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Friendship meter/bars gone


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#1
Lee80

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So I just finished watching today's character creator and game play demo.  So apparently there's no in game meter for friendship/relationship status.  They say they want it to be less gamey.  That reads to me as meaning the friendship mechanic will be a lot less detailed.  I really hope that the friendships haven't been watered down just to keep the game more action oriented. 

 

I don't see how this will be a good thing at this point. Either A) friendship status is very easy to max out by just by making the few major choices that matter to a companion, or B ) micromanagement of friendship is a nightmare cause there's no way to keep track. Neither of those are very appealing to me at all.  I really enjoyed earning friendship with my companions via choices in quests and talking with them over the course of the game.  (I also like the rival system which is apparently gone)  Anyway, what do the rest of you think?

 

 


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#2
Guest_TheDarkKnightReturns_*

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When I talk to people in RL there isn't a meter or bar that pops up above their heads telling me how they feel about me. I think it's a step in the right direction. Little changes in behavior and nuances during interactions is a better way to measure relationship progress IMO.


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#3
Devil's Avocado

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There actually is a point based friendship like in DA:O, there was some gameplay that said "Varric approves 10+" or something like that, the numbers are hidden in the final version.

 

They're hiding it so your companions arn't reduced to statistics and numbers and 'gamey' as they describe. They want to make it more organic, just like when you talk to a person you read their expression. We'll see the "Varric approves" part, which is usually event on someone's face.


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#4
Lennard Testarossa

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I think it's great.

 

Both the approval changes caused by dialogue options and the overall approval should be purely internal variables.


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#5
Wulfram

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When I talk to people in RL there isn't a meter or bar that pops up above their heads telling me how they feel about me. I think it's a step in the right direction. Little changes in behavior and nuances during interactions is a better way to measure relationship progress IMO.

 

The thing is, you get a gazillion more little changes in behaviour and nuances in real life than you're realistically going to get in a game.  Firstly, because animations aren't that good yet, secondly because you simply get a lot more opportunities to interact with real people


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#6
karushna5

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eh, it feels like a case of realism hurting gameplay. People like to try to make those decisions. On the other hand, this is the internet, eventually we can just look it up, but say I get 5 +5s approval and I get frustrated because no one liked me and I start worrying about bugs, or heavens even worse you having to max it out to retain loyalty like in DA2. There would be nothing to base these decisions on. And I feel the realism should then apply to combat and health meters who also shouldn't have a bar telling me how close they are to me killing them, and the numbers in regard to damage.

 

The numbers they have and meters help us make decisions about that part of our gameplay, just like combat. With only outward clues, that actually takes away the ability to make informed decisions. I mean it is a video game, and that part of gameplay does have "win" conditions, but the difference is I only know how close I am to one of these conditions when I have already met it. Nevermind I also have no idea how far it goes. So I feel like my character must be obligated to go as far as possible to please the LI in every instant so as to fullfill an unknown bar that goes however far.

 

I feel this, more than the previous games will become The hero who romanced X, rather than the hero who I will make like this and Romance X.


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#7
Guest_TheDarkKnightReturns_*

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The thing is, you get a gazillion more little changes in behaviour and nuances in real life than you're realistically going to get in a game.  Firstly, because animations aren't that good yet, secondly because you simply get a lot more opportunities to interact with real people

 

I agree. But it's something to strive towards. DX:HR and Alpha Protocol did it well enough. The latter did have a meter though.



#8
Lee80

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I have a feeling that friendships are going to be less in-depth this time around, and the lack of a bar is a hint of that.  I can't imagine the variations in friendship will be very complex given the lack of means to track the points system.  I hope to find that's not the case, but I really think in the long run the bar would have saved a lot of confusion, or that the new system is very shallow with very few points needed to sway the characters in the direction you wish.


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#9
Jaison1986

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Or you can just mark on an paper each time you gain friendship, untill it reaches to 100.



#10
raging_monkey

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because im a joker and now im punished how i play and now party members will leave me.... actually dont mind

#11
LiquidLyrium

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Personally I kinda liked DA2. The rival/friend dynamic was nice, and the slider was a nice overview of 'this is how they feel towards me.' And in DA2 they unlocked more ambient dialog when you romanced/friended/rivaled them based on where your slider was, so that's similar. I just liked the visual slider bar there because it was a nice way to say 'ah this is where I'm at with them' but it was also kinda important for various plot-related stuff, like Isabela only comes back at 70 friendship points or higher during act 2, and depending on your end-game choices, people need to be maxed out to stay with you. So that was something I liked because it was useful and relevant. 

 

I think something visual or even like, the saturation of their tarot cards in the menu maybe, would be a nice, subtle indicator of your friendship or whatever maybe I dunno. 

 

It's not terrible they're getting rid of it, but like, I wouldn't have minded some sort of indication system either. 


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#12
aTigerslunch

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I dont see a problem with it for myself. I would rather it be this way over the other directions in previous games. They said, we will be able to tell as well. It was obvious to me which way I was going with the companions in previous games without checking stats.  Simple.... it was a mage vs templar siding with mage made templar favored companions or anti mage companions loose standing.... it was obvious to me without needing to metagame when I already been talking to the companions about their likes and dislikes. 

