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Dialogue Layout Questions


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#1
Winged Silver

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Just
to get this out of the way, this is not a place for anyone to hate on
an item from any Bioware game in general, anyone making directly hostile
remarks will have their comments deleted.

Moving on...

Hello!
I just have a few questions that I would like to get an opinion on from
all the Dragon Age fans out there, and in hopes that it can provide
some insight into what people liked to see in their games in a
non-hostile way (after all, even if a game doesn't meet our standards of
the best game ever, everyone in the process of creating the game is
working their butts off, so let's be kind)

1.)
Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?

2.)
Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

5.)
Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?

I'm just curious to see what you all thought, so please respond with as many reasonings as you like! I'm eager to see what you all think.

#2
In Exile

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Winged Silver wrote...
Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?


I think it's very important for the player to know which questions advance the conversation and which don't. In DA:O, the game effectively randomly surprised you by taking your questions away based on certain responses. That was very frustrating.

Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)


I think randomizing dialogue inputs is like randomizing the hotbar before combat: absurd. The player should have more information, not less. 

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?


I think persuade checks should be eliminated, and we should have dialogue battles much like DX:HR.

3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?


Didn't DA:O do this? Mages had unique intimidation options.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?


I thought this was the most brilliant conversation innovation BIoware had in DA2.

Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?


I disable quest markers, so I never saw them. I found it annoying, and made it seem like I was running errands for them. I would like to go back to the DA:O system (not DA:A! that system was an abomination).

#3
XX-Pyro

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Yes
Yes
Yes
No
Yes
Initiate at anytime.

Might edit in proper responses but feeling sick at the moment.

#4
Sacred_Fantasy

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Winged Silver wrote...
1.)
Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?

Wheel Layout with better clarity on paraphrased dialogues and more options like emotion icon or facial expression icon or anthing, as long as, the NPC could understand that my choice of sarcasm isn't meant for stupid jokes. It's meant to insult in passive aggressive manner, and my character is in no mood to joke about it .


Winged Silver wrote...

2.)
Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)

I would welcomed any dialogue layouts that is easier to navigate, flexible and allow for more options.  


Winged Silver wrote...

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

No comment. I'm content with whatever methods as long as there're multiple alternative solutions to solve a problem than simply kill.


Winged Silver wrote...

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Sure. No problem.


Winged Silver wrote...


5.)
Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?

I prefer to be able to intiate a conversation at anytime as long as I'm not fighting and free from mission . I do not appreciate any form of limitation to interact with my companions even if the companions has exhausted their dialogue options. I like to know my companions better before I start my primary mission. It would help me decide who will be my preferred active party members ( I do not like whinning and emo drama queen like Anders to be in my party),  and not wait untill the end of the game because it'd be too late to matter anymore. 

Modifié par Sacred_Fantasy, 13 janvier 2013 - 08:10 .


#5
KiwiQuiche

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1. I want them to introduce the Dialogue Spider in DA:I. I didn't like the dialogue wheel in DA2 that much compared to DAO and I hated the Dialogue fork in ME3. Also I wouldn't mind voices as long as they are good. I didn't like DA2 Hawke VAs. Lady Hawke sounded too snobby and posh and ManHawke's pitch and tone was all over the place.

2. I wouldn't mind them on romance, since I hate ninjamances. But would like more than "good, smartass, jerk"

3. Would like that more in regards with class; Warrior can more easily win arguments via force or threat of force, Rogues are more cunning and sly, and Mages...well, as they are.

4. Yes, I liked this. Encourages you to bring different companions along for different results.

5.No, would prefer talking to them whenever. (But no in the middle of a punch up and the like)

#6
Kenny Da Finn

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I talked with XX-Pyro about some of this  on another thread.

1) I like the dialougue wheel but think it could really benefit from from adding in another option such as a true neutral or diplomatic neutral option aswell as the standard sarcastic smartass neutral option (which was my favourite btw).
Also I would like that if you investigate situations that it would openn up a new reponse that moves the conversation forward.

2) Yes I think it showing how you were going to talk is good for the game although I would like the romance option to fit in with the regular choices rather than having the heart as that made romancing a bit less fun than in DA:O for me.

3) I think that was a cool feature and yes magic should count for mages,

4) This was without a doubt one of my favourite things in DA2 it helped the companions feel like they had their own minds and opinions rather than just being meat puppet for killing.

