I really hated the Wheel of torture. but I hated soo much it because of the icon, who make me feel as if the game was made for a two years old, or an analphabet.
but I really hated the tone thing and the three option good/sarcastic/bad, that was emphatized by the icons. it make me feel as if all the choise for my characters where only angelic/sarcastic/cruel characters.
If I disagree with a NPC, I feel bad because it "wasn't in character". that make me feel bad. My characters, usually, have different behaviour with different people. I remember enstamblish this playng DA:O.
my CE was timid, and usually was diplomathic and not agressive, but with noble Human she was very angry. with party memebers, istead, she fells comfortable enought to be sometimes sarcastic.
in DA2, and the flashy icons, i feel bad anytime I pick a different dialogue than the one I use usually. It's a psicological limit, that I found even in ME.
and, maybe is true that the whell of torture (sorry, but with my PS3 I don't see all that comfort...often I pick the wrong option because it's arder pick the right option than with a mouse) have more option, but I really didn't see them, so I haope, if we are stuck with that thing, just to have it free of the icons.
The dialogue wheel
Débuté par
Caiden012
, oct. 21 2012 07:24
#126
Posté 24 octobre 2012 - 01:23
#127
Posté 24 octobre 2012 - 05:54
Speaking of icons, they also have another effect.
Having a heart icon in the wheel hints romance, and that is why Anders is annoying as hell because he continuously hints gay romance through that heart icon (and frankly, there are too many of them), even if he (sometimes) is not expressing a romantic interest through dialogue.
Imo that is what caused many people to have responses like "Bioware is hanging a **** in front of you and asking you to suck it." Because the icons can have such effects.
Having a heart icon in the wheel hints romance, and that is why Anders is annoying as hell because he continuously hints gay romance through that heart icon (and frankly, there are too many of them), even if he (sometimes) is not expressing a romantic interest through dialogue.
Imo that is what caused many people to have responses like "Bioware is hanging a **** in front of you and asking you to suck it." Because the icons can have such effects.
#128
Posté 24 octobre 2012 - 06:09
KDD-0063 wrote...
Speaking of icons, they also have another effect.
Having a heart icon in the wheel hints romance, and that is why Anders is annoying as hell because he continuously hints gay romance through that heart icon (and frankly, there are too many of them), even if he (sometimes) is not expressing a romantic interest through dialogue.
Imo that is what caused many people to have responses like "Bioware is hanging a **** in front of you and asking you to suck it." Because the icons can have such effects.
I remember giving Fenris a book and my Hawke was a kind albeit sarcastic fellow. The only way to offer teaching Fenris how to read is by flirting (As I remember quite well that the "I can teach you how to read" had a heart icon next to it.), the rest of the options either change the subjects or pretty much insult/make fun of him for his inability to do so.
#129
Posté 24 octobre 2012 - 06:13
Caiden012 wrote...
FemaleMageFan wrote...
The dialogue tree and dialogue wheel had the same number of dialogue on average
I would have to dissagree. There was a bit more viriaty with the dialogue tree. I never really knew how I could respond to a character till the options were right in front of me. With wheel I always knew that I was going to have the option to be nice, mean, or sarcastic. If I wanted a nice Hawke I could just sit there and hit the nice option everytime and not care. And I found that the Wheel generally had about three responses where the tree would have around 4 or 5.
DA:O dialogue system was the same, except, due to responses being presented as sentences, it wasn't as obvious. But you always had the option to be nice, a smartass or a jerk. The other options were actually investigate options that gave you extra information but never advanced the dialogue along. On the dialogue wheel these are given in the investigate hub.
#130
Posté 24 octobre 2012 - 06:51
as much as I hate say this (sigh) I can.even.digest.the.whell. (ok, I've said it) as long as the icons aren't there.
those make read fell unuseful, and destroy, or at least simplify it in a bad way the roleplay. The istinct is to choose always the icon of the same color, without reading.
it would be better take away the icons, and not put the dialogue in a order on-good answer, in the middle-sarcastic, under-bad, but mix them. of course, that means the text should be a little more descriptive, but it was something people want anyway. then people is encouraged to read well and choose with attention.
even better would be have some more answer to choose, and not only three...but just those little thing should make the Whell of torture less terrible...
those make read fell unuseful, and destroy, or at least simplify it in a bad way the roleplay. The istinct is to choose always the icon of the same color, without reading.
it would be better take away the icons, and not put the dialogue in a order on-good answer, in the middle-sarcastic, under-bad, but mix them. of course, that means the text should be a little more descriptive, but it was something people want anyway. then people is encouraged to read well and choose with attention.
even better would be have some more answer to choose, and not only three...but just those little thing should make the Whell of torture less terrible...
#131
Posté 25 octobre 2012 - 08:22
The wheel was convenient in ME2 and ME1, although the paraphrasing got to me at some points, such as the option: "Shut Up", when those two words never actually exited my characters mouth, I saw that option thinking. "STOP TALKING" and the option was dragged on, when I thought it was going to be a sharp point, and maybe even give me more options soon after.
The reason that boware uses paraphrasing "So people don't just skip it" if that was a problem, then why include subtitles as an option, I already see what is being said, and can skip them. DA:O did it right, subtitles appear after a certain amount of time of being in the talk menu.
The images did both help and hinder. On one hand I knew the context that Hawke was going to be saying them in. But also made me think twice whenever I was going to pick the "aggressive" option, would this hurt the people I was trying to save, even though the paraphrased option sounded like something my Hawke would say.
The reason that boware uses paraphrasing "So people don't just skip it" if that was a problem, then why include subtitles as an option, I already see what is being said, and can skip them. DA:O did it right, subtitles appear after a certain amount of time of being in the talk menu.
The images did both help and hinder. On one hand I knew the context that Hawke was going to be saying them in. But also made me think twice whenever I was going to pick the "aggressive" option, would this hurt the people I was trying to save, even though the paraphrased option sounded like something my Hawke would say.





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