistletoe.  So when my companions came by with conversations, it would be smootchin' time.

I do hope the companion's spots change over the time jumps.  That would be cool too.

#207
Risax

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RinpocheSchnozberry wrote...

Risax wrote...

leonia42 wrote...

Maybe we can decorate the foyer with trophies? That'd be fun. Also, foyers are just awesome.

I made a thread like that once, it was about Hawke's home and if he could get thropys.
Personaly I think that would be awesome. Let's say that at the end of one part of a story Hawke has to slay a dragon to rescue a village, this also becomes his first step to become a hero.

And a few years later when another part of Hawke's story begins we see a giant dragon head hang above the mantel in Hawke's home.
Posted Image Badass right?


Neat idea!  The dragon's head is where I would put the mistletoe.  So when my companions came by with conversations, it would be smootchin' time.

I do hope the companion's spots change over the time jumps.  That would be cool too.

You can always find your companion at their base, wich can be a home or a tavern.
But I doubt BioWare would make a base for a companion where he/she will stand in the same spot for ten years.

They probably move around their homes cleaning,reading books,ect.
And maybe some characters have more then one base they spent time in.
I mean, didn't Mary Kirby say that Varric enjoys telling tales in Taverns? Maybe you will find him either in a Tavern or in his home.

#208
Sylvius the Mad

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RinpocheSchnozberry wrote...

Sagekat wrote...

Ha ha ha... The first time Alistor talked to my warden about his feelings we were in the chamber with the green gas/fog and the attacking golems. I clicked on him by accident when trying to shut off the gas valve and so all through the dialogue he was getting blasted with the gas. He looked demented :P

LMAO!  That's freaking hilarious.  Your example also makes a perfect case for the change the devs made.

To protect you from yourself?  No, that's a terrible reason.

The game should never do that.  If you do something absurd (like start a conversation in a room filled with gas) then you should get absurd consequences.

I'm appalled that anyone would think the game should treat us like retarded children.

#209
Meltemph

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Sylvius, your arrogance is unbelievable to me... I actually find myself questioning how serious you truly are when you make these comments.



To add: The way you look at causality, to me, is far removed from the reality of it.

#210
RinpocheSchnozberry

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Sylvius the Mad wrote...

RinpocheSchnozberry wrote...

Sagekat wrote...

Ha ha ha... The first time Alistor talked to my warden about his feelings we were in the chamber with the green gas/fog and the attacking golems. I clicked on him by accident when trying to shut off the gas valve and so all through the dialogue he was getting blasted with the gas. He looked demented :P

LMAO!  That's freaking hilarious.  Your example also makes a perfect case for the change the devs made.

To protect you from yourself?  No, that's a terrible reason.

The game should never do that.  If you do something absurd (like start a conversation in a room filled with gas) then you should get absurd consequences.

I'm appalled that anyone would think the game should treat us like retarded children.


Then maybe you shouldn't behave like one and read the whole post!  :P

I went ahead and underlinebotalicalized the part that will make you feel silly.  :)  The change that the devs made, if understood correctly, would result in the situation Sagekat described being nothing more than a "Warden, we're a little busy right now!" rather than a goofy moment.

#211
Risax

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No bickering please...

Everyone makes mistakes.

#212
Sylvius the Mad

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RinpocheSchnozberry wrote...

Then maybe you shouldn't behave like one and read the whole post!  :P

I went ahead and underlinebotalicalized the part that will make you feel silly.  :)  The change that the devs made, if understood correctly, would result in the situation Sagekat described being nothing more than a "Warden, we're a little busy right now!" rather than a goofy moment.

You clicked on him by accident.  At worst, that's a UI problem.  There's no need to prevent the characters from having a conversation while standing in the middle of an empty room, or anywhere else the player's roleplaying inspires him to try to speak to his companions.

These sorts of arbitrary restrictions only serve to take the player out of character and interrupt his roleplaying experience.

#213
JrayM16

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Sylvius the Mad wrote...

RinpocheSchnozberry wrote...

Then maybe you shouldn't behave like one and read the whole post!  :P

I went ahead and underlinebotalicalized the part that will make you feel silly.  :)  The change that the devs made, if understood correctly, would result in the situation Sagekat described being nothing more than a "Warden, we're a little busy right now!" rather than a goofy moment.

You clicked on him by accident.  At worst, that's a UI problem.  There's no need to prevent the characters from having a conversation while standing in the middle of an empty room, or anywhere else the player's roleplaying inspires him to try to speak to his companions.

These sorts of arbitrary restrictions only serve to take the player out of character and interrupt his roleplaying experience.


It depends. 

In that instance where poisen gas is in the room, Alistair porbably would just tell you to shut up and flip the switch.  The fact that Alistair or any character would talk to you despite hazardous environmental conditions breaks the roleplaying more than simply not being able to talk to characters while in such situations. 

#214
Sylvius the Mad

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Why are you stopping to talk to him at all in a room filled with poison gas?

Yes, ideally the companions would have something entirely appropriate to say under all circumstances. But they don't.

But the proper response to that is not to protect the player from his own bad decisions.

#215
DMC12

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Sylvius the Mad wrote...

Why are you stopping to talk to him at all in a room filled with poison gas?
Yes, ideally the companions would have something entirely appropriate to say under all circumstances. But they don't.
But the proper response to that is not to protect the player from his own bad decisions.


Yeah, I feel the same way. Preferably they'll do something like with Alistair in Ostagar or during Branka's search with Oghren in your party, where they didn't enter conversation and basically said, "We got **** to do, no time to talk."