5) Initiate for sure. I was so gutted when I wasnt able to just go listen tomy companions prattle on about things.

#7
PsychoBlonde

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 1.  No real preference, dialog wheel/list/some other method are all pretty much the same to me.

2.  Don't care.

3.  Don't care.

4.   Yes.

5.  Don't care.

#8
nightscrawl

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Winged Silver wrote...

... anyone making directly hostile remarks will have their comments deleted.

So are you a mod in disguise or something?



1 I don't prefer one over the other really. If anything, the wheel allows more options since you have investigates as a separate wheel, and I've seen as many as 6 of those. 6 investigates + 3 personality options, and the possibility of an additional special option can lead to more than 9 total dialog things to click on. The list in DAO was hard limit of 6 dialog options, which were a mix of investigates and actual responses. I liked the separation the wheel provided.

2 Yes I liked it, and how it related to the personality, but I felt it could use some refinement so that blue is not agree and red is not disagree. That wasn't the case in all circumstances of course, primarily with the mage/templar issues.

3 While it makes sense to do it this way and I don't have a problem with the idea, I don't like it for my playstyle.

3.5 That's interesting. You could argue it two ways: one is that the primary attribute can be used for each class since that determines their power, but the other is that brute strength is more visually intimidating, so it plays into the function of the ability.

4 Yes, it added some nice variety. That said, I don't think it should ever be the only way to "win" a scenario, because that punishes the player for not bringing a specific companion along, particularly when these games have such a large selection and a limited party size.

5 I would prefer both actually. I liked being able to talk to them at my leisure in DAO, but if a significant event happened in their lives it's good to be notified of it. In DAO this was accomplished by the initiated cutscene when you arrived in camp, but since there was no camp in DA2, the automatic quests were the replacement.

Modifié par nightscrawl, 14 janvier 2013 - 04:08 .


#9
HurricaneGinger

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Winged Silver wrote...

1.) Voiced protaganists aside, did you prefer the wheel layout  (investigative lines on the left, conversation furthering options on the right) or the basic list such as was seen in Origins?


The list was suitable for a non-voiced protagonist. I liked it. But since we have a voiced protagonist, the dialog wheel, I think, is necessary. While the short sentences don't adequately detail what you are going to say, you get a general idea; though sometimes not the right one. So, while I don't mind the wheel it does need some work.

2.) Did you like having the different options in the wheel have pictures to convey their purpose (i.e. charming, sarcastic, aggressive, a heart for romance, a star for the special lines, etc.) or would you rather have a less clear cut dialogue option list that follows no discernable pattern (as an example, the 'bad' or renegade options wouldn't always be on the bottom, paragon not always on the top)


I actually liked the pictures. I'm a visual learner, so those pictures actually helped me choose the response I desired. For example: in DAO when Alistair first tells you he is a prince, you have the option to say: "So, you're not just a bastard but a royal bastard?" I had no idea that was a sarcastic remark, I thought it was an insult until much later. 

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?


Yes and yes if the protagonist is a mage (if that is indeed what you are asking).

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?


Very much so! I thought it was awesome I could call on Varric to make up a ridiculous tale, or have Fenris squeeze a slaver's heart. It brought in a bit of emersion - I brought my companions with me, I want their opinions as well as their skills. Although, I would also like it if, say: we did not have enough friend/rivalry with them, and they would refuse to help or give an opinion.

5.) Did you like having certain times for when you could speak to a  companion (with a quest marker appearing), or did you prefer to be able  to initiate a conversation at any time, even if the only available options were inquisitive ones?


I think this is the most important question. I prefer initiating a conversation anytime, anywhere, all the time. I want to talk to my companions, I want to get to know them. While I enjoyed DA2, this is something I missed greatly. 

#10
fdgvdddvdfdfbdfb

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Winged Silver wrote...

... anyone making directly hostile remarks will have their comments deleted.

Winged Silver's fart stinks like.. fart

Winged Silver wrote...

1.) Voiced protaganists aside, did you prefer the wheel layout  (investigative lines on the left, conversation furthering options on the right) or the basic list such as was seen in Origins?


The list is old school and ugz, but chich hispster UIs aren't really one of my main concerns. All I want are full lines or at least shortened and abbreviated ones, which don't seem to fit the wheel. One thing I liked about the wheel, was that I think there was a system to tell which options carried on the dialogue, ended it, or are inconsequential, though I never quite figured it out.

