KiddDaBeauty wrote...
Though at the same time I enjoy how in DA2, you can only talk yourself out of situations with diplomacy if you've used a lot of diplomacy (ie have the diplomacy dominant personality active atm), charm if you've been charming and intimidate if you're someone who can be threatening. As much as I felt this was railroading, I liked how it was impossible for my pushover of a mage to threaten people - it just wasn't in her.
Not to mention I actually became better at talking through talking, instead of killing darkspawn and learning how to speak from that. So in that way, I'd like some refinements to DA2's system more. But then people will be sad they feel railroaded into always picking similar choices because it's hard to tell just how much you can deviate.
It's hard to make a perfect system =
The real problem with that system was that you always had 3 choices, 1 diplomatic, 1 sarcastic, and 1 mean, that were all color coded and even in the same place each time you chose something. As has been discussed to death, this leads to people choosing "the sarcastic option" all the time, without even reading in order to get a sarcastic character.
However, there is actually one indie game called "cinders" that did something similar, but better (only negative was that there was no voiceovers whatsoever, but still). They did have similar situations where you could for example attempt to lower a shopkeeper's price by haggle, appeal to friendship, seduce the shopkeeper, or to pay full price. So far it sounds a lot like DA2s system, but apart from this specific situation, it was usually a bit harder to discern how your actions could influence your actions. There is for example a later situation where you hear someone speaking on your lawn, and you can either follow them, or keep snoring soundly. The first option will however make your personality more curious/intelligent, and the other more self interested I suppose.
That is, NO COLOUR CODING to make it so darned obvious which personality trait will grow for each option.Either way my point is that you then really roleplayed from the actions available, not from what you wanted your final personality to be like (since what makes you more cunning, diplomatic, sarcastic isn't as clear. I only found out what did what after replaying the game several times. Some choices could even make you more calculating and diplomatic at the same time). Also, some information could only be obtained by for example blackmailing certain NPCs, which you could only do if you were cunning enough in personality. So even if you were extremely diplomatic, you would have no way to gain this information, as the choice "appeal to the person's honour" will always fail.
Personally I still prefer stats affecting your conversation options like in the older Bioware games, but the above is at least an alternative that I can live with, and is in my opinion not too far from what they tried to do in DA2. In summary what they should do IF THEY
HAVE TO KEEP THE PERSONALITY TRAITS A LA DA2:
*Remove the colour codings
*randomize the positions of the dialogue options in the dialogue wheel, so that the "good" choice isn't in the upper right all the time
*Don't always have 1 of each personality type, so that we in certain situations might have 2 normally considered "good" options, and 3 sarcastic ones, and no evil ones. In another we might have 1 good and 4 evil decisions instead.
*Let some decisions give you more "points" towards a certain character type. For example, if I decide to mercilessly kill an innocent child, I should go more towards an evil personality than if I insult someone.
*Have actual decisions, instead of just 3 ways of saying the exact same thing.
Sorry for the bad english. Pretty tired right now.
Modifié par Amycus89, 11 juillet 2012 - 09:14 .