Did Anyone Else Miss Disapproval?
#76
Posté 13 novembre 2012 - 12:31
#77
Posté 13 novembre 2012 - 12:49
Often people reload if they got disapproval, not because of the chance of betrayal etc, but because of the stats bonus of approval (and +6 magic or strength is A LOT). Others are the type that keep playing and seldom reload, and for those kind of people then the disapproval system was excellent. However those are a minority.
The problem, as always, is reloading screwing the balance of choices. Why make specific dialogue if 99% people will try to have >50 approval with every companion? That´s why Mass Effect has Paragon/Renegade and DA 2 Rivalry. There isn´t really a malus for either choice.
Modifié par Bernhardtbr, 13 novembre 2012 - 12:51 .
#78
Posté 13 novembre 2012 - 12:57
#79
Posté 13 novembre 2012 - 01:05
My suggestion for DA3 is go back to disapproval/approval and give all companions a "hardening" quest where the PC can if they want change their worldview.
#80
Posté 13 novembre 2012 - 01:40
Shadow of Light Dragon wrote...
Any dual- or multiple-axis will sound good, but it would be a complete and utter bastard to code.
Approve/Friend
Approve/Rival
Disapprove/Friend
Disapprove/Rival
Neutral/Friend
Neutral/Rival
Disapprove/Neutral
Approve/Neutral
Neutral/Neutral
That's at least nine variations of any situation where a 'standing check' would be required, for every single companion. Is it possible? Yes. Would be be awesome? If done right, yes. Would it be a lot of work to get the dialogue logic code right? Hell, yes.
You don't have to make it complicated if you don't want to.
You could just have two paths like you do in DA2. Friendship/Rivalry decides what path you're on, Approval decides how far along they are. Ideally you might have a neutral path too, but since F/R can now be focused more specifically on one issue I think that's unnecessary necessary. Disapprove doesn't get all that much dialogue because it means they plain don't like you and thus aren't all that interested in talking.
#81
Posté 13 novembre 2012 - 01:59
#82
Posté 13 novembre 2012 - 04:13
It would work best if you had two different sliders in the character screen, a bit like renagade and paragon points in ME1. Earning one didn't leave you with less of the other. Then the reactions throughout and at the end of the game could be altered to reflect whether the party member considers the PC more of a friend or more of a rival, with diffrences depending on how rival-y or how friend-y you choose to be.
#83
Posté 13 novembre 2012 - 04:21
As things were I just couldn't sit through another 30 hours just to see how a different character would interact with his/her companions.
#84
Posté 13 novembre 2012 - 04:57
Not to mention it was implemented so badly that I had no idea why Merril thought that my Hawke was against what she was doing when every single conversation I took with her was supportive. Or why Anders thought that mage Hawke was supporting the Templars despite helping the mages at every turn.
#85
Posté 13 novembre 2012 - 05:55
Travie wrote...
I get the feeling I would've liked the Rivalry system better if DA2 was good enough to justify multiple playthroughs.
Honestly, the friendship/rivalry system in Dragon Age 2 is probably the main reason why I replayed the game so many times.
For example, I have a freedom-loving, order-averse mage who became friends with Isabela, Varric, Anders, and Merrill, and became rivals with Fenris, Aveline, Sebastian, and Carver. On another playthrough, I have a faithful Andrastrian, Loyalist-like mage who became friends with Aveline, Fenris, Sebastian, and Carver, and became rivals with Isabela, Varric, Anders, and Merrill (essentially, the opposite of the first playthrough I mentioned). Despite playing as a mage both times, I personally felt that I experienced a different story, based on how I role-played my character and interacted with his/her companions.
#86
Posté 13 novembre 2012 - 05:59
Modifié par draken-heart, 14 novembre 2012 - 04:27 .
#87
Posté 13 novembre 2012 - 10:21
Regarding this, DA2 was a major improvement. Not really good either, but still a step in the right direction.
So no, I did not miss disapproval.
#88
Posté 14 novembre 2012 - 11:20
#89
Posté 14 novembre 2012 - 11:40
#90
Posté 14 novembre 2012 - 12:42
#91
Posté 14 novembre 2012 - 03:27
The personal guage determines what kind of interactions they have with you, which also change if you're romancing them (meaning not just dialogue, but also physicality). So rival romance is still possible. The alignment guage determines, when a crisis point pops up (like freeing slaves, major religious conflict, etc.), if they'll support you or betray you, attempt an assassination, sell information out from under you, things like that.
You could end up with a high personal and low alignment bar, or low personal and high alignment bar, for instance. This would allow for certain companions to flat out betray you, their good friend, because you happen to fall on opposite sides of whatever conflict is most important to them, or to stick with you, their detested rival, because they are really on the same side. It allows for a wider range of potential interactions, and it always makes sense. It should even be possible, I think, for a fully romanced companion to turn on you if you come down on opposite sides of their major issue, so you could end up with a fractured romance.
I don't want the player to be able to successfully kill companions again though, unless it's a major story point that calls for it. You can try and fail if you like, or they can try and fail, but unless it's a major story crux kind of thing, no randomly killing companions.
That sounds like the best system to me.
#92
Posté 14 novembre 2012 - 05:04
At least, that’s my thought.
*EDIT: I really like the potential of what cindercatz suggested above.
*DOUBLE EDIT: Like, really like.
Modifié par Squeeze the Fish, 14 novembre 2012 - 05:10 .
#93
Posté 15 novembre 2012 - 06:56
Squeeze the Fish wrote...
*EDIT: I really like the potential of what cindercatz suggested above.
*DOUBLE EDIT: Like, really like.
Thanks!
I'm hoping for something like that in DA3, even if it's partly invisible. An aliance meter might be, would make some sense. There might also be only a few choices that determine your stance, and then scenarios like I described might still result. Dunno, but I'm optimistic there.
#94
Posté 15 novembre 2012 - 04:28
What would you guys think of a situation like what PsychoBlonde suggested, where your character's response to an event would work essentially as an invisible toggle to decide whether you have rivalry or disapproval? Because friendship/approval interactions essentially amounted to the same thing.
Example: Anders. Expressing your distrust of mages would set you on the rivalry path, as normal. However, doing something like allowing Ser Alrik to go free would then convert all your rivalry points into disapproval points, because he's had enough.
Any thoughts on that?
I have to say, if there was one thing that really annoyed me about the way rivalry/friendship worked in DAII, it's what others have said about your companions making the assumption that you approved or disapproved of their actions based on how they felt about YOU.
Like how rivalry with Anders meant you must have mages and want them locked up. Or Friendship with Merrill meant she'd think you supported her Eluvian endeavor. I'd definitely love to see something more intuitive in the next game.





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