dark-lauron wrote...
For me that lady is the Tamoko of the situation, Howe is Angelo and Loghain is Sarevok.
So... who does think that Loghain and Cauthrien do... ahem... sex?
What the F???
DONT YOU EVER AGAIN COMPARE ME WITH THAT DOUCHEBAG!!!
dark-lauron wrote...
For me that lady is the Tamoko of the situation, Howe is Angelo and Loghain is Sarevok.
So... who does think that Loghain and Cauthrien do... ahem... sex?
SusanStoHelit wrote...
Yep, honorable my ***. She's just a toadie, a lickspittle, a yesman, a henchie, a no-good scumbag who follows every order given to her by you-know-who, no matter the cost.
JaegerBane wrote...
Well said. Frankly I had more respect of Arl Howe, as despite the miserable excuse for a man he was, at least he was honest about his actions and didn't try to hide his greed and depravity as anything else than what it actually was.
T0paze wrote...
Actually, Dragon Age doesn't (at least in most cases) have persuasion. It has hypnosis. You say something, and if your hypnosis skill is high enough, people will obey. It doesn't have anything to do with using strong arguments or cogent reasoning.
I don't know. I think you made a good argument there. He'd be a fool not to listen to that.The Angry One wrote...
T0paze wrote...
Actually, Dragon Age doesn't (at least in most cases) have persuasion. It has hypnosis. You say something, and if your hypnosis skill is high enough, people will obey. It doesn't have anything to do with using strong arguments or cogent reasoning.
What we need is Mass Effect style red/blue text. 100% effective if it's available, guaranteed!
e.g.
Me: You suck, and should die.
Saren: You're right. I suck, and should die. *BANG! * *thud*
Take that, persuasion!
Modifié par The Angry One, 22 décembre 2009 - 09:44 .
Modifié par Ulicus, 22 décembre 2009 - 10:10 .
David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much? Or perhaps you simply shouldn't get to indulge in long conversations with characters that you can Persuade. One of the two, really. I know the response is that you should have both -- long conversations AND Persuade options that are also long conversations, but that's not going to happen.
Thanks for the feedback.
David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much? Or perhaps you simply shouldn't get to indulge in long conversations with characters that you can Persuade. One of the two, really. I know the response is that you should have both -- long conversations AND Persuade options that are also long conversations, but that's not going to happen.
Thanks for the feedback.
Modifié par Avaraen, 22 décembre 2009 - 11:41 .
The whole way the Landsmeet works does seem to be the best way for a persuasion dialogue to play out, I think. With each choice you make during the dialogue influencing whether you win or lose the argument. A persuade skill could then, for example, increase the effectiveness of beneficial dialogue options and reduce the harm of negative ones. Imagine that each rank of persuade made your argument 15% more effective, so you essentially get 15% more 'argument points' per rank of persuade, so with a maxed skill you're gaining 160% points on beneficial arguments. And it reduces the impact of harmful arguments by 5% so you're only losing 80% points on harmful ones.Avaraen wrote...
David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much? Or perhaps you simply shouldn't get to indulge in long conversations with characters that you can Persuade. One of the two, really. I know the response is that you should have both -- long conversations AND Persuade options that are also long conversations, but that's not going to happen.
Thanks for the feedback.
Persuasion is sort of like the Easy button in the Staples commercials; spend 4 skill points and always get what you want out of a conversation. I'd guess most players max out Coercion regardless of the character, simply to ensure they don't miss out on anything or get backed into a corner because they can't convince someone of their
sincerity. The only problem with this is taking Persuasion checks means we miss out on a lot of dialogue; it's like a fast-forward button to the end of the movie, without the interesting middle bits. No matter where you put the Persuasion check, it will always be a magic "I win" button for the argument (if the player has invested in Coercion as they go).
Ideally, persuasion-possible conversations would function similarly to the Landsmeet. The player's dialogue choices during a conversation add or subtract from their "argument" score; at the end of the conversation, the tally is made and the character has either succeeded or failed at convincing the NPC. There could be a secondary "threaten" counter for some conversations, that allows the player to select threatening responses - depending on the NPC, that might cause them to become hostile, or cause them to give in to the character's demands. That actually would make for more interesting and dynamic gameplay than putting Persuasion checks at the end of a long dialogue. Of course, that would also be a lot more work for the designers, so... yeah, I don't really expect to see anything like this implemented in a game any time soon, but it's a nice thought.
Given how many people never managed to realize how the Landsmeet works and the amount of complaints related to it, i'd be wary about calling it "ideal" way for conversations to work.Koyasha wrote...
Ideally, persuasion-possible conversations would function similarly to the Landsmeet. The player's dialogue choices during a conversation add or subtract from their "argument" score; at the end of the conversation, the tally is made and the character has either succeeded or failed at convincing the NPC.
Modifié par tmp7704, 23 décembre 2009 - 01:40 .
