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So... the "rivalry" bonus from DA2 is gone?


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#51
Jurus

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 (just like every dual morality/approval system in video games does, the only solution to this is a non-dual system, which I guess would be much harder to develop)

 

 

Actually it wouldn't be hard. I think there is a simple system that doesn't penalize you for anything and allows you to play however you want.

 

Everytime you would get friendly or rivalry points, you would fill the same respect/reputation/getting to know/whatever bar. Once each milestone on the bar would be reached it would trigger a conversation/quest/bonus, which would be defined by whichever points are predominant. So a bar that's 64 percent Friendly would give you what you would normaly get on a Friendly run, while a 71 percent Rivalry would give you the Rivalry one.

 

That way you could do things without worrying that disapproval would leave you out of content, characters can more easily change their relationship over time (like real life) and they could still have people leaving you if they wanted to. For example: Once you hit like 1000 points, if the bar was 80 percent rival the NPC could have a hissy fit and leave, 90 percent attack you,... or 90 percent friend, s/he would leave to help other people because you insipred them or something. There are a lot of possibilities.



#52
Doominike

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Good thing, Approval wasn't perfect but it made way more sense than friendship/rivalry



#53
veeia

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Yeah I think it's extremely complicated to create an approval system that is 100% effective. What I see Bioware is doing is establishing it as a integral system that has consequences (DA:O) trying new things (Da2) and attempting to integrate the knowledge they gained from both into an improved system (DA:I). Of course I could be wrong and it might end up functioning just like origins, but at this time, I have hope that it will be better. And still have flaws that they can learn from for the next one.

#54
Doominike

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Ideally it should probably be a triangle or a losange/diamond or something, a binary gauge system will never be perfect



#55
SpiritMuse

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Actually it wouldn't be hard. I think there is a simple system that doesn't penalize you for anything and allows you to play however you want.
 
Everytime you would get friendly or rivalry points, you would fill the same respect/reputation/getting to know/whatever bar. Once each milestone on the bar would be reached it would trigger a conversation/quest/bonus, which would be defined by whichever points are predominant. So a bar that's 64 percent Friendly would give you what you would normaly get on a Friendly run, while a 71 percent Rivalry would give you the Rivalry one.
 
That way you could do things without worrying that disapproval would leave you out of content, characters can more easily change their relationship over time (like real life) and they could still have people leaving you if they wanted to. For example: Once you hit like 1000 points, if the bar was 80 percent rival the NPC could have a hissy fit and leave, 90 percent attack you,... or 90 percent friend, s/he would leave to help other people because you insipred them or something. There are a lot of possibilities.


That kinda sounds like the ME3 Reputation meter that would fill up with both Paragon and Renegade points as well as "neutral" Reputation points that would increase the bar but keep the Par/Ren ratio the same.

Would be interesting. The whole bar representing how well they know you, and the individual parts how much they like you. Or something to that effect.
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