They were talking about consoles and gamepadsSylvius the Mad wrote...
If that's the case, then they should let us hotkey everything.Ziggeh wrote...
It's one key press versus scrolling through a list. Doesn't seem that major but economy of action is an important part of game design.
Genuinely curious: what is the rationale for the dialogue wheel?
#201
Posté 06 septembre 2013 - 05:16
#202
Posté 06 septembre 2013 - 05:20
Same rules apply. What's easier for one user is not easier for all users.Ziggeh wrote...
They were talking about consoles and gamepadsSylvius the Mad wrote...
If that's the case, then they should let us hotkey everything.Ziggeh wrote...
It's one key press versus scrolling through a list. Doesn't seem that major but economy of action is an important part of game design.
#203
Posté 06 septembre 2013 - 05:20
Hiemoth wrote...
These are all considerations which would require a great deal of effort to deal with, yet at the same time their own focus groups are telling them that text isn't what majority of people want. So why would they implement something like that?
I think this is the key point. Whether it's data-driven or not, and whether that data's any good or not, Bio really believes that the wheel does work. They're not about to make any major effort to work around it
#204
Posté 06 septembre 2013 - 05:22
Sylvius the Mad wrote...
Same rules apply. What's easier for one user is not easier for all users.Ziggeh wrote...
They were talking about consoles and gamepadsSylvius the Mad wrote...
If that's the case, then they should let us hotkey everything.Ziggeh wrote...
It's one key press versus scrolling through a list. Doesn't seem that major but economy of action is an important part of game design.
So.... completely different dialogue interfaces for PCs and consoles?
How would you want a list interface for the paraphrase system to work?
#205
Posté 06 septembre 2013 - 05:26
I mean they were discussing the difference between the list and wheel when using a controller (Alan is right, I just think in terms of keystrokes, force of habit)Sylvius the Mad wrote...
Same rules apply. What's easier for one user is not easier for all users.
#206
Posté 06 septembre 2013 - 05:39
The same as it did when we had full text - a numbered list.AlanC9 wrote...
So.... completely different dialogue interfaces for PCs and consoles?
How would you want a list interface for the paraphrase system to work?
The greatest failing of the dialogue wheel is not the paraphrases, as those were probably an inevitable consequence of moving to the voiced protagonist. The greatest failing of the dialogue wheel was putting it in the middle of the screen, thus unnecessarily limiting the length of the paraphrases.
#207
Guest_Puddi III_*
Posté 06 septembre 2013 - 05:54
Guest_Puddi III_*
Being able to rebind keys would be useful especially if there is full controller + keyboard support and if we could bind keys to hotbar slots manually. Then all the hotbar slots would be equally valuable, not just the numbered ones. Though I guess we dunno yet if the talent system will be robust enough to make good use of an exceptionally large hotbar.
#208
Posté 06 septembre 2013 - 06:28
Ieldra2 wrote...
*snip*
Edit:
Since it was recently clarified that the hover-over text only clarifies actions but doesn't give us the full content of what we're going to say, as of now this IS a complaint thread. As long as I don't know what my character is going to say in a more specific sense, I will not leave this issue alone.
*snip*
I have to agree with you, OP.
As long as I as the player am not 100% certain that I'm making the choices I intend to make, I'm not roleplaying satisfactorily.
Very little, if anything, about my protagonist's responses should be involuntary or surprising.
I appreciate that they're trying to make the wheel more clear to us (which: great), but there shouldn't be guesswork in my own dialogue. Leave the surprises to other elements of the game.
#209
Posté 06 septembre 2013 - 06:38
I loved sarcastic Hawke, and that option was an enjoyable touch, but even in Mass Effect, the dialogue wheel felt more like an "alignment" choice than a "role-playing" one.
I preferred the dialogue options in Dragon Age: Origins. I'm someone who's willing to spend several hours in a Character Creator before even starting the game (and will often re-start, just to correct details that niggle at me, after the fact.) So... I'm okay with putting a little extra time to reading all the dialogue options to make sure I'm making the right choice, for me.





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