Can we talk to companions anywhere like in DAO in DA3
#1
Posté 28 octobre 2012 - 08:19
#2
Posté 28 octobre 2012 - 08:31
I hated the limited compaion interaction in DA2.
#3
Posté 28 octobre 2012 - 08:35
#4
Posté 28 octobre 2012 - 08:37
Wait did you hear about the random kissing or are you just guessingBattlebloodmage wrote...
I would love to be able to talk to companions anywhere. I think they bring the random kissing back, so there's a high chance that we can do that in the next game.
#5
Posté 28 octobre 2012 - 08:40
#6
Posté 28 octobre 2012 - 08:42
#7
Posté 28 octobre 2012 - 08:42
my personal leaning is to move the companions to somewhere inbetween-- not the minor quest of DAO or the three quests of DA2, but something in the middle-- and put more content back into the personal dialogues. We have some things (things!) planned which actually make that more economical for us, which is nice and allows us more options. And, yes, random kissing and so forth too (since that appears to be a thing, and doesn't really cost us much to do-- so there's one feature I can say did indeed come from the forums).
We'll probably also get rid of the notifications that told you when a follower had new dialogue. That was intended as a convenience feature, since you had to go to so many different areas to talk to followers we didn't want the player going around Kirkwall repeatedly just to discover they had nothing new to say... but I think for some it also had the end result of depriving them of agency, in that they felt it was the followers driving the interaction rather than them. So we'll figure something else out for that.
There are other things (things!) which make some of the feedback on followers and interactions moot when comparing them to DA2... but that's not something I can really discuss without opening a whole other bunch of questions. ("What do you mean by X? We're going to have an X??")
So there you go. My sort-of-vague update of the day.
source... http://social.biowar...7664/1#14299191
Modifié par Quicksilver26, 28 octobre 2012 - 08:46 .
#8
Posté 28 octobre 2012 - 08:46
#9
Posté 28 octobre 2012 - 08:47
#10
Posté 28 octobre 2012 - 08:52
#11
Posté 28 octobre 2012 - 08:55
Modifié par Serillen, 28 octobre 2012 - 08:55 .
#12
Posté 28 octobre 2012 - 08:59
And I love random kissing. :3
#13
Posté 29 octobre 2012 - 11:38
#14
Posté 29 octobre 2012 - 12:20
#15
Posté 29 octobre 2012 - 12:28
Sidney wrote...
The fact that you can have insanely out of place conversations covered in blood in the deep roads is really not good. I prefer that there are places people feel chatty and places they don't. Functionally I always spoke to people "in camp" in DAO because doing so almost anywhere else in the game, with the whole party about, felt wrong.
and sometimes you would accidently trigger it when the companion wants to talk to you - so you get stuck in a deep conversation with no way to back out.
I wouldnt mind a few simple interactions anywhere like kissing, asking Leliana what she thought of the place we were in...that sort of stuff, leaving the important stuff for only at camp.
#16
Posté 29 octobre 2012 - 02:18
#17
Posté 29 octobre 2012 - 03:07
#18
Posté 29 octobre 2012 - 03:26
#19
Posté 29 octobre 2012 - 04:05
Rpgfantasyplayer wrote...
I just hope we don't run out of things to say really quickly. I found that DA:O I seemed to run out of conversations really quickly.
Me too. One thing I really don't like is starting a convo only to find out that the companion has nothing new to say. Another thing is trying to manage the pacing of the companion interactions myself.
ME1 and ME2 were even worse than DA:O in this aspect (calibrations, anyone?). ME3 solved the problem, but the solution gave some players the impression that interactions had been reduced.
#20
Posté 29 octobre 2012 - 04:29
Quicksilver26 wrote...