2.) Did you like having the different options in the wheel have pictures to convey their purpose (i.e. charming, sarcastic, aggressive, a heart for romance, a star for the special lines, etc.) or would you rather have a less clear cut dialogue option list that follows no discernable pattern (as an example, the 'bad' or renegade options wouldn't always be on the bottom, paragon not always on the top)


It's useful only because of the goddamned satan cursed **** penisy paraphrases, akin to Gatorade vs Teragon. But otherwise it's useless but harmless, why not, pictures are kool. I do have a problem with the joker mask being an option though, or for that matter having tone and attitude tied to decisions and actions. THEY ARE NOT THE SAME THING. You should be able to kill people jokingly or save them angrily.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?


Yes and yes if the protagonist is a mage (if that is indeed what you are asking).

I quoted the ginger ninja here, if that's wot it is then no. Cause you can't exactly see someone's magic score. Unless you have a reputation for peope to go "oooh tis a fearsome Biotic"

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?


I guess it's refreshing, but make it more clear what's going to happen, or at least what Hawke's requesting. It also makes who to bring a bit more complicated.

5.) Did you like having certain times for when you could speak to a  companion (with a quest marker appearing), or did you prefer to be able  to initiate a conversation at any time, even if the only available options were inquisitive ones?


All day any day. Basically dao was perfect at this. Maybe just limit the amount so I don't dry up Alistair's well.

#11
AlexJK

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1) Voiced protaganists aside, did you prefer the wheel layout?

Honestly, no preference.

2) Did you like having the different options in the wheel have pictures to convey their purpose or would you rather have a less clear-cut dialogue option list that follows no discernable pattern?

I liked the intent icons, though I think there could have been more variations of them. I don't want any form of user interface which can be described as "follows no discernible pattern"!

I do think it might have been useful, on occasion, to have more than one option presented in a given tone; for example, when Hawke's dominant tone is aggressive, there are occasions where it might be useful to have "If I must" [aggressive], "Absolutely not" [aggressive], and "Screw you" [combat].

3) Did you like having strength and cunning scores used to determine success with certain persuasion options?

Within the limits of the attribute system, it's fine. I would prefer players to have to use their own cunning where that's possible though.

3.5) Should the magic score have been a replacement for the strength score in a intimidation check?

Yes, or something similar.

4) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Yes-ish. Prompted use of the most sensible companions story-wise, not just for combat (eg. take a dwarf to deal with dwarves). But, you never - ever - knew what selecting that option was actually going to do - a hint in that direction would be nice.

5) Did you like having certain times for when you could speak to a  companion (with a quest marker appearing), or did you prefer to be able  to initiate a conversation at any time, even if the only available options were inquisitive ones?

Bit of both. DA2 felt a bit too much like you were being summoned by your companions, rather than Hawke actually initiating anything, but in principle I don't think the idea of your companions having home locations where you would go to start conversations is a bad one.

Modifié par AlexJK, 14 janvier 2013 - 08:59 .


#12
Neoleviathan

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 I don't have a major preferance to either. I prefer unvoiced protagonists & lists but the dialog wheel has been growing on me lately, watching TNG the other day made me see some more potential in the wheel. Why bring Star Trek into thought? You ever see an episode where the Captain starts talking down some jerk, meanwhile subtle clues are given to the crew & they inact a plan without a single order given. It struck me as being similar enough to how a conversations progress in a Bioware game, I can see the dialog wheel evolving to a level where the player can do things like that.

Do notmind pictures or colors, but I find them unecessary & I think it would be easier for the devs not to have to worry about it.

I like having player & companion skills add to an outcome. No disagreements with three to four.

I'd be frustrated if I couldn't strike up a conversation with a companion whenever I felt like. If they have something important enough to say that they don't want you to miss it, rather than having a special icon show up I'd wish for that character to speak up immediatly... As far as them being in party. If at camp or in cities where each companion has their own spot it is always helpful to have an icon just to remind you where they are.

#13
Maria Caliban

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Winged Silver wrote...

1.) Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?

I didn't prefer either of them.



2.) Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)

I prefer to know the purpose of what dialogue option I'm choosing.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?

I wasn't aware this was the case, but that's generally something I like.

3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

No.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Yes.

5.) Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?

Certain times.