I suspect it'd be fine if only Persuasion had in-game appearance like the Yammer skill from the Anachronox...David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much?
tmp7704 wrote...
Given how many people never managed to realize how the Landsmeet works and the amount of complaints related to it, i'd be wary about calling it "ideal" way for conversations to work.Koyasha wrote...
Ideally, persuasion-possible conversations would function similarly to the Landsmeet. The player's dialogue choices during a conversation add or subtract from their "argument" score; at the end of the conversation, the tally is made and the character has either succeeded or failed at convincing the NPC.
edit: Also, i don't think there's anything wrong with the "magic coercion" when people seem to be accepting the concept of "magic intimidation" without much struggle...
Actually, David, I got the impression that the opposite was being said. And I don't think it would be especially difficult to insert a link to the Persuade node (the one that already exists) into all the explanation branches, so that you can elaborate your argument and then go for the clincher. Really, why is that "not going to happen"? I know a kitten dies every time a player says "but it wouldn't be that hard to implement," but... really! I can't help but think that, when both the explanation and the persuade dialogue already exists, a few extra linkies would take care of the issues expressed here. Sorry for any kitten death...David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much? Or perhaps you simply shouldn't get to indulge in long conversations with characters that you can Persuade. One of the two, really. I know the response is that you should have both -- long conversations AND Persuade options that are also long conversations, but that's not going to happen.
Thanks for the feedback.
Modifié par Estelindis, 23 décembre 2009 - 02:10 .
The landsmeet is confusing and has a lot of complaints about it because it looks like each of the nobles is a vote, and you should just need a majority of votes to win, but it doesn't actually work like that. It decides things in one way, but it looks like something entirely different, because you're never told anything else.tmp7704 wrote...
Given how many people never managed to realize how the Landsmeet works and the amount of complaints related to it, i'd be wary about calling it "ideal" way for conversations to work.
edit: Also, i don't think there's anything wrong with the "magic coercion" when people seem to be accepting the concept of "magic intimidation" without much struggle...
David Gaider wrote...
My take from this is that perhaps Persuade options should simply be taken out. Persuasion is intended to be abstracted a little, and not every line of reasoning spelled out -- but perhaps that is difficult to understand when you can otherwise say so much? Or perhaps you simply shouldn't get to indulge in long conversations with characters that you can Persuade. One of the two, really. I know the response is that you should have both -- long conversations AND Persuade options that are also long conversations, but that's not going to happen.
Thanks for the feedback.
There's a world of difference between what you say and why you say it. Most often I'm fairly certain if you got what you were actually asking for, you wouldn't enjoy it. Either that or what you're asking for just isn't feasible.Estelindis wrote...
Actually, David, I got the impression that the opposite was being said.
Like this. Perhaps you people actually do think that you can simply heap dialogue upon dialogue and end up with Planescape Torment -- and that the end result wouldn't be an expectation of even more dialogue ("I got to explain my entire argument in thesis format in that one major dialogue, why can't I do it in this minor dialogue here?") -- but the difference between us is that I need to concern myself with cost and implementation and you do not. That's the "kitten death" you're referring to.And I don't think it would be especially difficult to insert a link to the Persuade node (the one that already exists) into all the explanation branches, so that you can elaborate your argument and then go for the clincher. Really, why is that "not going to happen"? I know a kitten dies every time a player says "but it wouldn't be that hard to implement," but... really! I can't help but think that, when both the explanation and the persuade dialogue already exists, a few extra linkies would take care of the issues expressed here. Sorry for any kitten death...
David Gaider wrote...
Like this. Perhaps you people actually do think that you can simply heap dialogue upon dialogue and end up with Planescape Torment -- and that the end result wouldn't be an expectation of even more dialogue ("I got to explain my entire argument in thesis format in that one major dialogue, why can't I do it in this minor dialogue here?") -- but the difference between us is that I need to concern myself with cost and implementation and you do not. That's the "kitten death" you're referring to.
Modifié par Original182, 23 décembre 2009 - 02:40 .
Please, by all means, concern yourself with cost and implementation. I just fail to see why the cost of some links would be especially huge. Unless what you're saying is that the cost would be the expectation of being able to elaborate one's argument in every situation, and increased player disappointment when that didn't become possible. But... in this situation... the Warden *can* elaborate her (or his) argument... and have it be less persuasive than a single line.David Gaider wrote...
the difference between us is that I need to concern myself with cost and implementation and you do not
Modifié par Estelindis, 23 décembre 2009 - 02:53 .
I did not write any part of Planescape: Torment, no. Seeing as it was a game with no voice over (and a lot of narrative text) simply adding more text to that game didn't add much more cost outside of translation (if it was translated).Original182 wrote...
I'm saying now Planescape: Torment was a great game! Surely you wrote some part of it. Planescape: Torment should be living proof that wordy logical persuade options work. I don't understand where the cost and implementation is coming from. Dragon Age already had thousands and thousands of dialogue, adding longer persuade conversations surely won't hurt.