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Party Banter Silence/Near-Silence Glitch Thread [Update 11/30: An up-and-coming new workaround! And an OP design edit!]


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#2726
StElmo

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10-5 second music burst is definitely a bug, same as lack of armor sounds.


Source? Even dev videos have music ebb and flow - unless you mean during scripted or story events then music should be more prominent. Im pretty sure its supposed to flourish then go away when exploring.

#2727
devSin

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Also my bard is singing atm, there's instruments playing too but she isn't holding anything... That's not right, is it? Maker. Now there are subtitles but she isn't singing or holding an instrument but there is an instrument playing. What the heck. I'll record and upload these oddities too.

She's broken.

After you unlock all her songs, she bounces between various states. One is to sing with no music (only vocals); another is to play music with no vocals; another is to do nothing; and on rare occasions she'll actually work correctly. In any of these states, she may be missing animations (she won't play or she won't lip-sync or both), and her lute will randomly disappear. I've also seen her walk in place sometimes, which kind of looks like she's dancing (especially funny if phantom music starts playing).

Just ignore it. Hopefully they'll fix her up eventually.
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#2728
Gill Kaiser

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She's broken.

After you unlock all her songs, she bounces between various states. One is to sing with no music (only vocals); another is to play music with no vocals; another is to do nothing; and on rare occasions she'll actually work correctly. In any of these states, she may be missing animations (she won't play or she won't lip-sync or both), and her lute will randomly disappear. I've also seen her walk in place sometimes, which kind of looks like she's dancing (especially funny if phantom music starts playing).

Just ignore it. Hopefully they'll fix her up eventually.

 

Generally saving and reloading the save fixes her, though.



#2729
AverageGuy1

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So I'm pretty sure the system that marks quest/inventory/codex items as "new" is completely FUBAR and causing all sorts of problems. Make sure you go through and mark everything as "read" in all three because I'm pretty sure they are all tied into the quest/dialogue system via checks.

When I went through the quests and marked them all as "read" I got about 3 full minutes of "quest complete" with the accompanying sound flourish. When I marked all the codex/inventory as "read" I stopped getting popups for "quest completed" when finding herbs/minerals/etc.

How the hell did they miss this?



#2730
devSin

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A new blog post clarifies how banter and music work.

They've said they'll increase the banter frequency in the future (not in tomorrow's patch), but there's no identified bug that's preventing it from firing (just some rare instances where the delay between banters could be excessive).

Hearing music in Haven, Skyhold, and Val Royeaux is confirmed to be a bug.
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#2731
ardarn

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"We’re also looking into how we might reduce any perceived disparity between what you and your friends are hearing."

That is good to hear. But they still did not address the complete lack of music/banter/sound issue. I really hope they take it seriously, because my first playthrough was in absolute silence. The only reason my 2 time is enjoyable because I use the wartable fix and it provides with background music and more or less conatant fix for disappearing music/sound/banter/fightsound.

#2732
Gill Kaiser

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A new blog post clarifies how banter and music work.

They've said they'll increase the banter frequency in the future (not in tomorrow's patch), but there's no identified bug that's preventing it from firing (just some rare instances where the delay between banters could be excessive).

Hearing music in Haven, Skyhold, and Val Royeaux is confirmed to be a bug.

 

This is pretty much what I thought in terms of the music, but the banter system is seriously flawed if it's working as intended.


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#2733
ardarn

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http://blog.bioware....for-dragon-age/

And this:) upcoming schedule for patches
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#2734
Megan140

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I switched the audio from stereo (or whatever the default is) to night and I party banter a LITTLE more frequently now

#2735
KrashLog

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So... if I understand correctly, hearing 10 seconds of music every few minutes or so is a *design decision* ?  Strange to have such a gorgeous (IMHO) soundtrack, and play only a few glimpses of it here and there. I know ambient sounds are a nice way to add a touch of realism and immersion, but I wish we, as player, could choose the music over the background, or mix the sound levels in the way we want.


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#2736
devSin

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This is pretty much what I thought in terms of the music, but the banter system is seriously flawed if it's working as intended.

It's random.

That's not to say the frequency is in a good place or that the deviation isn't excessive, but I don't see how the system itself is flawed.

They outright say that they don't want you to be able to exhaust all the banter just from playing through the game normally (they want you to be able to continue and come back to it and still have new content to experience). And due to some edge cases where the frequency isn't what they intended, they've already committed to increasing it (whether that leads to an increase in frequency for everyone or just a reduction in the instances where it fails is unclear).

#2737
Gill Kaiser

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It's random.

That's not to say the frequency is in a good place or that the deviation isn't excessive, but I don't see how the system itself is flawed.

 

My game is sitting at 100 hours. Over that kind of period of time, any random aspect in the system should have averaged out to achieve the intended result. However, I've only heard around 20 banters, and that's clearly not enough. The blog post indicates a banter every 10-15 minutes is the intended frequency, but that's been nowhere near my experience of the game.