#14
fdgvdddvdfdfbdfb

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huh did you just forget because they put words like cunning and strength at the end in brackets its pretty obvious maria

#15
Wulfram

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1. Not bothered about wheel vs list.  Am bothered by rigidly segregated, guaranteed to be consequenceless "Investigate" options.

2.  My only problem with the icons is that they can't convey much nuance.  I'd rather have a more flexible text based system to convey tone.

3.  Not really

4. Yes

5. Not especially bothered.  More opportunities to just chat with companions than DA2 would be nice.

#16
Sutekh

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Winged Silver wrote...

1.) Voiced protaganists aside, did you prefer the wheel layout (investigative lines on the left, conversation furthering options on the right) or the basic list such as was seen in Origins?

I hate being thrown out from a dialogue because I chose a dialogue-ending option that wasn't clearly that, so yeah. This said, questions aren't always neutral, so I'd like seeing consequences for some of them too.

2.) Did you like having the different options in the wheel have pictures to convey their purpose (i.e. charming, sarcastic, aggressive, a heart for romance, a star for the special lines, etc.) or would you rather have a less clear-cut dialogue option list that follows no discernable pattern (as an example, the 'bad' or renegade options wouldn't always be on the bottom, paragon not always on the top)

I prefer being given a hint (especially with paraphrases), but the problem with icons or placement is that it can easily lead to automatism (always hit the purple icon because you play a sarcastic Hawke, no matter what). But since said automatism is my fault for not reading the other choices more carefully, then I guess icons are fine.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?

It makes sense for cunning. Strength is only valid if it shows.

3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

Again yes, if it shows. There's no way for the interlocutor to feel threatened by my magical power without a little demonstration.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Loved it, especially since it was optional. Should remain so, though (optional).

5.) Did you like having certain times for when you could speak to a companion (with a quest marker appearing), or did you prefer to be able to initiate a conversation at any time, even if the only available options were inquisitive ones?

I prefer being able to initiate conversation anytime I want to, even if the only response I get is "now is really not the time" [end dialogue].

#17
Ashevajak

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1. I did like this feature of it. Knowing which options are giving background information and which further the conversation is nice. Especially on later playthroughs, as this can allow me to progress without having to hear the same information over again, though I would say my preference for it over the Origins dialogue system is only a slight one. Neither is really too bothersome.

2. I prefer it to be less clear, to be honest. While occasionally it's nice to know my character is being sarcastic/making a joke, I generally prefer to infer such information from the dialogue option itself.

3.a Yes, I do believe character abilities should open new conversation trees. However, if anything, I believe cunning and strength are too limiting, and there should be more options of this kind.

3.b In the right context, yes. Given the reputation of mages in this setting, I believe revealing yourself as one could be extremely intimidating...though it's the kind of intimidation that should not be without consequences, if abused too often.

4. Very much so, and I'd also like to see this expanded on. However, IIRC, in DA2, when this option was presented, it was always the best option to take. The occasional bit of blow-back or ambiguity in whether this is really the best choice to take would be nice.

5. I prefer to initiate conversation whenever.

#18
Guest_EntropicAngel_*

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Winged Silver wrote...

Just
to get this out of the way, this is not a place for anyone to hate on
an item from any Bioware game in general, anyone making directly hostile
remarks will have their comments deleted.


I have no idea what you wrote. I haven't read it yet.

But I would like to say that you are not a mod, and you have absolutely no authority to delete someone's comments.

#19
Guest_EntropicAngel_*

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1. Origins was better.

2. Again, Origins was better.

3. Strength should never come into it. Strong people don't look very "different" from average strength people. Strength does not translate into a conversation. It should be based on Cunning, and possibly willpower for mages, if you're trying to force someone to do something. I would prefer some type of thing like "Coercion" or "Charm."

4. Kind of like how DA ][ did it? Sure, that would be nice. Adds a unique flair to the encounter.

5. Conversations at any time were better in my mind. I didn't like that speaking to my companions was made into a quest, not really just a choice of mine.

#20
ggghhhxxxpuf

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Winged Silver wrote...

1.)
Voiced protagonist aside, did you prefer the wheel layout (investigative lines on the left, conversation furthering options on the right) or the basic list such as was seen in Origins?


Certainly, I exactly knew what option advanced the story and the ones that just asked for info. It was relieving.