David Gaider had this to say about convos
my personal leaning is to move the companions to somewhere inbetween-- not the minor quest of DAO or the three quests of DA2, but something in the middle-- and put more content back into the personal dialogues. We have some things (things!) planned which actually make that more economical for us, which is nice and allows us more options. And, yes, random kissing and so forth too (since that appears to be a thing, and doesn't really cost us much to do-- so there's one feature I can say did indeed come from the forums).
We'll probably also get rid of the notifications that told you when a follower had new dialogue. That was intended as a convenience feature, since you had to go to so many different areas to talk to followers we didn't want the player going around Kirkwall repeatedly just to discover they had nothing new to say... but I think for some it also had the end result of depriving them of agency, in that they felt it was the followers driving the interaction rather than them. So we'll figure something else out for that.
There are other things (things!) which make some of the feedback on followers and interactions moot when comparing them to DA2... but that's not something I can really discuss without opening a whole other bunch of questions. ("What do you mean by X? We're going to have an X??")
So there you go. My sort-of-vague update of the day.
source... http://social.biowar...7664/1#14299191
*gasp!*
I did not see this ..
I loved the random kissing. Yes, I did. In the Deep Roads. With Alistair. Smothered in Nutella. I just turned to say something..and it triggered the First Kiss thing. Ha!
And it was fantastic.
The spontaneity of it is fun. As well as with discovering new dialogue.
It would be funny, tho, if you could hear grumblings in the background from your other companions about it. The ones wondering why you're kissing right this very moment. Lol. Cuz truth is, you are in the middle of fighting for your lives.
Ah, love.....
#21
Posté 29 octobre 2012 - 04:34
Better that than not being allowed to talk to them at all.AlanC9 wrote...
Me too. One thing I really don't like is starting a convo only to find out that the companion has nothing new to say. Another thing is trying to manage the pacing of the companion interactions myself.Rpgfantasyplayer wrote...
I just hope we don't run out of things to say really quickly. I found that DA:O I seemed to run out of conversations really quickly.
ME1 and ME2 were even worse than DA:O in this aspect (calibrations, anyone?). ME3 solved the problem, but the solution gave some players the impression that interactions had been reduced.
I suspect I missed most of the companion content in DA2. Since Hawke rarely had reason to visit the companions' homes, the game hardly ever let me ask them questions.
I've seen people complain about how DAO encouraged talking to everyone in sequence like an assembly line Back at camp. And while that's true, the DA2 solution of moving them farther apart so the assembly line became more of a chore made the problem worse, not better.
Players use the assembly line because the assembly line makes it harder to miss content. We don't like missing content. But with DA2 making the assembly line even more annoying, I just stopped doing it, so I missed content.
Modifié par Sylvius the Mad, 29 octobre 2012 - 04:37 .
#22
Posté 29 octobre 2012 - 04:45
As for "inappropriate" conversations in dangerous places, well, they could have a few place-specific comments to mitigate this (ex. if you start talking about frivolous matters in a haunted house, the Deep Roads or a dragon's lair, the companion comments "Er, that's probably not the best place to chat" or something like that). Conversations in "neutral" places like cities or forests should definitely be allowed without any limitation.
Modifié par Pedrak, 29 octobre 2012 - 04:47 .
#23
Posté 29 octobre 2012 - 04:46
Sylvius the Mad wrote...
Better that than not being allowed to talk to them at all.
I suspect I missed most of the companion content in DA2. Since Hawke rarely had reason to visit the companions' homes, the game hardly ever let me ask them questions.
Yes, but you would literally get a quest every single time they had anything to say. You couldn't "miss it", unless you were willfully ignoring the quest to go talk to them.
And there was no dialogue outside of those quests, so if you did all the quests, you got all the dialogue.
(I'm not saying it's the best system, at all. Just saying you would have to be intentionally trying to miss dialogue in DA2 to not hear it all.)
#24
Posté 29 octobre 2012 - 06:29
Now I remember at some point bioware devs (whether mass effect or dragon age I can't remember.) Decided to move away from having conversations anywhere to better control the flow and feel of the characters dialogue .





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