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#2738
Efvie

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That's not to say the frequency is in a good place or that the deviation isn't excessive, but I don't see how the system itself is flawed.

 

If the system could cause somebody to hear one banter every ten hours while it’s working properly, then yes, it’s very much flawed.

 

But that’s not how it works. It’s not boundlessly random.


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#2739
ardarn

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It's random.

That's not to say the frequency is in a good place or that the deviation isn't excessive, but I don't see how the system itself is flawed.


Because there are huge differences between what player's experience. They said they intended to have banter every 10-15 minutes ( or can be a little later as it is random) but there are people who got almost no banter in many of hours of playtime. Like me. If it was intended then it is flawed.

It is like some people get to red the whole book and some can only read every 3. Page. That cannot be right.

#2740
Camenae

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It makes sense that starting Conversations would interrupt a banter from firing.  Those gosh darn Requisition officers!!  How many banters did y'all cheat me  out of because when I fast travel to a camp, y'all are always RIGHT THERE.  No I don't think this will help us.  Go away...

 

But until then I guess I need to accept all the Requisitions so these "Conversations" don't keep my banters from firing.



#2741
ardarn

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It makes sense that starting Conversations would interrupt a banter from firing. Those gosh darn Requisition officers!! How many banters did y'all cheat me out of because when I fast travel to a camp, y'all are always RIGHT THERE. No I don't think this will help us. Go away...

But until then I guess I need to accept all the Requisitions so these "Conversations" don't keep my banters from firing.


Every time u leave the map and come back there will be a new requisition. :( it is a never ending evil circle

#2742
ardarn

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One question though: if they are going to fix the wartable bug, how are we going to use it to fix the disappearing sound later on? That is the only working method that can give a constant boost for my game to get the battle cries, sometimes the battle music or the background music or even the bard to sing.

#2743
devSin

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My game is sitting at 100 hours. Over that kind of period of time, any random aspect in the system should have averaged out to achieve the intended result. However, I've only heard around 20 banters, and that's clearly not enough. The blog post indicates a banter every 10-15 minutes is the intended frequency, but that's been nowhere near my experience of the game.

How much of that time was spent in combat, on story missions, in town, on horseback, while paused, or while enemies were about?

It's possible you are the unlucky person who hit all the edge cases where the system is failing (and they've said they're increasing frequency in the future to try to alleviate this).

And I'm sure every 15 minutes is only the ideal and the deviation can be quite large (I've gone at least an hour with no banter myself, and I'm relatively certain there's no bug that's keeping them from firing). It's not ideal that you could play through the game with so few banters, but there's no real way to track where you spent your time and why you consistently got bum results.
 

Every time u leave the map and come back there will be a new requisition. :( it is a never ending evil circle

I'm pretty sure banter flags don't get set until the exchange is finished, so the worst that would happen (with an interruption) is that the banter would repeat at some later time.

#2744
ardarn

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How much of that time was spent in combat, on story missions, in town, on horseback, while paused, or while enemies were about?

It's possible you are the unlucky person who hit all the edge cases where the system is failing (and they've said they're increasing frequency in the future to try to alleviate this).

And I'm sure every 15 minutes is only the ideal and the deviation can be quite large (I've gone at least an hour with no banter myself, and I'm relatively certain there's no bug that's keeping them from firing). It's not ideal that you could play through the game with so few banters, but there's no real way to track where you spent your time and why you were getting bum results.

I'm pretty sure banter flags don't get set until the exchange is finished, so the worst that would happen (with an interruption) is that the banter would repeat at some later time.

I am not quite sure where u want to go with this. Are u suggesting that the people who had trouble with banter spent too much time fighting, talking to npcs, being around npcs, riding a horse, or just being around enemies?

If these are the criterias to not to get banter then the system is flawed. There are hardly any places in game where u do not meet npcs. Maybe in the desert would be able to catch up with the missed banters then. But I can say from experience (1 playthrough, 20 banters, if we count the 1 liners also, 96 hours to finish the game) that was not the case. So what now then? The game works as intended but the same time is not?

Edit: or u supposed to clear the area and hang out in the empty space for a while? This is how others get the conversations between party memebers? In Hinterlands that is not even possible. As soon as u clean the area it is populated with one liner npcs all around the place. Doea not make any sense:(

#2745
Gill Kaiser

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How much of that time was spent in combat, on story missions, in town, on horseback, while paused, or while enemies were about?

It's possible you are the unlucky person who hit all the edge cases where the system is failing (and they've said they're increasing frequency in the future to try to alleviate this).

And I'm sure every 15 minutes is only the ideal and the deviation can be quite large (I've gone at least an hour with no banter myself, and I'm relatively certain there's no bug that's keeping them from firing). It's not ideal that you could play through the game with so few banters, but there's no real way to track where you spent your time and why you consistently got bum results.
 
I'm pretty sure banter flags don't get set until the exchange is finished, so the worst that would happen (with an interruption) is that the banter would repeat at some later time.

