Parley (Negotiating) AKA persuasion issue.
Integral part of DA:O. You could persuade and vary conversation in multiple ways leading to different results. I am not only talking about major quests like "Nature of the Beast" where through conversation and persuasion, you could ally with different sides and accordingly change the World, but likewise in side-quests such as Warden's Keep where you have various options of conversing with Sofia or Stone Prisoner with Desire Demon and so on.
In DA2, I can count on the fingers of my one hand (probably that would be too many times) when conversation mattered in encounters with NPCs/enermies (I'm not talking companion influence and romance). You fight no matter what 99.9 percent of the time. I can vaguely recall a minor encounter where people bow down to you and leave. The only impactful one is a way to get not to fight the Dalish clan in Merill's quest.
Of course, I did ironically feel good and realistic sometimes when no matter what enemies still attacked (like in real life when a bunch of street thugs are unlikely to leave no matter what you tell them), but when this had gone overboard and parley essensially became almost impossible, I became very discouraged. In DAO, not only was my Warden able to avoid fights in most instances, he could persuade characters to even pay him or issue quests sometimes.
Now, DA2 introduced an awesome mechanic of your companions being able to influence conversations with enemies/NPCs and in a few instances help avoid a fight this way. This is a great feature that imo should be kept, but it doesn't negate the fact that you as the player could extremely rarely influence conversations.
Question: How are developers addressing this in the future title?
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Edited question about class-specific quests as Mr. Laidlaw seems to have addressed that those are planned.
Modifié par RussianSpy27, 16 avril 2012 - 11:59 .





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