Party Banter Interrupted
#1
Posté 03 décembre 2012 - 11:08
#2
Posté 03 décembre 2012 - 11:25
#3
Posté 04 décembre 2012 - 12:02
#4
Posté 04 décembre 2012 - 12:46
Naughty Bear wrote...
The banter must go on.
#5
Posté 04 décembre 2012 - 12:50
#6
Posté 04 décembre 2012 - 12:53
#7
Posté 04 décembre 2012 - 12:58
#8
Posté 04 décembre 2012 - 04:35
#9
Posté 04 décembre 2012 - 04:42
Maria Caliban wrote...
Whenever a companion starts
talking, I know I am to immediately stop and not move again until they
are finished. If I dare to take one step, I'll lose the conversation.
challenger18 wrote...
There are times where I hate combat is going during a conversation and they just continue talking during it. I think one of the things that makes me silently rage the most is when I leave an area and right when I leave I hear a companion start talking.
Gods yes, this. Just as I click that I do in fact wish to gather my party and travel forth, I hear someone start talking and lose the whole thing even if I ex out of the travel screen right away. Or it triggers just as I am clicking an NPC for a quest, or just as I am clicking on a chest to rifle through it for trinkets and armor upgrades and chuck in my trash while grabbing for a hand full of gold while the chest's owner pays me no nevermind and keeps hawking his wares.
#10
Posté 04 décembre 2012 - 06:24
It would help if they'd display global subtitles instead of having them pop up over the speaking person's head, so at least you'd get to read them if they were out of range. Also, they could develop a system where instead of bantering while you are running, party banters initiate when you have companions on "hold position" or while you are browsing a shop or similar. You could also deliberately cue banters in this way by intentionally planting your companions somewhere, as if they were conversation-producing shrubs, heh. And if they want to make the banter more participatory, they could give the PC a popup where they can make a response if they're within X distance of the bantering NPC's. Maybe make it so you pick your option quickly by hitting certain hotkeys regardless of the interface screen you're in (which would work great for consoles and decently well on the PC, no?).
That could work.
#11
Posté 04 décembre 2012 - 06:26
Lol I do this too.Maria Caliban wrote...
Whenever a companion starts talking, I know I am to immediately stop and not move again until they are finished. If I dare to take one step, I'll lose the conversation.
#12
Posté 04 décembre 2012 - 06:36
Combat always seems so loud to begin with that I end up having to turn the music volume down to at least 50% and effects volume down to at least 75% just so that I can hear characters bantering or in distress or what have you. (Of course, this may just be partially due to the fact that I have slow reflexes/forget to watch HP and whatnot and need all the help I can get.)
But outside of combat can be just as bad, so I sometimes need subtitles to catch every few words while being able to plainly hear everything EXCEPT the dialogue. And subtitles kind of ruin the immersion for me, so I'd be all for some sort of alternative. o.O
#13
Posté 04 décembre 2012 - 07:37
Sten's dialogue magnified this issue because some of his conversations were dependent on him making these comments, such as his dialogue regarding Qunari children, which were only unlocked after he commented on the children playing in Denerim.
I would rather have these comments not be restricted to your first visit (or first visit during each act in DA 2), as well as cycle through each companion, each time you zone into that area. I enjoyed each companion's comments about the Blooming Rose (at the entrance), and it seems like such a waste to only be able to hear a few of them on a playthrough (unless you reload).
Modifié par arcelonious, 04 décembre 2012 - 07:42 .
#14
Posté 04 décembre 2012 - 07:44
Maria Caliban wrote...
Whenever a companion starts talking, I know I am to immediately stop and not move again until they are finished. If I dare to take one step, I'll lose the conversation.
I do this as well, but sometimes it doesn't work. The event that finally inspired me to start this thread is a perfect example. I was playing through the Legacy DLC for the third time, and I went down to that place where you first get an overlook to see down into the chasm where the tower is. As I was walking back towards the stairs Warden Bethany said something about going into the Deep Roads. Then she took a dramatic pause, which I mistook for the end of the dialogue. I took two steps forward, and she immediately began again while a bunch of Carta dwarves came roaring down the staircase. Cue about six lines of banter that I could barely hear but not make out. I was like, "**** off Carta, my sister is talking!"
Fortunately, there was a recent autosave handy, so I was able to redo that bit and only lost a couple minutes. It's still really annoying though.
#15
Posté 04 décembre 2012 - 07:44
Maria Caliban wrote...
Whenever a companion starts talking, I know I am to immediately stop and not move again until they are finished. If I dare to take one step, I'll lose the conversation.
Same. I'm so jinxed, I always click something or enter somewhere half a second after a banter starts and it just makes me sadface.
#16
Posté 04 décembre 2012 - 07:45
arcelonious wrote...
Sten's dialogue magnified this issue because some of his conversations were dependent on him making these comments, such as his dialogue regarding Qunari children, which were only unlocked after he commented on the children playing in Denerim.
This was a *terrible* problem, he had three whole dialogs like that, and they were some of the best ones! And getting them at all was a crapshoot. Sometimes I'd have to eject everyone else from the party. So annoying.
#17
Posté 04 décembre 2012 - 07:47
arcelonious wrote...
On a somewhat related note, I hope that Bioware modifies how to trigger companion comments centered around environmental surroundings. For example, in Dragon Age: Origins each of your companions has a chance to comment on a particular area, but the comment is restricted to one character, and only on your first visit.
Sten's dialogue magnified this issue because some of his conversations were dependent on him making these comments, such as his dialogue regarding Qunari children, which were only unlocked after he commented on the children playing in Denerim.
I would rather have these comments not be restricted to your first visit (or first visit during each act in DA 2), as well as cycle through each companion, each time you zone into that area. I enjoyed each companion's comments about the Blooming Rose (at the entrance), and it seems like such a waste to only be able to hear a few of them on a playthrough (unless you reload).
Good point. Maybe they should base the dialogue on the companion's first visit, rather than yours. Perhaps they could also allow a companion who missed out (because of another's presence) to say their piece immediately afterwards or on the next visit, whichever makes more sense. Alternatively, they could give the different companions different trigger points in the same general area in order to have comments in sequence.
#18
Posté 04 décembre 2012 - 08:03
Also? Hitting the autosave key interrupts party banter. And I have the worst timing for it. Always, always, they start talking a fraction of a second before my finger mashes the button, too late for me to stop the motion.
And then I cry.





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