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Can we talk to companions anywhere like in DAO in DA3


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#1
garrusfan1

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 Like the title says cause I hate that we can only talk to companions in certain places. In DAO you could talk to leliana for example anywhere whether the deep roads or wardens keep. Anyone agree with me

#2
Montana

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Agreed.
I hated the limited compaion interaction in DA2.

#3
Battlebloodmage

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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.

#4
garrusfan1

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Battlebloodmage 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.

Wait did you hear about the random kissing or are you just guessing

#5
Amycus89

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I sure hope so. I would actually go so far as to say that it is a dealbreaker for whether I will ever buy DA3 or not.

#6
TsaiMeLemoni

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Honestly, I am torn. I liked being able to initiate a dialogue sequence whenever I wanted, but it wasn't like every companion had something new to say each time anyway. I think overall I prefer the DA2 method.

#7
Quicksilver26

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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

Modifié par Quicksilver26, 28 octobre 2012 - 08:46 .


#8
garrusfan1

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Quicksilver appreciate that

#9
Quicksilver26

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your welcome :)

#10
Frocharocha

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I'm more worried with friendship/rivalary system. In DA2 it was horrible.

#11
Serillen

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I'm of two minds on this. I understand the reasoning behind it, since it really doesn't make any sense at all to stop while in the middle of the deep roads or any dungeon to have a nice heart to heart with a companion. That being said there are plenty of areas where it would make sense to be able to stop and have a chat. However, setting it up so that conversations are blocked in some areas but not others seems like it would be an annoying job to do so I can understand why the used the system they did in DA2 and Mass Effect.

Modifié par Serillen, 28 octobre 2012 - 08:55 .


#12
Parmida

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OH MY MAKER YES! I want to talk to my companions anytime I want like DA:O, DA2's style just pissed me off.
And I love random kissing. :3

#13
Terrorize69

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I would prefer a mix of both, some subjects that could be talked about on the "road" so to speak, and others behind closed doors, like a companions home or inn or tent.

#14
Sidney

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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.

#15
Nashimura

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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
Maclimes

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I don't mind this, as long as the interaction that starts conversation is a bit harder to do accidentally than it was in DAO. I can't tell you how many times I tried to click something, just to accidentally get into a conversation instead. It got VERY annoying. How about a little "talk" icon next to a character's portrait in the UI, and you click that.

#17
Clark

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I personally prefer being able to speak with party members at any moment. If you think you shouldn't talk to your companions because you're in a dangerous place and in a hurry, don't. That's RPing. If I want to play a character that is over-confident or ditzy or nervous talker I'd like to be able to. The main reason I prefer any-time conversations, however, is that makes it easier to enjoy what makes Bioware games great. Great characters, great dialogue, great story. Why make us run all over the place through several loading screens to enjoy the best parts of the game? That's all I want. Great content made more accessible and less of a chore.

#18
Rpgfantasyplayer

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I am glad that they are changing if from the way it was done in DA2. I hated the fact that I could only talk to my companions when they wanted to talk. I like the fact that I am the one who starts conversations with them. 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.

#19
AlanC9

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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
rapscallioness

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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 ..:o. This makes me so darn happy. :o

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
Sylvius the Mad

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AlanC9 wrote...

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.

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.

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
Pedrak

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The problem with the Mass Effect / DA2 approach is that it makes companions look like mute puppets/drones instead of flesh-and-blood individuals.

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
Maclimes

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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
Nashiktal

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If my memory serves correctly, they took it out for a reason. Since my memory can be faulty though don't take anything I say as gospel.

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 .