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Companion selection/pc command acknowledgement bark


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#51
Brockololly

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motomotogirl wrote...

It was very (almost too) meta for me. It was like Alistair knew I had a controller in my hand and was aware when "I" selected him. But I don't know Alistair; I'm a person; he's a video game character. He was friends or lovers with my Warden, not me. So it was odd.


Yeah, you can look at it that way. But at least with Origins or BG with a non voiced protagonist, you could just as easily think of the acknowledgment barks as your player character tapping the selected character on the shoulder or shouting at them to go somewhere or attack something or otherwise simply getting the attention of the selected character.

David Gaider wrote...
We are getting rid of the random combat barks as well, keeping the stuff that is reactive rather than sporadic.

 
So long as the reactive barks aren't simply "LOOK! ANOTHER WAVE!"
Image IPB


I generally like the barks and banter but I think it can be easy to over do it too. It struck me in Legacy and Mark of the Assassin where it felt like a Scooby Doo adventure at times with how often a party member would have some reactive bark fire off pointing out the obvious- "Best be careful! This area is dangerous!" after just mowing through a ton of guys or walking through a clearly dangerous looking area. To the point where the banter / reactive barks just felt superfluous and unnecessary when the environment or other aspects of the game were doing just fine in creating atmosphere. Combat barks like that can be problematic too just with the delivery of the line if they're not sounding as if the character is combat or just with the visual style of the combat not meshing with too much complicated voice over.

Modifié par Brockololly, 12 décembre 2012 - 04:41 .


#52
nightscrawl

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Brockololly wrote...

It struck me in Legacy and Mark of the Assassin where it felt like a Scooby Doo adventure at times with how often a party member would have some reactive bark fire off pointing out the obvious- "Best be careful! This area is dangerous!" after just mowing through a ton of guys or walking through a clearly dangerous looking area.

Ahahaha... that was one of the things I liked about those DLC. To be honest, I was so focused on "Yay we're out of Kirkwall!," that it just added to the atmosphere of escapism.

#53
d4eaming

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David Gaider wrote...

Dhiro wrote...
I could stand for more in-battle banter. Specifically, the one in Legacy during the last fight is a favorite of mine. I also adore small details such as Anders crying out loud if a romanced Hawke falls in battle, while Isabela says "Hawke's down, time to panic!"


Err... just to be clear, I was referring only to the bark issued when you click on a character (as was the OP, I believe). We still will have other reactive barks, such as when someone in the party falls. In fact, these sorts of barks reacting to specific events (rather than ones that just fire at random) are what those party comments work best for.


Yay! I still like the companion's commenting when I select them in battle, or click on them out of battle, but as long as not all of that is taken away, I guess I can grudgingly accept it. It's just one of those things where I feel more voice is better, and all those little barks add character. Hearing Fenris' barks change depending on friendship and relationship status adds to my immersion rather than reducing it. It feels so very weird for the companions to all be silent all the time unless it's banter or reactive in battle. I still click on party members in ME1 just to hear their comments, too.

#54
d4eaming

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David Gaider wrote...

sea- wrote...
Yet the dialogue in combat grew extremely repetitive as well.  So why was that kept?


We are getting rid of the random combat barks as well, keeping the stuff that is reactive rather than sporadic.

Why did we not get rid of the random combat barks back in DA2 at the same time as the on-clicks? Tradition, I suppose. Those seemed more important, somehow. They're really not, provided that combat isn't reduced to mere grunting and silence, and that leaves us room for more reactive barks instead.


Daww, and hopes dashed all over again :crying: Reactive is good, but I am seriously going to miss all the other little things, too. It's part of what I associate with BW games.

#55
rapscallioness

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David Gaider wrote...

Well, it's nice to know that some people appreciated them. I'm not sure that reducing the frequency would be all that helpful-- we were trying that with the attack barks ("have at you!") which fire randomly during combat, and all we found with a greatly reduced frequency is that suddenly the very point of having them at all started to become questionable. I can think of better places to put effort towards a character's charm, but again it's nice to know that this effort wasn't completely invisible.

Though I will NOT miss having to come up with 5-10 different acknowledgements for every character, let me tell you.


oh..:crying:. I really liked them, too. Also the party selection screen in DAO. They would say a lil blurb when you selected them. Step fwd-ish. Crack their neck, or bow..w/e. Then if you sent them back they would curse a lil. lol. I liked that.

And the way it changed based on approval/disapproval. Fun lil stuff. So, no, it was not invisible. Many do notice and appreciate those touches.

#56
rapscallioness

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I remember one time when I took Isabella w/me to the Legacy Dlc. I can't remember if I clicked on her, or she spontaneously said , "Next time you ask me if I wanna help you w/something, I'm gonna say No." I loved it. We had just gone thru a couple of tough battles, so it was quite appropriate.

#57
frankf43

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Wulfram wrote...

Fawx9 wrote...

YOU MUST CONSTRUCT ADDITIONAL PYLONS

That's like saying people weren't obessed with clicking on orc peons / many other units in other RTSs / games just to hear all the funny lines, over and over and over and over again.

They may be repetitive but they do add a certain charm to the characters.


