Doesn't the wheel have the ability to support 5 different "options" and then 5 investigate options? Currently they generally use 3 "options" and then investigate options. There are, however, cases when there is more options then the standard three. However we do NOT need another wheel or anything for more options.
My Dialogue Wheel Idea is Stupid... :P
Débuté par
StElmo
, déc. 03 2012 01:09
#26
Posté 03 décembre 2012 - 04:03
#27
Posté 03 décembre 2012 - 04:05
StElmo wrote...
TheJediSaint wrote...
StElmo wrote...
TheJediSaint wrote...
StElmo wrote...
TheJediSaint wrote...
And how is a mouse and keyboard user supposed to use that?
classic list?
Or...We can stick with the single dialgoue wheel that has just as many options and the classic list and has the added benifit of working well on both PC and consoles.
would that work?
I just described the system that's already in place.
3 options doesn't work though. need more options. It was sarcasm.
You already get more options in dragon age 2 than just 3 options. In dragon age origins you have 5 lines to choose from, usually most of them are just investigate prompts.
If DA2 you can get all 6 parts of the wheel up at times. Even more so, the investigate option creates and entirly new wheel where you can pick multiple options from that wheel, that can lead to even more choices being avaliable.
You don't need 2 wheeels, becasue the way the dialouge wheel functions, it already allows for two wheels to exist.
#28
Posté 03 décembre 2012 - 04:22
Please use the search function. This has been talked to death. The wheel as is already gives at least the same and in fact often more option for dialog than DA:O's list. This is a proven fact, observable in the code of the game itself. The list maxed out at 6 options in a given tree, the wheel maxes out at 10-12 I believe. And people misremember DE:HR. It had a paraphrase function as well it was just done differently and didn't have the same issues some people think the DA:2 system had, when they have been clear they are addressing cleaning up the paraphrasing to be easier to understand. A mod will probably point this out soon or even just close your thread because they've said all they can and pointed to hard facts and people still ignore them and "go with their gut" that DA:O had more options when it is just factually untrue.
Modifié par TCBC_Freak, 03 décembre 2012 - 04:23 .
#29
Posté 03 décembre 2012 - 04:30
I just noticed that my last post might have come across as mean spirited, I didn't mean it to. If it did I'm sorry. Text based communication is difficult to get right.
#30
Posté 03 décembre 2012 - 04:39
Lol no. Just no. It looks terrible Its a waste of money. I give you credit for actually sharing your idea since a lot of people are scared to but... no. And if this idea does happen, I feel bad for the console users. My suggestion? Stick to the classic
#31
Posté 03 décembre 2012 - 05:10
I would see a more sophisticated wheel, but I don't know if this is the correct way to accomplish that end. If I am understanding your motivation in putting this idea forward, it is for the purpose of more control over intent and tone when engaging in dialogue. A desire I share with you. Tone was not properly served in either of the first two games, in my opinion.
But instead of using the right stick to manipulate an entirely separate wheel, why not use it to directly select the tone or intent of the dialogue option we select with the left stick? Highlighting a dialogue option with the additional option of selecting tone or intent could bring up icons representing various tones or intentions and the would be highlight using the right stick. Also, I think that such a system would work with a mouse and keypad just as easily, if not more so.
P.S.: Is there really any other reason than just plain being mean that folks are ridiculing this person? Opinions are one thing, but insults are unnecessary, I think.
But instead of using the right stick to manipulate an entirely separate wheel, why not use it to directly select the tone or intent of the dialogue option we select with the left stick? Highlighting a dialogue option with the additional option of selecting tone or intent could bring up icons representing various tones or intentions and the would be highlight using the right stick. Also, I think that such a system would work with a mouse and keypad just as easily, if not more so.
P.S.: Is there really any other reason than just plain being mean that folks are ridiculing this person? Opinions are one thing, but insults are unnecessary, I think.
#32
Posté 03 décembre 2012 - 07:20
So you want to make the dialogue wheel more like the hacking mechanic in Alpha Protocol? Heh
#33
Posté 03 décembre 2012 - 10:01
Not a bad idea, I like it. There are a lot of options on how to change or expand the dialogue wheel, like this: http://imageshack.us...oguesquare.jpg/
The problem is that it requires more dialogue, and whether that dialogue is spoken or not it's going to effect the budget.
The problem is that it requires more dialogue, and whether that dialogue is spoken or not it's going to effect the budget.
Modifié par Direwolf0294, 03 décembre 2012 - 10:01 .
#34
Posté 04 décembre 2012 - 01:24
Upsettingshorts wrote...
So you want to make the dialogue wheel more like the hacking mechanic in Alpha Protocol? Heh
I really need to get this game, I think. I hear about it all the time.
#35
Posté 04 décembre 2012 - 06:28
xsdob wrote...
You know, like how DA2 did or, or how in ME3 you had this when you were talking to your squadmates on earth using the holodisplay.
I suggested elsewhere that it might (sometimes) be advisable to have some of the options lead to a tree instead of being a singular option. Particularly for
Especially not a CHEESY flirt option. Gawd.





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