 

I can however see this might be a problem with those that have social issues or social limitations.



#13
Allan Schumacher

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So I just finished watching today's character creator and game play demo.  So apparently there's no in game meter for friendship/relationship status.  They say they want it to be less gamey.  That reads to me as meaning the friendship mechanic will be a lot less detailed.  I really hope that the friendships haven't been watered down just to keep the game more action oriented. 

 

I don't see how this will be a good thing at this point. Either A) friendship status is very easy to max out by just by making the few major choices that matter to a companion, or B ) micromanagement of friendship is a nightmare cause there's no way to keep track. Neither of those are very appealing to me at all.  I really enjoyed earning friendship with my companions via choices in quests and talking with them over the course of the game.  (I also like the rival system which is apparently gone)  Anyway, what do the rest of you think?

 

It's mostly that it's not visible, so you as the player can't look at the bar and go "they're friends with me."  You determine that based on their interactions with you.


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#14
Icy Magebane

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It's mostly that it's not visible, so you as the player can't look at the bar and go "they're friends with me."  You determine that based on their interactions with you.

Can you tell us if this invisible bar ever maxes out and locks into Friendship, or will we always be at risk of gaining disapproval?  As the game nears conclusion, taking hits to approval becomes harder and harder to rectify... at least, that was the case in DA:O.



#15
NoForgiveness

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I like it. With the bars there it always felt like a chore to max it(particularly in dao). I feel like I'll be less worried about it this time.

#16
Allan Schumacher

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Can you tell us if this invisible bar ever maxes out and locks into Friendship, or will we always be at risk of gaining disapproval?  As the game nears conclusion, taking hits to approval becomes harder and harder to rectify... at least, that was the case in DA:O.

 

I am not familiar enough with the system to comment on something that specific, unfortunately.



#17
Icy Magebane

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I am not familiar enough with the system to comment on something that specific, unfortunately.

No problem.  It's probably a small thing that the devs already took into account anyway... I doubt they'd make the system unnecessarily hard on us.



#18
Lee80

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It's mostly that it's not visible, so you as the player can't look at the bar and go "they're friends with me."  You determine that based on their interactions with you.

I hope it works better then I think it will then.  It sounds really confusing at this point.



#19
ManOfSteel

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It's a step in the direction of making character relationships and interactions feel far more organic and realistic. I really like that.



#20
CannotCompute

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At least I won't be obsessed with that bar now. Glad approval is still present though.


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#21
9TailsFox

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When I herd it on twitch translation on Monday.


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#22
In Exile

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It's mostly that it's not visible, so you as the player can't look at the bar and go "they're friends with me." You determine that based on their interactions with you.

The problem with this approach - which I agree is more realistic - is that IRL we have (potentially) unlimited interactions with people. In games we can only talk about a few of the same things. So we're left guessing in a way we wouldn't be IRL even if the cues were the same between them.

Do you know if content is locked based on friendship?
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#23
Guest_Amanda Palmer_*

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eh, it feels like a case of realism hurting gameplay. People like to try to make those decisions. On the other hand, this is the internet, eventually we can just look it up, but say I get 5 +5s approval and I get frustrated because no one liked me and I start worrying about bugs, or heavens even worse you having to max it out to retain loyalty like in DA2. There would be nothing to base these decisions on. And I feel the realism should then apply to combat and health meters who also shouldn't have a bar telling me how close they are to me killing them, and the numbers in regard to damage.

 

The numbers they have and meters help us make decisions about that part of our gameplay, just like combat. With only outward clues, that actually takes away the ability to make informed decisions. I mean it is a video game, and that part of gameplay does have "win" conditions, but the difference is I only know how close I am to one of these conditions when I have already met it. Nevermind I also have no idea how far it goes. So I feel like my character must be obligated to go as far as possible to please the LI in every instant so as to fullfill an unknown bar that goes however far.

 

I feel this, more than the previous games will become The hero who romanced X, rather than the hero who I will make like this and Romance X.

 

It reminds me of when they scrapped the numeric gun stats for Mass Effect 2. So god damn confusing. 


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#24
HaHa365

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It's mostly that it's not visible, so you as the player can't look at the bar and go "they're friends with me."  You determine that based on their interactions with you.

I prefer it this way. Makes you invest more in those you want to be friends with, or romance, more.


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#25
9TailsFox

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The problem with this approach - which I agree is more realistic - is that IRL we have (potentially) unlimited interactions with people. In games we can only talk about a few of the same things. So we're left guessing in a way we wouldn't be IRL even if the cues were the same between them.

Do you know if content is locked based on friendship?

No content is event based. Friendship or lack of it determines tone of dialogue.

 

Friends.

Inquisitor: Look dragon.

Cassandra: Yes. She is big. I once have fought dragon and saved Divine. I could tell you more later.

 

Not friends.

Inquisitor: Look dragon.

Cassandra: Shut up, and just move on.

Inquisitor: :(


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