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About not revealing Companions' Approval/Rivalry state


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#51
Darth Krytie

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While I really enjoy the idea of having the state of your relationship determine the tone of your conversations with your companions, while not completely barring you from having those conversations in the first place (DA2 over DAO) I would like it to be more natural and organic than maxing out a meter and then having it cease mattering. And in this case, it wouldn't matter if the approval state was visible or not.



#52
Mirrman70

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I say just make it an option. I enjoy seeing where I am at with my companions. I also understand that some people would get more out of the game if they didn't what the approval was. make a toggle so people can choose.



#53
mopotter

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Totally agree with OP... that would be awesome! In Origins, I found myself taking a few moments out to just spam a certain character with piles of gifts to get the friendship up if I noticed it wasn't at a level I wanted.

 

Hiding all of this information would be so much more "realistic" and would be better in terms of immersion. I guess I'd be pissed off if in the end if my LI surprised me by declaring he hated my guts, but again, it's the immersion factor.

:)  I also gave them gifts, including ones they should have thrown back at me like bones and old cake or anything my dog brought back, so I'm all for hiding what they think, and limit the gifts.

 

I would hope that there would be some indication as to what they think, maybe a smile if they like your comment, respond with a comment that gives a hint of what they think or even having to notice how they act around the others or me.  I knew Fenris had "issues" with mages and never expected my mage to romance him.  Then I read about the rival option and tried it.  Did not really care for it any more than the massive gifts giving, maybe even less since giving gifts didn't make me feel guilty.  Having Fenris fighting with my mage against all he believed in, made me cringe. 



#54
Trikormadenadon

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The system in DA2 was perfectly fine except for one thing about it. Your decision only affected those party members who were in your active party at the time. But this is unrealistic. They have shown on many occasions that the party members interact even when you are not around. This means they would gossip, and I do not believe they would not talk about what happened when you were last with them. Therefore I suggest that ALL party members have their levels of friend/rival adjusted based on your decisions regardless of whether they were in your party or not.  I feel this would be the most realistic way of doing party reactions.



#55
Guest_starlitegirlx_*

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The system was more an annoyance than anything else. Approval was at least more interesting in DAO but by the time we got to DA2 it was just absurd. Who the hell has rivalry in real life? Generally those relationships don't last long and don't go well. People don't bother with those that they don't agree with on much. Sure opposites might attract but after a certain point it repels. Only if there were persuade options would this actually be valid or work in any meaningful way because when you disagree on something generally one might try to get the other to see their point of view or change their stance. Whenever it's 'we agree to disagree' that doesn't go well or not for very long. Sooner or later it's an issue. For game purposes they end up having people leave your party or turn on you, which is all well in good if you like that sort of thing, but it's also a pain because now you have to deal with this within your gameplay and people start metagaming because they just want to play the damn game. And that takes you OUT of immersion because if you can't answer a question any way but in a way that makes another person happy, then you are already not playing your character as realistically as you could. At least with approval you could say what you want at times and if approval mattered there would be a way to fix it with the gifts. Frankly I'd rather have that than have to play along with some contrived measuring system that's only going to slap me in the face for not playing my character as I want. If I want to stand up for something in a game or do something different, I don't want it to disrupt everything I've got in play like certain characters I rely upon as my team because they are artificially reacting to what I do. That's a game ruining experience or at least an annoyance. Role playing is all well and good but if now your role playing has you compensating for what some stupid NPC companion is going to take issue with, that's lame because you are stuck with set players. In real life, you'd let them leave and find others if there was that much of an issue. In the game you are limited to what they give you and now you have to change what you do or say to keep them in place. I liked how in ME they basically were just loyal. In DAO they could be persuaded at least to not have it ruin things too much in your gameplay. Add in persuade options and the system would be realistic and would work well. Otherwise, it's just absurd.



#56
AlanC9

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The system was more an annoyance than anything else. Approval was at least more interesting in DAO but by the time we got to DA2 it was just absurd. Who the hell has rivalry in real life?


i can think of a couple of posters here whose relationship is essentially rivalry. Whether this counts as RL is an open question.