The Dragon Age Twitter Thread
#16351
Posté 18 février 2014 - 01:35
#16352
Posté 18 février 2014 - 03:05
#16353
Posté 18 février 2014 - 04:00
#16354
Guest_simfamUP_*
Posté 18 février 2014 - 04:05
Guest_simfamUP_*
Perish the thought! xD
#16355
Posté 18 février 2014 - 04:28
but I don't understand why people would PLAY by tone. Nobody is [olive branch] in all situations, nor is one always likely to be [fist].
That's the thing though, DA II pretty much rail roaded people into playing like that even if they tried to avoid it because of the dominant tone mechanic (but I think they said they're abandoning that for DA:I so maybe it'll be better?).
#16356
Posté 18 février 2014 - 05:48
#16357
Posté 18 février 2014 - 06:13
keightdee wrote...
I liked the tone symbols. They were helpful. ¯_(ツ)_/¯
It kinda of had that Paragon/ Renegade feel to it like Mass Effect 2 and 3 did, where you felt you had to go blue or red the whole time to get the best out of that playthrough
#16358
Posté 18 février 2014 - 06:34
keightdee wrote...
I liked the tone symbols. They were helpful. ¯\\_(ツ)_/¯
I liked them as well. And I liked some of the unique tone-onlt options and easter eggs (like Hawke's speech after Petrice's death in the Chantry). And moreover, keightdee, I really like that smiley! What's the key between the brackets?
And on a different note, I don't post often, but these days, this is almost the only thread I visit on the BSN, occasionally I'd try going into another thread, only to quickly be reminded why that was not a good idea.
#16359
Posté 18 février 2014 - 07:45
DarthSliver wrote...
keightdee wrote...
I liked the tone symbols. They were helpful. ¯_(ツ)_/¯
It kinda of had that Paragon/ Renegade feel to it like Mass Effect 2 and 3 did, where you felt you had to go blue or red the whole time to get the best out of that playthrough
Actually, I felt like the tone symbols were awesome because they indicated something more nuanced than the typical paragon/neutral/renegade split. Like my sarcastic character was sometimes direct, but never aggressive. If it weren't for the symbols indicating which end of the "renegade" spectrum a given response was on, I probably would have avoided the third option completely.
#16360
Posté 18 février 2014 - 01:43
User:
In DA:I, will there be the option to toggle the tone icons in conversations on/off ?
Mike Laidlaw @Mike_Laidlaw:
Is that something you'd like?
#16361
Posté 18 février 2014 - 02:55
I suppose if it's not too technically difficult they could always make those icons optional, since it seems there are people who don't like them. It seems a similar thing is happening with the dialogue clarification text, or whatever that system is called - that's optional, I think?Hrungr wrote...
Speaking of the Tone Symbols...
User:
In DA:I, will there be the option to toggle the tone icons in conversations on/off ?
Mike Laidlaw @Mike_Laidlaw:
Is that something you'd like?
Generally I prefer more clarity with the responses (even if things are artificially pidgeonholed into diplomatic/hostile/whatever), since in the past some of the dialogue paraphrases are just ambiguous enough to be confusing - and saying something that I didn't intend to is pretty frustrating.
#16362
Posté 18 février 2014 - 03:04
#16363
Posté 18 février 2014 - 03:11
andar91 wrote...
It seems like a lot of people think that the icons' presence means you must ALWAYS choose one tone of response per Hawke. Oddly enough, I did this too, though I can't say why. I did mix it up a bit, though.
Pavlov conditioning - bioware style:lol:
not entirely correct analogy, but hey nobody's perfect
#16364
Posté 18 février 2014 - 03:31
#16365
Posté 18 février 2014 - 03:48
#16366
Posté 18 février 2014 - 03:52
LoyalFan wrote...
This system clearly is not working good. Many people complain about it and want it to change. This much we can do, now we wait to see if bioware listened.
This may be a vocal minority. All they have to do is be a bit more careful in how they present them. In my experience only once or twice a game have they done a real poor job of saying somethibng not close to the intent.