 

I never used mounts, but I certainly spent a decent amount of time in Skyhold. However, that's not the point.

 

The point is, I was playing the game in such a way that is not out of the ordinary. It's not like I spent half the time standing like a lemon in Skyhold and complaining about not hearing banter. The system should be designed in such a way that players hear an appropriate amount of banter during gameplay, without having to adjust their playstyle to compensate. If it doesn't, the system is flawed.

 

I mean, the game plonks enemies all over the place. They attack you if you go near them. If combat interferes with banter frequency to that extent, it's flawed! If I'm forced to stay outside cities and meander around enemies in a desperate attempt to avoid aggro in case it messes with banter, it's flawed!

 

Simply put, if the system isn't providing me with decent levels of banter while remaining completely invisible to me as a player, it's flawed.


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#2746
Cindee

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I have to admit, I'm worried they're ignoring that there is a sound issue, and just once again coming back to us being picky about banter. I hadn't realised I'd lost sound recently, until I went into battle and realised it was completely gone - it took a few seconds of combat to bring it back. I've noticed lots of combat soundset delays.

 

I've also had battle finish and then had the game immediately go into party banter . The party banter must have pushed ahead in front of the cue? At the end of the banter, I got experience points and a battle finishing comment from my Inquisitor. The banter had delayed the experience points - or at least the experience notification sign + Inquisitor comment. I was pretty surprised, as I didn't think they were correlated. Again, agreeing with all those who say it's a priority issue.

 

I've been trying to keep on top of the journal in my still-glitched-but-not-quite-as-glitched-as-the-other game save. It keeps the music and combat soundsets in check.  When the sound stops firing, sure enough, the journal's been filled up again. I think those that said the game is keeping track of what's in a companion's codex, and then relating it to their banter could have a point:  after clearing my codex, I was surprised to see that Cole's and Sera's codex logs update on the left of the screen. At that point, it had been a long time since either of them had participated in any banter. It could have been a coincidence, obviously, but it was an interesting coincidence.

 

I seem to be getting party banter every 30 mins if I'm lucky - if that, it's generally 40mins or longer. (Which I know is a lot in comparison for most people!) I also know they say enemies being around should block banter, but the only place where it's more frequent is the Fallow Mire. So many bloody enemies there, and yet so much banter! Like a lot of people have mentioned before, I've also had banter trigger whilst going into combat.

 

I haven't been getting banter at camps, too - and I've been ignoring the requisition offers, so I wonder if that's why. My dislike for the officers at camp are deep and all encompassing.

 

I've noticed huge sound delays too (ie. level up, get the sound ten seconds later), and codex updating delays. (I actually don't think it was this sluggish in my other glitched game save.) I think it always takes about 20 to 30s for companion approval to show up, too - I'm always worried that it hasn't worked.



#2747
Nefla

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A new blog post clarifies how banter and music work.

They've said they'll increase the banter frequency in the future (not in tomorrow's patch), but there's no identified bug that's preventing it from firing (just some rare instances where the delay between banters could be excessive).

Hearing music in Haven, Skyhold, and Val Royeaux is confirmed to be a bug.

The lack of music is...intentional? That's so horrible :( 

 

Also banter is supposed to fire like every 20 minutes? Not once every 5 hours? Yeah no bug there...



#2748
areopi

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I could see constant music getting kind of annoying, though it does seem kind of random as to when it fires. It's nice though that killing a nug doesn't trigger horns and drums. In terms of party banter, I don't think I'm hanging out around NPCs or constantly in combat.

 

That said, I do hunt a fair bit and if that constantly interrupts I could see it causing a problem. I wonder if that's what it is. I suppose it's possible that the system is working as intended but poorly tuned, but given how rare banter seems to be that really does seem odd.

 

It seems like they should have a timer that acts as a fail-safe and triggers a banter at the next available moment if there hasn't been one in a while. That way they could get around the combination that results from unlucky RNG and hyperactive players. Other procedural games do this, especially with loot (ie. Diablo with legendaries). Seems like that should fix the problem if it indeed is an RNG/player interaction problem.

 

Oh, and I get glitched delayed sound/ sound drop-outs too. Though I didn't think the problems were related.



#2749
WindFury

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I still think fixing audio/sound/music bugs is going to help with the banter bug - especially after the reddit person said that on bugged save files banter flags are working but it doesn't play in-game.

 

Anyway, I`m really happy to see them posting those blogs about how music/banter works and about the patch. It would be nice if they could hang around forums too, not only on reddit. Not everyone here is an ass, come on.



#2750
StElmo

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A new blog post clarifies how banter and music work.

They've said they'll increase the banter frequency in the future (not in tomorrow's patch), but there's no identified bug that's preventing it from firing (just some rare instances where the delay between banters could be excessive).

Hearing music in Haven, Skyhold, and Val Royeaux is confirmed to be a bug.


So we shouldnt be fast travelling from the war table? Because that music we get isnt intended? Thanks.