Issue with new influence system
#1
Posté 14 avril 2011 - 04:55
The IDEA that I can make my companions love or hate me, and still get to their backstories is a great improvement over DA1, where everyone had to like you or they'd be pissed and mopey. But the execution needs work. Unless I am a total jerk, or a total saint, my companions friendship/rivalry meters stay roughly in the middle.
How do others feel about this new system?
#2
Posté 14 avril 2011 - 05:07
#3
Posté 14 avril 2011 - 05:18
The only case where I've had to micro manage it a bit is to lock out Merrill's friendship before destroying the evil tomes in the Forbidden Knowledge quest line. +10 rivalry for each of the 6 books destroyed is not too nice.
#4
Posté 14 avril 2011 - 05:20
#5
Posté 14 avril 2011 - 05:22
#6
Posté 14 avril 2011 - 05:28
They tried to eliminate the cheesiness of loading your buddies with booze to make them like you. They did create another problem in the process and that is that you're sometimes inclined to make decisions based on the influence route you want with companions just like I had to make a second playthrough for ME2 with a lot of hugs and mags to get Dominate.
I don't think it's a problem this time however. Most of the times I can get Aveline and Varric friendly without even trying. You're not supposed to have Friendship or Rivalry status with each of your companions. It's just a perk, a bonus not something the gameplay or story relies heavily upon.
#7
Posté 14 avril 2011 - 05:29
nickan1022 wrote...
The only case where I've had to micro manage it a bit is to lock out Merrill's friendship before destroying the evil tomes in the Forbidden Knowledge quest line. +10 rivalry for each of the 6 books destroyed is not too nice.
Wouldn't it have been easier to just not have her in the party for that?
Anyway overall I love the system myself. Precisely because I don't have to game it. I can play my personality the way I want it and it won't affect them staying in my group or not. The two separate paths (friendship/rivalry) gives me two ways to get to know them.
In Origins I always found myself gaming every single conversation with my companions. Once you know exactly what they wanted to hear, there was no point in trying out any other options.
#8
Posté 14 avril 2011 - 05:48
Cutlass Jack wrote...
Wouldn't it have been easier to just not have her in the party for that?
Anyway overall I love the system myself. Precisely because I don't have to game it. I can play my personality the way I want it and it won't affect them staying in my group or not. The two separate paths (friendship/rivalry) gives me two ways to get to know them.
In Origins I always found myself gaming every single conversation with my companions. Once you know exactly what they wanted to hear, there was no point in trying out any other options.
I find myself gaming DA2's system more. It's very easy to end up in the middle with some of the companions if you don't and they might end up trying to kill you if you max out the bar.
Whereas in Origins, there was plenty of slack in the system so you could afford not to pander to them too much once you know who likes what gift and even if you didn't max out their friendship it wasn't really a problem. Plus it's quite natural to be trying to find ways to make someone like you, whereas going out of your way to ****** someone off so that they'll somehow come to respect you for it is silly.
#9
Posté 14 avril 2011 - 07:32
Cutlass Jack wrote...
nickan1022 wrote...
The only case where I've had to micro manage it a bit is to lock out Merrill's friendship before destroying the evil tomes in the Forbidden Knowledge quest line. +10 rivalry for each of the 6 books destroyed is not too nice.
Wouldn't it have been easier to just not have her in the party for that?
Anyway overall I love the system myself. Precisely because I don't have to game it. I can play my personality the way I want it and it won't affect them staying in my group or not. The two separate paths (friendship/rivalry) gives me two ways to get to know them.
In Origins I always found myself gaming every single conversation with my companions. Once you know exactly what they wanted to hear, there was no point in trying out any other options.
Yes, I could use a different character for all six of those encounters. But Merrill is a core member of my team and plays an important role. So either I lose a key element of my party makeup, or I suffer the whopping +60 rivalry, OR, I game it slightly to max her friendship out first. I opted for the latter. I think +60 rivalry change for one side quest is not reasonable. Ding me 10 rivalry for the first book. Fine. The other five? That's seems like overkill.
This is the one of the only real places I game the influence meter because it's so out of balance. I do like the system overall. This is just a minor irritant.
I will also add that I have locked most of my in-party characters into 100% after their personal quests in Act II. Varric is easy to please, and Merrill and Anders tend to agree on a lot of stuff, so I get a bump from the in-party choices that support mages. If I were to support the templars more, I'd have to rely on the Act III stuff to lock them in.





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