Dialogue Wheel with a Text Box Support Thread
#26
Posté 20 avril 2012 - 08:03
#27
Posté 20 avril 2012 - 08:21
They would have to rework the design of the dialogue wheel though and move it around. It can't just be big and located bottom center unless the text showed up at the top of the screen (which I wouldn't mind).
#28
Posté 20 avril 2012 - 10:43
I do get what Mike said about reading something then hearing it read out, that annoyed me in the Witcher; but when sometimes I'm happy to just pick the gist, other times I want to know exactly what my character's about to say, and if what I picked doesn't match my expectations and I end up having to skip through the rest of the conversation, reload, and start again, any drama or tension in that scene has vanished entirely.
#29
Posté 20 avril 2012 - 11:15
I think this would be perfect. Best of both worlds.Night Dreams wrote...
You could still have the tone of what you are about to say on top, then if you're really picky a short few words to sum up with what you're about to say like they did in DA2, then when you hover over it, the few words turn into the text box.
#30
Posté 20 avril 2012 - 11:30
Zexiv wrote...
You're right but when you select I want to help and get something like "It is my duty to aid you and your breathern so we will aid in the protection Redcliff from the Drarkspawn invasion"... When in your head you're thinking "We want to help you" or "WE WILL FIGHT!" it snaps you away from the game.
Even though the dialog choices aren't your own, and how could they be, at least when you know what's going to be said it won't be something that catches you off gaurd or something that you think is out of charecter when you hear it. If you thought it was out of charecter when you read it you'd not choose it.
Take it easy
I know what I'm going to say in the wall of text BUT the option is: "It is my duty to aid you and your breathern so we will aid in the protection Redcliff from the Drarkspawn invasion" that is no more what I want to say than when it is spoken. I'd rather, if we are tlaking option, see at least 2 Yes/No options insead of basically getting one way to say yes or no for example.
#31
Posté 20 avril 2012 - 11:59
Sidney wrote...
I know what I'm going to say in the wall of text BUT the option is: "It is my duty to aid you and your breathern so we will aid in the protection Redcliff from the Drarkspawn invasion" that is no more what I want to say than when it is spoken. I'd rather, if we are tlaking option, see at least 2 Yes/No options insead of basically getting one way to say yes or no for example.
I'm all for having multilpe ways to reach the same end goal dialog wise. My perference based on playing DA2 is if my charecter is voiced I'd rather know what they are going to say based on the number times I was left thinking why did I get that voiced response or that's not what I'd intended to say.
Modifié par Zexiv, 21 avril 2012 - 12:00 .
#32
Posté 21 avril 2012 - 07:26
#33
Posté 21 avril 2012 - 08:29
#34
Guest_sjpelkessjpeler_*
Posté 21 avril 2012 - 12:11
Guest_sjpelkessjpeler_*
nerdage wrote...
Please.
I do get what Mike said about reading something then hearing it read out, that annoyed me in the Witcher; but when sometimes I'm happy to just pick the gist, other times I want to know exactly what my character's about to say, and if what I picked doesn't match my expectations and I end up having to skip through the rest of the conversation, reload, and start again, any drama or tension in that scene has vanished entirely.
This is what has happened to me a few times in DA2
But I have no problem with the way it is done in the Witcher. No reloads for me yet!
#35
Posté 21 avril 2012 - 07:32
The paraphrasing is too often misleading, so being able to read the full text beforehand would be very appreciated - I'd still want to have different tones though.
#36
Posté 24 avril 2012 - 01:10
I'm not bothered by the wheel itself because that's just a shape, paraphrases and tone/mood icons could still be present in an origin style dialogue. But I do get the antagonism towards it as the change to it also came with dialogue coming out of your charactor's mouth that is completely different from what you expected.
I remember talking to Isabela for the first time in act III and choosing the option "I should have known" (or something very like that) thinking my char would be all regretful for not having seen the quanri thing coming and done something about it. Instead she starts griping at Isabela about how she's such a backstabber
Modifié par Absafraginlootly, 24 avril 2012 - 01:11 .





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