#216
JrayM16

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Sylvius the Mad wrote...

Why are you stopping to talk to him at all in a room filled with poison gas?
Yes, ideally the companions would have something entirely appropriate to say under all circumstances. But they don't.
But the proper response to that is not to protect the player from his own bad decisions.


On one point, the person who made that post apparently did it by accident, which under your style of roleplaying, unless I'm mistaken, shouldn't count as an actual roleplaying choice since it was a UI bungle outside of the game.

As to the other point, I would counter that while protecting the player from "bad decisions" is not necessarily ideal, it is better than having a seriously immersion breaking conversation that may even put the player in jeapardy. 

There is almost certainly a more universally appropriate response, however I feel like barring full conversations in certain situations is the lesser of the tow evils.

#217
lv12medic

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...

I can just see this happening on the boat ride to Kirkwall:

*click on Bethany*

"Stop it"

*click on Bethany*

"Cut it out"

*click on Bethany*

"Stop bothering me, or I'll tell mom!"

*click on Bethany*

"mom! Hawke keeps bothering me"

*click on Bethany*

"MOM!..."

"Dangit Hawke, if you bother your sister one more time, I swear I'll turn this ship around right now and we'll go home, Blight or no!"

...

...

*click on Bethany*

*Your journey has ended*

#218
RinpocheSchnozberry

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Sylvius the Mad wrote...

RinpocheSchnozberry wrote...

Then maybe you shouldn't behave like one and read the whole post!  :P

I went ahead and underlinebotalicalized the part that will make you feel silly.  :)  The change that the devs made, if understood correctly, would result in the situation Sagekat described being nothing more than a "Warden, we're a little busy right now!" rather than a goofy moment.

You clicked on him by accident.  At worst, that's a UI problem.  There's no need to prevent the characters from having a conversation while standing in the middle of an empty room, or anywhere else the player's roleplaying inspires him to try to speak to his companions.

These sorts of arbitrary restrictions only serve to take the player out of character and interrupt his roleplaying experience.


It's pretty clear you don't understand roleplaying games very well.

#219
Jean

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lv12medic wrote...

...
I can just see this happening on the boat ride to Kirkwall:
*click on Bethany*
"Stop it"
*click on Bethany*
"Cut it out"
*click on Bethany*
"Stop bothering me, or I'll tell mom!"
*click on Bethany*
"mom! Hawke keeps bothering me"
*click on Bethany*
"MOM!..."
"Dangit Hawke, if you bother your sister one more time, I swear I'll turn this ship around right now and we'll go home, Blight or no!"
...
...
*click on Bethany*
*Your journey has ended*


I approve of this.

#220
joriandrake

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leonia42 wrote...

Maybe we can decorate the foyer with trophies? That'd be fun. Also, foyers are just awesome.


gathering trophies along 10 years is a good idea

#221
Lotion Soronarr

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Sylvius the Mad wrote...

Why are you stopping to talk to him at all in a room filled with poison gas?
Yes, ideally the companions would have something entirely appropriate to say under all circumstances. But they don't.
But the proper response to that is not to protect the player from his own bad decisions.


It certnaly easy. A check to see if there are enemeis in the vicinity before starting a conversation. If there are, the conversation doesn't start. Simple. Logical.

And tehre's a difference between "bad decision on the player part" and "party memebrs acting stupidly". Even if you wanted to start a conversation in the middle of a fight, the party emembers certanly wouldn't (shouldn't).

#222
Sylvius the Mad

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And sometimes that's true. In DAO you can give your party members conversation-starting gifts during fights, and that conversation will start right in the middle of the fight.

But just eliminating the option to start a conversation at all times outside of home areas is overkill.

#223
upsettingshorts

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Maybe trying to start a conversation with a party member in a combat zone could have them say a variety of things like, "Did you hear that?" and "I've got a bad feeling about this" (a staple of genre fiction) - and if the enemy is actually visible go with "Here they come!" and "Watch out" and so on.   Without entering the dialogue window.

They are suitably general and vague - but topical - to imagine the character saying it back to your PC no matter what the PC's motivation was for trying to talk to them.

Modifié par Upsettingshorts, 15 octobre 2010 - 06:19 .


#224
David Gaider

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lv12medic wrote...

...
I can just see this happening on the boat ride to Kirkwall:
*click on Bethany*
"Stop it"
*click on Bethany*
"Cut it out"
*click on Bethany*
"Stop bothering me, or I'll tell mom!"
*click on Bethany*
"mom! Hawke keeps bothering me"
*click on Bethany*
"MOM!..."
"Dangit Hawke, if you bother your sister one more time, I swear I'll turn this ship around right now and we'll go home, Blight or no!"
...
...
*click on Bethany*
*Your journey has ended*


Heads off to change Bethany's click-on comments.

#225
lv12medic

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David Gaider wrote...

lv12medic wrote...

...
I can just see this happening on the boat ride to Kirkwall:
*click on Bethany*
"Stop it"
*click on Bethany*
"Cut it out"
*click on Bethany*
"Stop bothering me, or I'll tell mom!"
*click on Bethany*
"mom! Hawke keeps bothering me"
*click on Bethany*
"MOM!..."
"Dangit Hawke, if you bother your sister one more time, I swear I'll turn this ship around right now and we'll go home, Blight or no!"
...
...
*click on Bethany*
*Your journey has ended*


Heads off to change Bethany's click-on comments.

:blink:
...

Maker, what have I done?!

:P