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Party Banter


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#1
Conal Pierse

Conal Pierse
  • BioWare Employees
  • 265 messages

We’ve heard a number of reports from users concerned about party banter not firing in Dragon Age: Inquisition.

 

We have conducted rigorous initial tests, all of which have shown that the system is working as intended. We ran tests over the course of several hours, and compared the captured footage of the playthrough with what the banter the game had recorded as having happened. In all instances, our game records matched the recorded play. The banter also occurred as frequently as intended.

We have also similarly investigated save files that were supplied to us by users, and these were likewise found to be working properly.

There are, however, instances that can disrupt the frequency of banter, so here are some best practices for ensuring you encounter banter out in the wilds:

 

Switch up party members: There is a limitation on the amount of banter between characters, and it is possible to exhaust it over the course of a playthrough, especially with a static group of followers.

 

Explore on foot: Banter will not fire while the player is mounted or in combat, so stop to smell the roses (or pick the elfroot) from time to time.

 

Complete missions and talk to followers: some banter is tied to your progression through the main story (you wouldn’t want Sera spoiling the plot for you, would you?). Playing through the main story and learning more about your companions will unlock more banter.

 

Visit new places: Similar to party members, it’s possible to exhaust the banter for an area. It’s a great wide world out there, so go exploring.

 

Turn on subtitles: If you are concerned there might be something wrong with your sound system, turning on subtitles will help you identify if you’re hearing the banter as it occurs.

 

Please also note that banter does not recycle, so you will only hear a set of lines once. The rate at which it occurs is also random, which is why sometimes you will encounter it more frequently, and sometimes less so.

 

The banter system is also designed to work over the course of a 150+ hour experience, so don’t be surprised if you don’t encounter everything within the first 60 hours. We wanted to give players plenty of reasons to keep coming back to Dragon Age: Inquisition, and this is one of them.

 

We will continue to investigate further, as we know that our characters are a much beloved and key component of BioWare games.

 

 

Here is an update from the BioWare blog with more information on how the banter system works. You can also find updates on the latest patch information here.

 

We wanted to clear up some of the confusion surrounding the banter and music systems in Dragon Age: Inquisition by giving you some insight into how they work. By now we’re sure many of you’ve seen the wide variety of supposed “fixes” out there, which range from a few simple steps to borderline blood magic. Hopefully detailing how these systems were designed to work will put a few minds at ease.
Before we get into the details, please know that we are continuing to look into player concerns on both fronts.
What follows is a quick guide to let you know what’s going on behind the scenes.

Banter

The way banter works in Inquisition is similar to what you encountered in previous Dragon Age games. As you play through missions, you will hear your party comment on the plot at specific points. However, when you are running around in the wilderness, there are additional kinds of banter at work.

We built Inquisition to be an expansive, immersive experience, giving players plenty of reasons to keep coming back, hour after hour. Part of this is the random banter that occurs in the wild. Your party may chat (or bicker) among themselves about all kinds of topics: getting to know each other, working through issues, or even just commenting on the surrounding scenery.
Behind the scenes, this is one of many ways that the game creates opportunities to experience procedural content at regular intervals. Sometimes this means combat encounters. Sometimes this means NPCs acting out ambient scenes or simply living in a space, as people will. More rarely, this means banter.
On average, you have an opportunity to hear banter every 10-15 minutes. But the frequency is largely left up to chance. It’s a lot like flips of a coin. Just because you flipped heads this time, or the previous five times, doesn’t mean you’ll flip tails next. Because of this, it’s perfectly normal to hear more or less banter at different points in the game.
The element of chance is also influenced by what you are doing and what is going on around you at any given time. How you play the game can and does affect how often you hear banter.
A number of things can interrupt banter, such as:
-    A conversation starting, both simple or fully cinematic
-    A level transition
-    Combat
-    Getting on a mount

There are also things that will prevent banter from firing entirely:
-    Riding a mount
-    Participating in a conversation
-    Being in combat or close proximity to enemies (if you are seeing red on your mini-map, you may be blocked from hearing banter)

There are also areas where this kind of banter will not fire at all. These include Skyhold, Haven, and Val Royeaux.
It’s also possible to exhaust all of the random banter for an area or for a certain set of party members. Additional banter can be unlocked by talking to your party members, playing through their personal plots, and advancing the main story.

