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No Icons in the conversation wheel! (now with poll!)


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#51
SennenScale

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I thought it was a major help in determining what those short phrases mean. I always pay attention to the phrasing and the icon. Of course, I am the kind of person who is both a roleplayer AND a min-maxer.  I watch my dialogue and my stats like a hawke!

Feel free to express exasperation for the pun. It was terrible, I'll admit.

Modifié par SennenScale, 17 mai 2011 - 05:55 .


#52
Cainne Chapel

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I actually agree Sennen, I did enjoy the icons for the fact that it showed the "personality" that went WITH the saying. Granted its not that different than the normal wheel but it does help put things in context.

#53
Obro

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Why bother reading what it's says on the conversation wheel when it's going to say something completely different every time you pick something?

#54
Mr. MannlyMan

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I would much rather keep the paraphrasing WITHOUT the icons for ME3's wheel. Adding icons would just give the devs less reason to make the paraphrases correspond to what Shep says. I would rather have better paraphrasing than a combination of loose summaries and generic icons.

I agree with the notion that romance "starters" should be kept to the left side, and any branches that are triggered by that should roll out as the standard par/neut/ren spread.

#55
Kusy

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I don't like Dragon Age in my Mass Effect just as much as I don't like Mass Effect in my Dragon Age. This whole think with the dialogue wheel is making me a bit annoyed, I don't think unification of games is a good idea... I'd like to see the BioWarness in a game by seeing it's deep and engaging story and RPG elements - not the dialogue wheel.

Recycling the wheel in Dragon Age 2 showed up to be a bad idea in my opinion, re-recycling it back to Mass Effect in the same form sounds even worse.

Modifié par Mr.Kusy, 17 mai 2011 - 07:26 .


#56
AlanC9

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Wait a minute. So a tool that makes what ME's paraphrases mean clearer is bad? I'm reading this right?

#57
Ryzaki

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Did I say it already?
YES ICONS PLEASE!
I'm sick of ninjamances.

#58
Manic Sheep

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I wouldn’t mid a tone indicator if they did it properly I guess. Why is making it more clear a bad thing? if you turn your brain off and don't read the line that you fault. Sometimes tone doesn’t come across well in the phrasing or even in full sentences tho I didn’t have much issue with that in ME2 so the icons might be unnecessary for the most part. Not an excuse for bioware to not paraphrase properly tho.

Modifié par Manic Sheep, 17 mai 2011 - 08:45 .


#59
MouseNo4

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Slayer299 wrote...

@MouseNo4 - How do you get ninja'd into romancing Jacob? You're hitting on him the first time you open your mouth in the armory.

I agree that the team should tweak the dialogue wheel for ME3, but 2 still had good improvements in it. But it seems you are advocating symbols in the dialogue wheel (hearts/smiles) to make it easier to play the dialogue wheel, correct?


I dont actually recall the exact words but i wanted to 'get to know' Jacob, about his past, his goals, his general state of mind. Somehow that translated as my Shepard hitting on him. I was like, wah da fa...

#60
JRCHOharry

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Ugh I hated the icons in DA2, I felt like a child being read a picture book, stick with the paraphrasing please. Make the romance dialogue a bit more obvious but god no icons!

#61
Cainne Chapel

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I fail to see how the dialogue Wheel is "Bad" Mr. Kusy and especially if you're playing a "cinematic" game where you control the tone and responses of the character.

As many things as DA2 did wrong, having the dialogue wheel (especially one that lets you know the tone and gist of the phrases) is hardly a bad thing.

I also personally still cant fathom how having MORE explanation as to what you're character saying is bad. I actually liked the fact that Hawke could have a slightly different personality based on the choices picked. His tone and delivery changed as well depending on which dialogue choices chosen and I think it would be great if they implemented that more often. Would give characters a more personalized feel I think.

#62
CroGamer002

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No.

I did love it in DA2, but it really speaks NOT Mass Effect.
For DA2 that's OK, but for ME3 and future ME games is not.

#63
Lunatic LK47

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MouseNo4 wrote...



I dont actually recall the exact words but i wanted to 'get to know' Jacob, about his past, his goals, his general state of mind. Somehow that translated as my Shepard hitting on him. I was like, wah da fa...


This. Things didn't help matters when FemShep sounded like a nymphomaniac.

#64
Blooddrunk1004

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Oh come on!
The icons made the game to simplier and more friendly then it already is. Hell the dialogue wheel already has established path too make the game know, when will you be good or evil:
Paragon - above
Neutral - middle
Renegade - low
I can't believe people want this, did Bioware fanbase realy went so downhill since ME2?
I bet all of you who voted "yes" probably never even once played KOTOR, because one wrong line could get you killed if you didn't read carefully.

Modifié par Blooddrunk1004, 18 mai 2011 - 12:20 .


#65
Autoclave

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I disagree with op. If you are not allowed to see the full answer before you select it (like we had it back in neverwinter nights for example), you should at least get a good hint of what shep is going to say, be it diplomatic or other answer.

#66
VolusNamedBob

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Yeah, I think it'd be best if we didn't have the symbols. Sometimes less is more.

#67
JRCHOharry

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Blooddrunk1004 wrote...
I bet all of you who voted "yes" probably never even once played KOTOR, because one wrong line could get you killed if you didn't read carefully.

Ah Calo Nord, if I knew I couldn't defeat you in the cantina I would have never ignored your threats lol.

#68
xentar

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Shepard Lives wrote...
Then it's your fault. Ever hear about roleplaying? I suppose you haven't, if you only care about getting the best outcome.


Ah, here we go again. It's one thing to accept possible consequences for your actions and another to intentionally keep selecting options that are guranteed to fail. This kind of roleplaying is similar to Flayling's permadeath idea: while it could work in theory, very few people would find it enjoyable


Shepard Lives wrote...
Thus, he can give Tali a hug, but also shove a gun in Conrad's face and chuck a merc out of a window! Amazing, right?

 
Well, some people end up being unable to persuade others properly later in the game for no particular reason other than their bars are not long enough. I would hardly call such limitations anything other than harmful to roleplaying.

#69
STG

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Removing the "guessing game" interrupt system and adding DA style icons would be nice.

#70
xentar

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A WYSIWYG system would be even more rational, however unlikely...

#71
BlackwindTheCommander

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I liked them all except those god damned romance emblems. Cheapened the experience. The rest were nice just because they gave the UI a little bit of polish.

#72
AlanC9

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xentar wrote...

A WYSIWYG system would be even more rational, however unlikely...


Especially unlikely since focus groups showed paraphrases to be more popular. It's not like Bio wanted to make more work for the writers by making them write paraphrases as well as the lines  themselves.

#73
AlanC9

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Blooddrunk1004 wrote...
I bet all of you who voted "yes" probably never even once played KOTOR, because one wrong line could get you killed if you didn't read carefully.


So it's a good thing to have to reload because you didn't understand what your own character was about to do when he selected an option?

#74
Haristo

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Up and blue = good
middle = neutral
down and red = bad.

that was perfect, no need to chenge anything unless you reboot the entire licence.

#75
Katzen

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I really hated the icons because it felt like they made the conversation into more of a mini game than a... conversation!

When you have a big gleaming heart next to a line it really rips away the immersion factor.