ME3 Dialogue Wheel
#1
Posté 07 juin 2011 - 01:54
I gather from a dev comment that the paraphrasing isn't going away, and I doubt they're going to get any better at making the paraphrases give you any idea of what will actually be said, so for my money they're going to have to put some icons on there. I want to know what will start a fight, what will start a romance, and so on.
What do you want?
#2
Posté 07 juin 2011 - 02:01
#3
Posté 07 juin 2011 - 02:06
MarchWaltz wrote...
I want to know when I am about to flirt with someone, in ME2 I was just trying to talk to jack and ended up flirting with her, so I had to reload and play keep away from her.
Exact same thing happened to me. And quite a number of other people, I gather.
#4
Posté 07 juin 2011 - 02:06
MarchWaltz wrote...
I want to know when I am about to flirt with someone, in ME2 I was just trying to talk to jack and ended up flirting with her, so I had to reload and play keep away from her.
Yeah I know, you can't talk to people without intiating a rommance, Hopefully this will be recitified
#5
Posté 07 juin 2011 - 02:16
#6
Posté 07 juin 2011 - 02:18
#7
Posté 07 juin 2011 - 02:20
D Amiri wrote...
I like the different personalities in DA2 but the icons kind of ruin the the experience on the first play through. My responses should have consequences. I shouldn't always know that my choices will lead to a fight or be considered rude or flirting. I like that in some situations I can decide to flirt, insult, or start a fight but it shouldn't always be obvious. It's part of experience to not know what happens next. The three choices mechanic already telegraphs too much info about how your words will be received.
I think you should never know what other people are going to say/do, but you should always know what you're about to make Shepard say/do. The icons should reflect your intention, not what happens. A character should be able to initiate a flirt or fight with Shepard without Shepard choosing that option, but Shepard should never do either without the player wanting it. At least, that's my opinion.
#8
Posté 07 juin 2011 - 02:25
D Amiri wrote...
I like the different personalities in DA2 but the icons kind of ruin the the experience on the first play through. My responses should have consequences. I shouldn't always know that my choices will lead to a fight or be considered rude or flirting. I like that in some situations I can decide to flirt, insult, or start a fight but it shouldn't always be obvious. It's part of experience to not know what happens next. The three choices mechanic already telegraphs too much info about how your words will be received.
This. We already know top-right = Goody Twoshoes, middle-right = Purgatory, bottom-right = Complete ******. Does it really have to be spelled out any more plaintly, or are there to be no surprises to what comes out of people's mouths? Personally, I love not knowing what exactly Shepard says. Only a couple of occasions can I wistfully wish he had said exactly the "No." or "Shut up." that was given.
Besides, who didn't like "I'm tired of your disengenuous assertions!"?
#9
Posté 07 juin 2011 - 02:29
#10
Posté 07 juin 2011 - 02:33
D Amiri wrote...
If the icons show only intent but not effect that would be cool. But the PC should be able to fail. I should be able to try the flirt icon and have it fail or ruin a potential love interest or try to reject a romance only to have the companion chase me harder. But in DA2 the icon almost always telegraphs the effect of you words. Especially the flirt/heartbreak icons. I should have to figure out how to romance my companions, not just pick the paragon/top-right choice and/or heart icon every time it's available.
Agree with everything you just said. I've not actually played DA2, I just liked the idea of not having dialogue-wheel-induced ragequits in ME3.
#11
Guest_PDesign_*
Posté 07 juin 2011 - 02:37
Guest_PDesign_*
#12
Posté 07 juin 2011 - 02:43
#13
Posté 21 septembre 2011 - 04:46
and also i dont like that its hard to tell if the thing your going to say is going to move the conversation along, finish it or get more info about somethng
#14
Posté 21 septembre 2011 - 04:56
I prefer the current dialogue wheel in ME, and the last thing I want is them adding goddamn "diplomatic", "sarcastic" and "aggressive" personalities.
"I'm going to crack jokes and still somehow be able to win this game effortlessly"
really Bioware, really? No wonder nobody took the "Champion of Kirkwall" seriously, he was literally a complete joke.
#15
Posté 21 septembre 2011 - 04:59
DoNotIngest wrote...
D Amiri wrote...
I like the different personalities in DA2 but the icons kind of ruin the the experience on the first play through. My responses should have consequences. I shouldn't always know that my choices will lead to a fight or be considered rude or flirting. I like that in some situations I can decide to flirt, insult, or start a fight but it shouldn't always be obvious. It's part of experience to not know what happens next. The three choices mechanic already telegraphs too much info about how your words will be received.
This. We already know top-right = Goody Twoshoes, middle-right = Purgatory, bottom-right = Complete ******. Does it really have to be spelled out any more plaintly, or are there to be no surprises to what comes out of people's mouths? Personally, I love not knowing what exactly Shepard says. Only a couple of occasions can I wistfully wish he had said exactly the "No." or "Shut up." that was given.
Besides, who didn't like "I'm tired of your disengenuous assertions!"?
This, also those icons insult the players on a whole new level they basically say you're too dumb to figure out that saying sentence X is a mean one or will be perceived wrong or saying sentence Y is flirtatious in nature so we'll draw you a picture to help you poor sod.
Listen to what the npcs are saying then look at the wheel its very easy to see what would be nice, rude, ect even if BW didn't do the whole up is nice down is rude method. Fallout mixes it up and I still don't ****** people off unintentionally I know saying one sentence is rude while another is my character being a joker you just need to pay attention and not sleep rp.
Modifié par Destroy Raiden , 21 septembre 2011 - 05:00 .
#16
Posté 21 septembre 2011 - 06:42
#17
Posté 21 septembre 2011 - 07:25
#18
Posté 21 septembre 2011 - 07:42
#19
Guest_PDesign_*
Posté 21 septembre 2011 - 07:56
Guest_PDesign_*
#20
Posté 21 septembre 2011 - 08:01
It forces you to have to understand what's going on, and thats a good thing!





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