Music
Ambient music is unrelated to banter, but works in a similar fashion. We wanted each area to have its own unique character and flavor. When you are running around the Storm Coast, or the Hinterlands, or the Hissing Wastes, the ambient sound of animals, wind, and weather evoke a living, breathing world. In order to achieve this, we chose to use music more sparingly to occasionally enhance the mood. These brief music cues of about 10-30 seconds in length will fire on average every 1-3 minutes.
In areas like Skyhold and Val Royeaux, apart from bards or scripted plot-specific moments, there is likewise no music, as we wanted to make these spaces feel real.
You may have heard of a workaround players are using in order to get music playing in Val Royeaux and Skyhold. The only time that music should be playing in these places is during certain cinematic scenes, conversations, or at the war table. If music is playing outside of these situations, it may actually be a bug. We are currently investigating this issue.
When it comes to combat, whether or not you hear music is very much dependent on the threat you are facing. Fight a nug and all you hear is the wind—and your soul chipping away for harvesting a poor, defenseless creature. Fight a dragon, and the drums and horns kick in, underlining that what you’re doing is bad ass.
All of these systems together are intended to give you a more immersive environment in which to play, while rewarding you for advancing the central plots and engaging with your party members. For a game the size of Inquisition, it also gives you a reason to keep coming back, ensuring you continue to have a great time long after the main plot is done.

We are continuing to look into player concerns about the banter and music systems, and have reached out to several members of the community to learn more about their particular experiences. We’re also looking into how we might reduce any perceived disparity between what you and your friends are hearing.
We appreciate all of the feedback that’s been provided on this and will continue working to ensure your time in Thedas is as fun and rewarding as possible.

 


  • Jorina Leto, Gel214th, Naesaki et 36 autres aiment ceci

#2
Conal Pierse

Conal Pierse
  • BioWare Employees
  • 265 messages

*
MESSAGE POPULAIRE !

To be perfectly clear: as I said, we are still looking into this and conducting further testing.

I am providing you with an update on what we have found so far, as well as some general best practices. This doesn't mean that we are not taking your concerns seriously or that we are not looking into this.

This is an update on what we have found to date on an issue we know is near and dear to our community.

I'm sorry if there was any confusion, but please do not misconstrue my message as a dismissal of what you've been telling us.


  • Gill Kaiser, jellobell, Barrendall et 64 autres aiment ceci

#3
Conal Pierse

Conal Pierse
  • BioWare Employees
  • 265 messages

Hey Everyone,

 

Here is an update on how the banter and music system work from the BioWare blog:

 

We wanted to clear up some of the confusion surrounding the banter and music systems in Dragon Age: Inquisition by giving you some insight into how they work. By now we’re sure many of you’ve seen the wide variety of supposed “fixes” out there, which range from a few simple steps to borderline blood magic. Hopefully detailing how these systems were designed to work will put a few minds at ease.

Before we get into the details, please know that we are continuing to look into player concerns on both fronts.

What follows is a quick guide to let you know what’s going on behind the scenes.

 

Banter

The way banter works in Inquisition is quite different from what you encountered in previous Dragon Age games. In Origins, all of the banter you heard occurred at scripted moments in the game, firing when you passed Point A in Level A on your way to Point B.

For Inquisition, this sort of scripted banter still exists. As you play through missions, you will hear your party comment on the plot at specific points. However, when you are running around in the wilderness, there are additional kinds of banter at work.

We built Inquisition to be an expansive, immersive experience, giving players plenty of reasons to keep coming back, hour after hour. Part of this is the random banter that now occurs in the wild. Your party may chat (or bicker) among themselves about all kinds of topics: getting to know each other, working through issues, or even just commenting on the surrounding scenery. All this works quite differently to the scripted plot-related banter you may be used to.

Behind the scenes, this is one of many ways that the game creates opportunities to experience procedural content at regular intervals. Sometimes this means combat encounters. Sometimes this means NPCs acting out ambient scenes or simply living in a space, as people will. More rarely, this means banter.

On average, you have an opportunity to hear banter every 10-15 minutes. But the frequency is largely left up to chance. It’s a lot like flips of a coin. Just because you flipped heads this time, or the previous five times, doesn’t mean you’ll flip tails next. Because of this, it’s perfectly normal to hear more or less banter at different points in the game.

The element of chance is also influenced by what you are doing and what is going on around you at any given time. How you play the game can and does affect how often you hear banter.

