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Faction approval and more reasonable random encounters


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#1
SerTabris

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 Sometimes in DA2, I would get attacked by some random people on the Wounded Coast, who were only identified as 'Apostate Mage'. This struck me as kind of odd, since this happened to me when I was an apostate mage myself. (I suppose they might also be bandits, but I'd like to at least know.)  So I had a thought: what if some of the enemies were in factions that had various approval ratings of you?  Using DA2 for an example, you could have apostate mages (possibly blood mages and non-blood mages separately), templars, Qunari, Tal-Vashoth, city guard, as well as always-hostile enemies like bandits, wild animals, demons (or possibly not?), and darkspawn.

I think it would be an interesting system, and make for more logical random encounters. Thoughts?

#2
nightscrawl

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I'm afraid I don't understand. Would these be static factions, with no ability to change your reputation? If not, say you ran into Carta dwarves. Looking at the list of factions, we know the Carta hates your PC. OK, great. How does that make the encounter more logical?

If they're dynamic factions and you can change based on dialogue responses, quest results, etc, I could see that having great potential in games, but there is also the danger of moving away from the story and focusing on the "game within a game" that such options present.

#3
Plaintiff

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I don't think that sounds more "logical" at all.

'Apostate Mages' isn't the name of a club, they're disorganized bands of desparate criminals who just happen to possess magic powers. They are removed from civilized society and may not necessarily have any clue who Hawke is.

The fact that Hawke may also be an apostate is meaningless and should not have bearing on these encounters. Mages are not able to instantly recognize other mages by sight, and there is no code of honour preventing apostates from killing each other.

#4
Firky

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Monsieur Laidlaw said something which may or may not be related, at le recent PAX panel.

It was something along the lines of having (dialogue/quest?) options opened to the player based on affiliations with different groups. (And he referenced Fallen London as an influence - like having connections to the constables can let you unlock related storylets.)

(PS. I never really thought about that and random encounters, but they do that in Baldur's Gate 2. *old school spoiler* As soon as you side with the vampires or the thieves, the other group come and get you at night. The vampires, in particular are rather tough for the early party.)

Modifié par Firky, 04 septembre 2012 - 07:51 .


#5
philippe willaume

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hello
yes i would like faction approval, so that i got the appropriate dialogue and it having an influence on random or even specially crafted mission if the approval rating his good enough or bad enough.
IE in DA:2 if by ACT 2 if you had sided with the mages more than the templars.
You should get a better reception and you argument should carry more with the mages (IE more non fight options) Leaving room for particular case of course.
basically the same thing for faction as for companions.

now from a DA:2 stand point, I agree with Plaintif and it is harder to have "former Templar that has fallen on bad day" and not seeing the hand on M behind it where mechanically speaking there would be no connection.
but it would be nice if it were

phil

#6
picnicprincess

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Kind of sounds similar to Fallout. I've been playing New Vegas recently and when you side or don't side with a certain faction or town you get an approval rating with the faction depending on how you play.

#7
Realmzmaster

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There are already factions in Kirkwall. Hawke was in one for a year with Athenril. Hawke was a smuggler. Athenril's smugglers were in competition with both the Carta and the Coterie. Other groups include all the gangs Hawke kills to clean up the streets of Kirkwall (Sharps Highwaymen,etc).
Hawke simply does't want anything to do with them after his year of servitude with Athenil. After becoming rich from the deep roads expedition Hawke really does not need them.

Modifié par Realmzmaster, 04 septembre 2012 - 04:25 .


#8
SerTabris

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Plaintiff wrote...

I don't think that sounds more "logical" at all.

'Apostate Mages' isn't the name of a club, they're disorganized bands of desparate criminals who just happen to possess magic powers. They are removed from civilized society and may not necessarily have any clue who Hawke is.

The fact that Hawke may also be an apostate is meaningless and should not have bearing on these encounters. Mages are not able to instantly recognize other mages by sight, and there is no code of honour preventing apostates from killing each other.


That makes sense; I didn't really read that from the apostate mages I saw. I thought they would mainly be from around the Kirkwall area (it's not exactly a destination spot for mages, after all). I know they aren't a group; I just figured that if they were from the area, they could know by reputation if Hawke generally helps mages against templars, and then wouldn't really have a reason to want to attack you. Here it appears they are more or less both apostate mages and bandits, which is understandable, but as a rather literal-minded person I'd like that to be noted somewhere.

#9
Nomen Mendax

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nightscrawl wrote...

If they're dynamic factions and you can change based on dialogue responses, quest results, etc, I could see that having great potential in games, but there is also the danger of moving away from the story and focusing on the "game within a game" that such options present.

Actually I think that might be a good thing, one of the problems I have with Bioware's recent games (DA2 in particular) is that they focus on their story far too much.  There are quite a few examples of situations where I wanted to do things that I couldn't because it would alter the story; or where something happens because the story demands it but it makes very little sense in the game world (your sibling's death in the intro. being the obvious example).

#10
Rawgrim

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Sounds abit like the civil war bit in Skyrim. You pick a side and help that side win. Hmm...Orlais is looking at a civil war. Might be why Bioware mentioned they would look at Skyrim for some things.

#11
Wulfram

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I wouldn't want a faction reputation system to result in there being a bunch of makework quests needed to boost it.

#12
JasonPogo

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If they do it organicly it could be great. As said before just have missions where you side with mages or Templar. Side with the mages enogh and the Templars will start to hate you or vice versa.

#13
SafetyShattered

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I think this is a great idea. They should totally do this.

#14
Heimdall

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That makes a whole lot of sense. Aside from nondescript bandits, I should expect to be attacked by Mages if I side with Templars and Templars if I side with Mages.

#15
KiwiQuiche

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As long as raising a factions opinion of you doesn't involved Fetch-Quests I'm game.

#16
Lotion Soronarr

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As long as faction doesn't magicly know everything you did.

You kill a lone mage in the woods.
* you lost 5 reputation points with the mage faction*

#17
KiwiQuiche

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Lotion Soronnar wrote...

As long as faction doesn't magicly know everything you did.

You kill a lone mage in the woods.
* you lost 5 reputation points with the mage faction*


That kinda happens in Fallout New Vegas; While I was on my Legion playthrough (before all the other partys got mad at me) and went to the NCR camp by the lake, since I was on good terms with them at the time.
Then I waited till dark, snuck inside and Mister Sandman'd all the NCR Rangers in there. No reputation got lost since I wasn't caught- I only lost some karma :happy:

#18
ElitePinecone

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Firky wrote...

Monsieur Laidlaw said something which may or may not be related, at le recent PAX panel.

It was something along the lines of having (dialogue/quest?) options opened to the player based on affiliations with different groups. (And he referenced Fallen London as an influence - like having connections to the constables can let you unlock related storylets.)

(PS. I never really thought about that and random encounters, but they do that in Baldur's Gate 2. *old school spoiler* As soon as you side with the vampires or the thieves, the other group come and get you at night. The vampires, in particular are rather tough for the early party.)


This is very interesting. 

#19
Nefla

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I think it's a good idea, and it worked really well in FO:NV.