2.)
Did you like having the different options in the wheel have pictures to convey their purpose (i.e. charming, sarcastic, aggressive, a heart for romance, a star for the special lines, etc.) or would you rather have a less clear-cut dialogue option list that follows no discernable pattern (as an example, the 'bad' or renegade options wouldn't always be on the bottom, paragon not always on the top)


Yes, knowing that you are making a joke and not calling someone dumb is very important, though I would make some changes.
Cut the colors, leave the icons, maybe hide them until we highlight the options.
I don't really mind the positioning.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?
3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?


Yes, and I missed these as star-type options in DA2, not for persuading only.
And magic replaced strenght in origins with arcane warrior, it did work with cunning with the rogue too, if I recall it correctly. DA2 used personality, effective but certainly lacking.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?


Very much indeed, made your companions take action too, not being only mere spectators.
Very nice touch.

5.)
Did you like having certain times for when you could speak to a companion (with a quest marker appearing), or did you prefer to be able to initiate a conversation at any time, even if the only available options were inquisitive ones?


I don't usually like quest markers unless I'm really lost. This mechanic only favoured the "task" perception of companion conversation, so maybe something more concealed, a comment, a change of behaviour, starting conversation with the PC, etc, to indicate that said companion has something new to say would be a nice change.
And I would love something like the ME3 approach, when your squads moved aroud the normandy and chatted with each other banter-like.

I don't mind having a conversation anywhere if it's scripted to be that way (like with Fenris at the gallows), had my share of akward flowery giving in the middle of the deep roads or innapropiate gossiping in the middle of some blood mage hunting. I wouldn't mind it if they were questions ala Leliana's "What do you know about this place?" though, just being only avaliable to trigger once for every place or someting, not always.

Modifié par ggghhhxxxpuf, 14 janvier 2013 - 04:50 .


#21
Avaflame

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1.)
Hmm. Tough one. I could sometimes further the conversation without meaning to in DA: O, but most of the times it was pretty clear which option would do what. I do like the idea of keeping the investigates separate, yes, though I also wouldn't object to the return to the Origins style, even though it's been confirmed not to.

2.)
No, I do not like the icons or the way they are always ordered in the same way. I want to read what (or a paraphrase of what, I guess) I can say, and then choose the option I like best for the situation at hand. I know a lot of others have said it makes it simpler and therefore better, but this is one circumstance where I think simplicity limits quality. I like to be a nice guy, and I like to think I'm a nice guy in real life, but that's not to say I don't like to be direct when it's called for. However I could very rarely pick the aggressive/direct tone in DA2 because of the ICON. It was red, it was at the bottom, it was often of a closed fist; I could never dissassociate it from being the "bad" choice.

Also, they felt and sounded forced. Maybe in Origins they still needed to put on diplomatic, one aggressive, and one sarcastic choice in every dialogue, but I didn't notice it and therefore they felt real. All I can say is my opinion and that is in Origins dialogue felt natural and fluid to each conversation and in DA2 I never really felt satisfied with what I was saying because it didn't seem to really belong to what I was responding to. While the paraphrases can be blamed for not portraying what the line was well enough, they can't be blamed for what the lines actually were, and I feel the tones had something to do with this.

TL;DR NO!

3.)
Eh. I liked having the 'Persuade' skill and wouldn't mind seeing that return instead as long as it isn't tied to spells/abilities.

4.)
I loved it! The only thing I would change is that when it's tied to a combat encounter (killing someone, avoiding combar entirely) the player would still gain the same amount of experience. There were a lot of times where I would actively avoid the option because I knew I wouldn't gain experience and therefore in my crazy mind I'd be essentially losing experience.

5.)
Anytime. I understand the feeling of immersion breaking by asking someone about their mother in Lord Killington's torture chamber just after your love interest was brutally butchered in front of you, but please. Or even just in cities or a home base kind of thing. While I did like the DA2 companions, I feel none of them compare to any of the Origins ones and I feel this was to blame. I couldn't talk to them, unless they wanted something. Even if they'd just done the same as in Origins but you could only talk to them at their respective homes that would be great. Probably better. This is the number one thing I would change, out of everything I didn't like from either game.

#22
RipleyArcher

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1.) Voiced protaganists aside, did you prefer the wheel layout
(investigative lines on the left, conversation furthering options on the
right) or the basic list such as was seen in Origins?

I preferred the wheel layout, exactly because it had investigative lines on one side and conversation furthering on the other. I like to investigate all possible dialogue options and that layout made the conversation flow easier, without going into an unnecessary loop.