A number of things can interrupt banter, such as:

  • A conversation starting, both simple or fully cinematic
  • A level transition
  • Combat
  • Getting on a mount

There are also things that will prevent banter from firing entirely:

  • Riding a mount
  • Participating in a conversation
  • Being in combat or close proximity to enemies (if you are seeing red on your mini-map, you may be blocked from hearing banter)

There are also areas where this kind of banter will not fire at all. These include Skyhold, Haven, and Val Royeaux.

It’s also possible to exhaust all of the random banter for an area or for a certain set of party members. Additional banter can be unlocked by talking to your party members, playing through their personal plots, and advancing the main story.

 

Music

Ambient music is unrelated to banter, but works in a similar fashion. We wanted each area to have its own unique character and flavor. When you are running around the Storm Coast, or the Hinterlands, or the Hissing Wastes, the ambient sound of animals, wind, and weather evoke a living, breathing world. In order to achieve this, we chose to use music more sparingly to occasionally enhance the mood. These brief music cues of about 10-30 seconds in length will fire on average every 1-3 minutes.

In areas like Skyhold and Val Royeaux, apart from bards or scripted plot-specific moments, there is likewise no music, as we wanted to make these spaces feel real.

You may have heard of a workaround players are using in order to get music playing in Val Royeaux and Skyhold. The only time that music should be playing in these places is during certain cinematic scenes, conversations, or at the war table. If music is playing outside of these situations, it may actually be a bug. We are currently investigating this issue.

When it comes to combat, whether or not you hear music is very much dependent on the threat you are facing. Fight a nug and all you hear is the wind—and your soul chipping away for harvesting a poor, defenseless creature. Fight a dragon, and the drums and horns kick in, underlining that what you’re doing is bad ass.

All of these systems together are intended to give you a more immersive environment in which to play, while rewarding you for advancing the central plots and engaging with your party members. For a game the size of Inquisition, it also gives you a reason to keep coming back, ensuring you continue to have a great time long after the main plot is done.

We are continuing to look into player concerns about the banter and music systems, and have reached out to several members of the community to learn more about their particular experiences. We’re also looking into how we might reduce any perceived disparity between what you and your friends are hearing.

We appreciate all of the feedback that’s been provided on this and will continue working to ensure your time in Thedas is as fun and rewarding as possible.

 


  • finc.loki, Gold Dragon, Halcyon Lavellan et 7 autres aiment ceci

#4
Conal Pierse

Conal Pierse
  • BioWare Employees
  • 265 messages

So, the sense I'm getting from that blog entry is that it's Bioware's diplomatic way of saying PEBKAC (Problem Exists Between Keyboard And Chair).

 

I guess the only way I'm ever going to hear the random banter in this game is listening to it from other people's YouTube videos. A real shame.

No, this is a way of explaining how the system works for the people who have been asking. Also, because of the chance element involved in banter firing, it's letting people know that it's normal to hear more banter at some points, and less at others, but it should average out over the course of a playthrough (barring the factors like combat and riding mounts that prevent banter). Likewise, it lets people know that it's perfectly normal that they are not hearing banter or music in Val Royeaux.

 

The post also mentions not only that we're still looking into this, but also that we are looking at ways to provide a more even experience. This is reiterated in this post about upcoming patch notes.

 

We have also identified that in some edge scenarios, banter isn’t firing as often as we’d like, so we’ll be increasing the percentage chance of it happening. This increase will come after Patch 2.


  • Halcyon Lavellan, shinyfirefly, inquartata02 et 3 autres aiment ceci

#5
Conal Pierse

Conal Pierse
  • BioWare Employees
  • 265 messages

It's officially been two months I believe since the game came out. I still have yet to play it.

 

Does Bioware even read the forums?

Yes we do.

 

Here's an update on the upcoming patch 3 for PC.

Relevant for here is the following: "Based on feedback from our players, we tweaked the banter system to be less random in order to prevent extra-long periods of silence."

I can't comment on the release, but will provide future updates when possible.


  • GithCheater, Gold Dragon, shazza53 et 16 autres aiment ceci

#6
Bryan Johnson

Bryan Johnson
  • BioWare Employees
  • 4 046 messages

I'm a noob at this but I downloaded the patch 8 table for cheat engine for triggered banter. I connect it with DAI but after pressing the trigger still nothing happens. However I've noticed that pressing the toggle results in a I guess sort of rejection noise. THe same noise occurs when I try to check the box of the trigger or toggle, not allowing me to do so. Does anyone know what the problem may be?

I believe the cheat engine is not compatible with this patch, likely they will release a new one at some point