#16367
Posté 18 février 2014 - 03:55
#16368
Posté 18 février 2014 - 04:12
That, and picking different tones during one conversation can sound a little bit... off, I guess? Like you're two totally different people, not one person with more than one mood. That ties into the dominant tone as well. Like, I'm sad my mom died, but answering with a perky "Let's just say his killing days are over!"
#16369
Guest_Lady Glint_*
Posté 18 février 2014 - 04:31
Guest_Lady Glint_*
I hope for your sake you are not holding your breath.LoyalFan wrote...
I meant the whole dialogue system.
I found the icons helpful, and the tone an enjoyable change of pace, but I'm not overly attached to the tone. Judging by what has been said by Mr. Gaider, sounds like they have made some interesting changes to dialogue anyway, so I won't start gnashing my teeth just yet.
#16370
Posté 18 février 2014 - 05:17
nightcobra8928 wrote...
andar91 wrote...
It seems like a lot of people think that the icons' presence means you must ALWAYS choose one tone of response per Hawke. Oddly enough, I did this too, though I can't say why. I did mix it up a bit, though.
Pavlov conditioning - bioware style:lol:
not entirely correct analogy, but hey nobody's perfect
I'm not sure if it the reason "why" or not, but sticking with one tone enough opened up options and outcomes that wouldn't have been available otherwise. So being all-aggressive means you get content that wouldn't be seen if you were aggressive sometimes and not others. As an example.
#16371
Posté 18 février 2014 - 05:48
Fast Jimmy wrote...
nightcobra8928 wrote...
andar91 wrote...
It seems like a lot of people think that the icons' presence means you must ALWAYS choose one tone of response per Hawke. Oddly enough, I did this too, though I can't say why. I did mix it up a bit, though.
Pavlov conditioning - bioware style:lol:
not entirely correct analogy, but hey nobody's perfect
I'm not sure if it the reason "why" or not, but sticking with one tone enough opened up options and outcomes that wouldn't have been available otherwise. So being all-aggressive means you get content that wouldn't be seen if you were aggressive sometimes and not others. As an example.
Yeah, and while I generally don't mind the dialogue system, I"ll admit that this is a big problem from my standpoint. The game is set up to reward playing a one-dimensinal character, hence people complain.
#16372
Posté 18 février 2014 - 06:09
#16373
Posté 18 février 2014 - 06:13
andar91 wrote...
Yeah, and while I generally don't mind the dialogue system, I"ll admit that this is a big problem from my standpoint. The game is set up to reward playing a one-dimensinal character, hence people complain.
Depends on how you look at it. I never saw it as "rewarding" me for playing a one-dimensional character; I saw it as the game recognizing what type of character I was playing and other characters reacting to me appropriately.
I never felt constrained by the dialogue system. Even when I was playing a Diplomatic Hawke, I picked plenty of aggressive and a few sarcastic responses depending on what I felt was appropriate.
Modifié par thats1evildude, 18 février 2014 - 06:15 .
#16374
Posté 18 février 2014 - 06:43
ElitePinecone wrote...
[snip]
Generally I prefer more clarity with the responses (even if things are artificially pidgeonholed into diplomatic/hostile/whatever), since in the past some of the dialogue paraphrases are just ambiguous enough to be confusing - and saying something that I didn't intend to is pretty frustrating.
This was my biggest problem with DAII, honestly. I think I could live with everything else if I just knew exactly what my character is going to say (which I realize is not going to happen for this game). In that situation, tone would be helpful to know, but the words are more important (to me, anyway). I personally see the word "diplomatic" as meaning making compromises to maintain peace, but I found that "diplomatic" choices tended to be closer to whole-hearted agreement. I tried choosing the other answers on occasion, but the voice sounded like a completely different character, which really took me out of the game. I hope the new expanded paraphrases at least indicate if the Inquisitor is going to be clearly taking a side in a response so my character doesn't end up defending someone she doesn't want to.
#16375
Posté 18 février 2014 - 06:51
Mike Laidlaw @Mike_Laidlaw
.@user I've already pinged our recruiters. They had already started making calls.





Retour en haut





