1) Characters should only have a red circle on them if they have something new to say, and as soon as they don't have anything new to say the circle should be removed. Likewise, if a character has something to say place them on the map, if not, then don't have them appear on the map.
a) In your post-mission run around the Normandy many of the characters will have something to say. But a number of times they have nothing new: "Good of you to drop by." This becomes rather annoying and leads directly to
I don't know how many times I have gone and heard Tali talk about her "emergency induction port". But it was only just recently that I found out she has something like three more dialogues after that initial toast to Miranda because I had acquired the habit of only activating a character once after each mission.
c) As to appearing on the map: it would be nice to not have to suffer through the loading delay while Liara's door opens only to find out she has nothing to say after the last mission. If neither Steve nor James have anything new to say, then save me the trip down to the shuttle bay.
2) "We need to hurry, Shepard." What is the point of this line if there are things to find, and dialogue to hear in a certain area? Sure, its supposed to add to the mood, or something, but I just find it annoying. I am looking around for mods, or listening to a journal entry and then EDI walks all over those lines with her "We need to hurry." No, EDI, we don't actually need to hurry. Nothing will happen until we open the next door or cross some imaginary line, I garauntee it. At most, have the characters say it once, and never, ever allow this kind of line to drown out unique dialogue!
3) Ambient dialogue should be more accessible. It is rather annoying that in order to hear the full conversation about, say, the suit of armor that girl bought her boyfriend you need to keep exiting and re-entering the Purgatory cell. The same goes for the Asari mistress and her human lover, and many others. Put a red circle on them and let me cycle through the dialogue like with the Bachelor Party on Illium or the Feces Analyzer on Surkesh. Do you want Shepard to just hear conversation as s/he walks by? Ok, have them start the first line of the dialogue just by walking by, but also put a red circle on them so I have the option of just cycling through the entire sequence.
4) Combat banter. I suppose I could lower the difficulty down to narrative level, but I always feel like I am cheating when I play at a difficulty less than insanity. The problem is: while I am focusing on keeping Shepard alive I am not able to focus on the dialogue talking place during the combat. The parts where I find this most problematic are in the Citadel DLC. I am still not sure I have heard, or more accurately listened to, the dialogue you get during the initial fight in the archives, or the lines spoken when Razor Squad shows up, and especially during the fight with the clone. Having Wrex along makes this even more difficult because his combat dialogue manages to step all over other characters' lines. At the very least, if there is going to be combat specific banter, like James talking about the burnt pepperroni, then make sure your team mates don't step on those lines with their own combat dialogue.
Modifié par cap and gown, 12 décembre 2013 - 11:36 .





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