PresidentCowboy wrote...
alex90c wrote...
Atakuma wrote...
alex90c wrote...
Mute Hawke would be amazing. Then I don't have to look at his stupid face when he cracks awful jokes.
HURRRDURRRR VISCOUNT UR SON DIED HURRRDURRR IT CANT GET ANY WORSE HURRRDURRRR
Or you could just, I don't know... not pick that option?
I've already heard the line and I've already seen his expression when he pulls it. I never ever have to use that line again but I still have ingrained in my head how much of a tool Hawke comes across when he says it.
"Wow the viscount's son just died - I know I'll choose the joke dialogue option then throw a hissy fit when Hawke cracks a joke!"
Jokes can be used in situations like that to try and alleviate the sadness, though it is extremely difficult for it to work. It can be done though, if one is careful.
A player -- not me. I've never chosen it on purpose as it was clear to me it probably wouldn't be appropriate -- may have chosen the joke option with the intent that the joke would help the Viscount feel just a little better -- perhaps some sort of joke about how he can talk about Qunari religion with the Maker and other people in the afterlife -- but the paraphrase isn't accurate enough for the player to know it's more of an ass comment than a well-intended comment.
All it says is "Look on the bright side!". That could mean anything. Perhaps one should've expected the option to be wildly inappropriate for the scenario, but you shouldn't be forced to
think about what the option might actually be. You should be able to know if you want to know prior to choosing it.
I went over this in another thread how I think having only 3 options isn't really enough now that tones/intent were added to the players' view.
The Ethereal Writer Redux wrote...
I may not be able to say what I want to say, but I should be allowed to give the appropriate intent.
If I want to make a joke or say a charming line that might make the Viscount happier, I should be able to do that. Likewise, if I do want to make a joke that makes me sound like an ass, I should be able to do that. And the game allows the latter, but not the former
Take for example the sibling's death in the prologue. I am given the option of saying "At least he/she is with Father now".
That's a nice way to try and make Leandra feel better.
I think what should be done is to separate the choices into what they are. There are 6 possible tones, but only 3 show up at a given time. Why not have all 6 tones available a great deal of the time?
By going over to another section of the wheel, it may hold the other three options.
You have Diplomatic, Angelic, Sarcastic, Charming, Aggressive, and Direct. But only 3 will show up at certain times. Why can't all 6 be available, with the other three in a wheel above the main one? And they'll still add up to the 3 individual personalities.
Ignoring the fact that I dislike the paraphrases on principle -- as I'd like to have the full line appear at the top of the screen if you hover over the dialogue options if the Dialogue wheel must be retained -- this would make the dialogue wheel more tolerable for me and possibly allow for a greater range of roleplaying.
I'm not going to get into my opinions on the personality system -- even though it's related -- as that's something I've argued about many times before.
Obviously, resources are an issue.
Modifié par The Ethereal Writer Redux, 14 janvier 2012 - 02:10 .