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Please, Bioware, bring back Coercion skill!


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#176
ElitePinecone

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Salaya wrote...

Why every part of growing the characters needs to be about combat abilties? Diplomacy, intimidating and such things, as part of the exp-point spending system, becomes very enjoyable precisely because as an option, it slows or directly hurts the main character combat expertise.


Totally agree.

I loved making a diplomatic character, and having the option to actually invest skill points and talent in Persuade/Coercion options is a good reflection of this in the gameplay system.

Getting rid of non-combat skills and having persuasion handled by companion interactions or Hawke's morality was a little confusing and disappointing in DA2 - in my opinion, it also massively narrowed the available range of quest outcomes and interesting storytelling diversions. 

Not every quest should be "go to place, kill X waves of enemies". 

#177
Phaedros

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Charisma! Persuasion! Love that stuff.

Remember Imp Agent in SWTOR 'Seduction' was stated very early as one of their skills. But for female player chars was non-existent pretty much throughout the game.

Would love that skill to be intelligently applied to any gaming experience. Especially for female chars since I don't play games that don't have female leads...

#178
DatOneFanboy

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everybody is gonna end up maxing it out first anyway whats the point,

#179
Phaedros

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DatOneFanboy wrote...

everybody is gonna end up maxing it out first anyway whats the point,


There's certainly no point if it's not actually in the game ...

I wish game companies would stop merely paying lip-service to these aspects and actually fully implement non-combat options.:wub:

#180
mopotter

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KiddDaBeauty wrote...

Random just leads to reloading. I remember succeeding a persuasion check in KotOR, dying and then failing the check when I played again. Just couldn't accept not winning it when I knew I could - I felt entitled to succeeding - so I kept resetting until I got lucky. Rolling works fine in PnP since there is no reload, but in cRPGs there is such a thing.


Lots of things lead to reloading.  Personally I reload to see different dialogue options.  The first couple of play throughs in KOTOR i reloaded every time I talked to Carth and Bastilla depending on who my character was.    I like being able to reload for any reason.  

I don't reload when things go wrong in BioWare games, but I don't want anyone to take the option away.  I'm a reloading star in my xcom game, :lol:and probably would have quit without the option to reload.  

As for as coercion skills  I like them up to a point but I agree with TsaiMeLemoni's idea that it shouldn't work all the time. 

#181
mopotter

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LPPrince wrote...

In Kingdoms of Amalur, even with maxed persuasion skills, you still had a maximum 95% chance to pass a persuasion check.

There was always a chance of failure. I liked that, even though it irked me hardcore when I failed a check I totally felt I should've passed.


I like this idea.  I want to be able to put points in persuade or maybe intimidate but i don't want 100% godhood,  and, i don't want to be able to gift my way to someone adoration.  Even though I gifted specific NPC's in DA:O (upto and including giving Morrigan or Alistair stuff that was supposed to go to my dog who loved me anyway) and I  continue to do so in The old Republic,  so they all love me.  :whistle:  

edit typo

Modifié par mopotter, 27 juin 2013 - 06:45 .


#182
Wozearly

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Personally, I prefer the coercion system to the "pick the correct series of dialogues to win"...because at least the coercion system requires some form of sacrifice from the player, whereas the dialogue picking can simply be ousted via reloading and repeated testing.

Generally, DA:O mixed both - coercion was very rarely the only way to make a successful argument. Sometimes it simply resulted in a slightly "better" outcome. Sometimes it was a simpler way to a successful outcome than guessing what dialogue choices would be best.

Either way, both approaches need to fail utterly in certain situations.

#183
Eveangaline

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Wozearly wrote...

Personally, I prefer the coercion system to the "pick the correct series of dialogues to win"...because at least the coercion system requires some form of sacrifice from the player, whereas the dialogue picking can simply be ousted via reloading and repeated testing.


I'd like a bit of both. Maybe certain options will be available to you if you're more charismatic, but you still have to put some effort into thinking about what the other person wants to hear.

#184
Wozearly

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Eveangaline wrote...

Maybe certain options will be available to you if you're more charismatic, but you still have to put some effort into thinking about what the other person wants to hear.


...or what your companions don't want to hear. ;)

#185
Eveangaline

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Wozearly wrote...

Eveangaline wrote...

Maybe certain options will be available to you if you're more charismatic, but you still have to put some effort into thinking about what the other person wants to hear.


...or what your companions don't want to hear. ;)


Well that hardly seems convincing