2.) Did you like having the different options in the wheel have pictures to
convey their purpose (i.e. charming, sarcastic, aggressive, a heart for
romance, a star for the special lines, etc.) or would you rather have a
less clear-cut dialogue option list that follows no discernable pattern
(as an example, the 'bad' or renegade options wouldn't always be on the
bottom, paragon not always on the top)

The heart option was very useful, since I'm not so big on starting a relationship with someone just by being polite to them.
I liked the star option too.
Pictures for charming, sarcastic and aggressive choice were unnecessary, as those lines were always in the same place on the wheel (which I am quite used to by now, and wouldn't really like to have it changed). I didn't mind them though.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?

Yes, for cunning. I used intimidate mostly with warrior characters because other classes sometimes didn't have enough points in strength (in the beginning at least).

3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

I wouldn't call it intimidate, rather something like mind control and have the willpower score affect it.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Yes, that was brilliant.

5.) Did you like having certain times for when you could speak to a
companion (with a quest marker appearing), or did you prefer to be able
to initiate a conversation at any time, even if the only available
options were inquisitive ones?

I prefer being able to initiate conversation any time.

#23
ReallyRue

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1/2) I would like to lose the dialogue wheel for the simple reason that constant comparisons to ME's wheel are annoying, as are the implications that DA2's personality wheel is directly related to ME's morality wheel due to colours and layout. Aggessive Hawke and Renegade Shepard aren't interchangeable, for one thing. Even Diplomatic Hawke and Paragon Shepard aren't interchangeable.

At least mix up the layout, make people think about the dialogue option they're picking rather than going "I'm a good person so I have to pick the top option!" all the way through the game.

3) Didn't really care one way or the other about how persuasion is calculated, though physical strength being used for intimidation and cunning for trickery makes sense.

4) I really liked asking companions for opinions or assistance instead of them standing about like lumps.

5) I liked being able to talk to companions whenever I wanted in camp, but I never did it out in the world, so I didn't notice the feature's absence until it was mentioned. I'd like to talk to companions whenever I want at home/camp.

Modifié par ReallyRue, 14 janvier 2013 - 08:13 .


#24
Guest_Rubios_*

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1. I prefer a list with numbers instead of wheel + mouse.
2. I liked the icons.
3. I don't really care, but in case it does magic should count too.
4. It was interesting.
5. I like both styles, depends on the story imho.

#25
SgtElias

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Winged Silver wrote...

1.) Voiced protaganists aside, did you prefer the wheel layout (investigative lines on the left, conversation furthering options on theright) or the basic list such as was seen in Origins?

Overall, I prefer the basic list; I found myself re-loading slightly more often due to misunderstanding with the dialogue wheel than with the list.

2.) Did you like having the different options in the wheel have pictures to convey their purpose (i.e. charming, sarcastic, aggressive, a heart for romance, a star for the special lines, etc.) or would you rather have a less clear-cut dialogue option list that follows no discernable pattern (as an example, the 'bad' or renegade options wouldn't always be on the bottom, paragon not always on the top)

The tone icones helped me immensely. I cannot tell you how often I've chosen a dialogue option in SW:TOR (especially on the Empire side) and exited the conversation to try again.

3.) Did you like having strength and cunning scores used to determine success with certain persuasion options?

I slightly preferred the way it was done in Origins, but not by too much; I'm pretty neutral about this.

3.5.) Should the magic score have been a replacement for the strength score in a intimidation check?

I thought it was? Well, if not, then yes. A 7ft tall enemy with rippling muscles is a lot less intimidating to me, personally, than someone who can barely lift a weapon but could easily set me on fire.

4.) Did you like having an option to call upon your minions' various skills to aid you in your conversations?

Yes! This was amazing. I really hope it continues into Inquisition.

5.) Did you like having certain times for when you could speak to a companion (with a quest marker appearing), or did you prefer to be able to initiate a conversation at any time, even if the only available options were inquisitive ones?

I think I'd like a compromise, to be honest; the darkspawn-infested Deep Roads is perhaps not the best time to strike up a conversation with a new companion and ask them probing questions about their past. Still, waiting around until someone wanted to talk to me felt like I had little control over the progression of our relationship.

Good questions, OP. Thanks for asking.^_^

Modifié par SgtElias, 15 janvier 2013 - 03:07 .