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Party Banter Interrupted


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17 réponses à ce sujet

#1
Swagger7

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A problem I frequently noticed in both DAO and DA2 was party banter getting interrupted by other banter or by combat.  Is there any chance DA3 will do a better job of not initiating random banter while one is approaching and almost at a story trigger?  Barring that, is there any chance we'll see a system where random banter that gets interrupted by story related banter or by combat just shuts off and gets put back into the rotation so we can hear it later and not miss out?

#2
Sith Grey Warden

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One of my weirdest experiences in DA2 was for party members to be casually conversing about the weather while we were fighting for our lives. I'm not sure, but I think I also had that happen once or twice in DAO. Solving this problem, and the OP has good ideas, would be welcome.

#3
Naughty Bear

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The banter must go on.

#4
FaWa

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Naughty Bear wrote...

The banter must go on.



#5
hexaligned

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Hmm I never noticed this. From what I could tell most banter triggers seemed to be in relatively safe and open areas. I took to calling it "Bridge Banter" in DAO, just because every time I went over bridges in towns it triggered some party banter. Admittedly I didn't play DA2 much, so it might have been more of a problem there.

#6
Maria Caliban

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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.

#7
Solmanian

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Banter was only initiated only on center location. To improve it, I suggest putting the banter on a timer, like 5-15 minutes. That way we'll still have banter even in remote locations. Also maybe combat banter? though combat tends to be noisy, and you'll probably won't realy hear what they're saying...

#8
challenger18

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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.

#9
d4eaming

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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
PsychoBlonde

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The Gaider was talking about trying to make party banter more reactive in various ways (and more participatory for the PC), so we will have to see what they come up with.

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
nightscrawl

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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.

Lol I do this too.

#12
shimoyake

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I also had a fair bit of frustration with banter getting interrupted by clicking to leave an area or combat, especially in DA2. I've played DAO so much that I generally know where all the 'trigger' areas are, but I still miss things now and again. :/ DA2 especially seemed to have banter 'triggers' right near where enemies are going to spawn, which always felt odd to me. You know battle or cinematic bits are going to happen when the player walks to point A (I assume you do, at any rate), so why would you put a banter trigger SO close to that point?

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
Iosev

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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).

Modifié par arcelonious, 04 décembre 2012 - 07:42 .


#14
Swagger7

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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
Dhiro

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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
PsychoBlonde

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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
Swagger7

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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
Harle Cerulean

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Oh, gosh, what everyone else is saying, seriously. Party banter is one of my favourite things about DA:O and DA2. Hearing my companions talk back and forth to each other or comment on areas is awesome, and not getting to hear it is the saddest thing.

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.