Well, you have more different units in RTS, generally.

IMO, they're charming the first time you hear them, and nostalgic when you think of the game after not playing it for a while.  But they can easily be incredibly annoying the 50th time you hear it


Just one of my pet hates about Skyrim is the repeat oneliners. "what's the matter someone stole your sweetroll?" "So you're a member of the Companions. What do you do fetch the mead?" again and again. :(

#58
d4eaming

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rapscallioness wrote...

David Gaider wrote...

Well, it's nice to know that some people appreciated them. I'm not sure that reducing the frequency would be all that helpful-- we were trying that with the attack barks ("have at you!") which fire randomly during combat, and all we found with a greatly reduced frequency is that suddenly the very point of having them at all started to become questionable. I can think of better places to put effort towards a character's charm, but again it's nice to know that this effort wasn't completely invisible.

Though I will NOT miss having to come up with 5-10 different acknowledgements for every character, let me tell you.


oh..:crying:. I really liked them, too. Also the party selection screen in DAO. They would say a lil blurb when you selected them. Step fwd-ish. Crack their neck, or bow..w/e. Then if you sent them back they would curse a lil. lol. I liked that.

And the way it changed based on approval/disapproval. Fun lil stuff. So, no, it was not invisible. Many do notice and appreciate those touches.


I like that part too. "Blast!" and other disapointment when you removed someone from the party. DA2s ss so quiet and unflavorful. I don't spend that much time on the party selection picking and removing people, so I didn't hear it constantly either. I tend to keep my favorites in the party. Same with DA2, but it'd still be nice for them to say something when you select them.

Modifié par d4eaming, 12 décembre 2012 - 06:32 .


#59
frankf43

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My all time fav has to be "Go for the eyes Boo, go for the eyes."

#60
Josielyn

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I like the reactive barks rather than random. I did love clicking on a NPC to hear their little phrase, or adding them to my party, or deleting them, especially when Sten said "Vashedan!" I did get annoyed with Merrill a couple of times when I got knocked out- she sounded like an emotional mess rather than the tough, independent, naive, oddball that I had in my mind.

#61
Swagger7

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Aw, I will miss the random barks and the selection aknowledgements!

#62
devSin

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Hopefully "reactive" includes things like responding to critical hits or talent activation. I was disappointed that ME3 just tossed out all of the combat barks, and it's a shame to hear you may be doing the same for DA3.

Modifié par devSin, 13 décembre 2012 - 02:18 .


#63
KR4U55

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I remember Nathaniel's gold line: "Why I feel like there's some kind of force controlling me?"

#64
Foolsfolly

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Allan Schumacher wrote...

That's like saying people weren't obessed with clicking on orc peons / many other units in other RTSs / games just to hear all the funny lines, over and over and over and over again.


There's a usability case for RTS games to still have the dialogue (audible confirmation that the selection has occurred). This is less vital in a game with RTwP mechanics.


I like you, Allan. I'd never thought of why units responded in RTSs until now. That's nifty.

#65
Wullo

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One of my favorite Anders quote is "Suck on a fireball!" It makes me smile everytime I hear it :)
I hope they don't get rid of the shouts during fights completely..

#66
Sandy

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 Badlur's Gate, what are you doing? Baldur's Gate, STAHP!

#67
Nimyue

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This really bums me out :( I play DA games for the characters, and I LOVE all the barks. I am totally guilty of clicking Zevran and Alistair repeatedly to hear "Yesssss..." and "Si, amora"... If you don't want to hear it turn the sound off.

DA is so incredibly popular because of the characters, taking out their barks is really sad... this is why I play DA:O over and over and DA2 once... the depth in DA:O is vastly superior.

So yes the work is greatly appreciated.

Modifié par Nimyue, 15 décembre 2012 - 05:46 .


#68
AshenShug4r

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Dhiro wrote...

I could stand for more in-battle banter. Specifically, the one in Legacy during the last fight is a favorite of mine. I also adore small details such as Anders crying out loud if a romanced Hawke falls in battle, while Isabela says "Hawke's down, time to panic!"

I couldn't agree more. The legacy fight stands out in my eyes for that very reason.

#69
QueenPurpleScrap

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I like all the random comments. 'Suck on a fireball' and 'the mage has fallen' and 'that will leave a mark.' I can see why some people get irritated if you hear the phrase at least once in every single battle but I like hearing my friends at least once in a while during the fighting.

#70
h0neanias

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Critics of this feature forget that even Baldur's Gate had three selectable frequencies -- "never", "sporadically", and "always". You could always turn them off. I for my part loved them, and still remember them fondly, but it must be said there was scarcely any other voicework for the characters. The barks were much more essential then.

Modifié par h0neanias, 15 décembre 2012 - 11:52 .


#71
RaidenXS

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Are you daft?

#72
Vlk3

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I really like these random barks... despite being repetitive, they add some life to the companions and I love hearing them.

#73
Sir George Parr

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Same here i liked these random barks as it did add some life to the companions. The repetition in Skyrim is more annoying than anything heard in a DA game. The last time a guard made the remark about 'someone stole your sweet roll', the red mist descended and he was on the receiving end of the Blade of woe.