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Party Banter


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#1151
Efvie

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That would be an issue with the level (the scripting that controls when and where the messenger NPCs spawn). It wouldn't have anything to do with banter.

It's not boundlessly random, obviously.

The problem is how the bounds are achieved (there doesn't appear to be a safety net, so who knows what is controlling the upper limit). It's perfectly possible to roll tails 10 times in a row, and the constraints don't get much smaller than that.

 

The bounds shouldn’t be advanced math. It’s not on a set interval, because it would be silly and eventually annoying to have banter trigger every 7.5 minutes on the dot. So, a reasonable approach would be to set a min-max range with a bias toward the higher end; for example, if target were banter every 10 minutes, then the range could be something like 8–15 minutes since previous banter. You have banter, then the time for the next one is calculated and the timer starts ticking (figuratively, anyway).

 

Then we add exceptions (such as for example a reduced initial time from zoning into an area), and blocking events such as engaged combat, or an environmental event or cue. These should not reset the interval, only pause it. One problem area here is the possible overcaution in triggering—perhaps somebody thought that any enemies within a certain radius pose a high threat of interrupted banter. However, I’ve frequently had banter continue into battle, so…

 

Then there are a few further issues, such as the availability of banter. This will depend on party composition (i.e. all possible banters between members X, Y and Z minus those already used, minus those that are dependent on story or character relationship developments—i.e. plot/quest/character flags).

 

It’s not a trivial system, but nor is it very complex. And foremost, it should be exceedingly difficult to f— it up as badly as it is without being able to reproduce it.


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#1152
Ghostsaxon

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CONAL PIERSE. TY for your info. I HAVE LOGGED over 570 hrs into this great game. Dfferent races. Choices.. There was and is a party Banter issue. Though i cant realy pinpoint the cause.

After downloading the patch last night and recreati ng a new char. Getting bull and sara at 4 power. Exhausting there conversations at haven then starting hinterlands at crossrads. Played for 5 hours doing hinterlands quest No Banter. None... prior to patch 3 i would get at least 1. If it was incresed might i suggest that any trigger that would cause the timer to reset not be reset... but since launch 570 hours which ypu can verify in my orgin account.
Im hearing banter on youtube i have never heard on any play through.
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#1153
Sutree

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So, i made some playthrough (this is my second char, 33 hours in) and, yeah, the patch definitely killed my banter. After patch 2 it was lot more random but it was there, sometimes 2, 3 even 5 in an hour, sometimes none for 3 hours. Now feels like it´s locked. And the conversations don´t follow what they were talking about previously. Had 2 banters in the Hinterlands and 2 in the Storm coast. Western aproach is like a cemetary. The only good thing is that fixed all the rest of audio glitches, now i have the music and the other stuff. But the banter... Sad.  

 

Does someone knows how can i go back to patch 2? Or is impossible already? 



#1154
Jackal19851111

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It's tied to Origin so you have to either somehow (I don't know how, others may have more info) reinstall the game without it being patched so it'll be the release version, or update to patch 3.


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#1155
Zhijn

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We're supposed to hear whole conversations between the advisors/companions through their messengers.

 

Like this:

Spoiler

 

Damn, so many hours clocked in with DAI and i never once anything like that.



#1156
Guest_Cyan Griffonclaw_*

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Playthrough 2 is going about as well as Playthrough 1 before the very first patch. I'm getting a lot of audio glitches, no party banter, birds are flying through mountains and grass growing on roofs. I completely uninstalled/reinstalled my AMD driver to be the beta version. I changed my graphic settings to optimize gameplay, but I still need to keep experimenting with the settings. However, no party banter with Cassandra, Varric or Solas. They had a lot of banter in the Hinterlands and I'm just getting a rare one-liner from Varric. Patch 2 allowed me to at least finish the game, but apparently there was a lot of banter I missed in the first playthrough with Sera, Iron Bull, Dorian, Vivienne, Cole and Blackwall.



#1157
Joe_S

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So far I have been hearing more banter (knock on wood), but I have noticed weird audio glitches where the ambient sounds are firing late.  For example, kill a Red Templar Behemoth, loot the body, move away and THEN hear his growls/roars.



#1158
turuzzusapatuttu

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In Origins, Awakening and DA:2 there were specific spots which triggered party banter. Why the f*** they didn't do that in Inquisition?



#1159
turuzzusapatuttu

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So far I have been hearing more banter (knock on wood), but I have noticed weird audio glitches where the ambient sounds are firing late.  For example, kill a Red Templar Behemoth, loot the body, move away and THEN hear his growls/roars.

LOL. In Skyhold, when I jump off a balcony, the sound of me touching the ground starts five or six seconds after the landing...


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#1160
Hunt-MaaH

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Nightmare difficulty still nightmare for banter.
On hard, I've got 5 banters in 67 mins.
On nightmare only one in 3 hours.

#1161
abr

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But there should be a natural cadence to it. Banter isn't intended to play at consistent intervals (standing still is just a way to game it).

I played through some of the Forbidden Oasis after the patch yesterday and had four banters fire at random intervals, and all that time was spent playing the game normally (exploring some parts of the area I skipped, fighting enemies, gathering materials, etc.).
 
I think BioWare's response heavily suggests it. They've looked at everything that was reported and all the things people were suggesting as solutions, and they said there was no actual bug in the system that they could find and the suggested "fixes" weren't things that should have any actual effect on banter frequency.

All they said was that there were some edge cases that could cause people to hear less banter than was intended, and the patch apparently reduces or removes some of the randomness somewhere in the system to hopefully minimize those instances.

 

How bout you stop posting here if you don't have the Bug.

 

And stop all this gambler's fallacy RnG bs. 

 

Having bad luck is NOT the problem.


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#1162
Guest_Cyan Griffonclaw_*

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Yep. It's gone quiet for me and now I'm hearing weird audio glitches after the action has ended. I just dropped a bear and while I'm looting I'm hearing it roar. I drop a Lyrium Smuggler and then as I make my way to the loot, I hear him yell to attack the warrior. Birds are flying through roofs with grass on them. This is an unintentional acid trip. Groovy?



#1163
Suledin

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Playthrough 2 is going about as well as Playthrough 1 before the very first patch. I'm getting a lot of audio glitches, no party banter, birds are flying through mountains and grass growing on roofs. I completely uninstalled/reinstalled my AMD driver to be the beta version. I changed my graphic settings to optimize gameplay, but I still need to keep experimenting with the settings. However, no party banter with Cassandra, Varric or Solas. They had a lot of banter in the Hinterlands and I'm just getting a rare one-liner from Varric. Patch 2 allowed me to at least finish the game, but apparently there was a lot of banter I missed in the first playthrough with Sera, Iron Bull, Dorian, Vivienne, Cole and Blackwall.

The grass is supposed to grow on roofs. It's called green roof. 



#1164
Sutree

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It's tied to Origin so you have to either somehow (I don't know how, others may have more info) reinstall the game without it being patched so it'll be the release version, or update to patch 3.

 

So goddamn i have to reinstall it. That was the last thing i wanted to do. I thought it was a more clear process, think it was in some other game, like "go back to version 2.3.0.0". 

 

 

So far I have been hearing more banter (knock on wood), but I have noticed weird audio glitches where the ambient sounds are firing late.  For example, kill a Red Templar Behemoth, loot the body, move away and THEN hear his growls/roars.

 

For me is all the way around. Have perfect sound, ambient, music, but dead banter. Oh, "update", had 1 banter with Bull and Viv in the Hinterlands yesterday... After six hours of fooling around. 

 

"Update 2, memory comes back": Remember my first playthrough before all the patches i had normal banter. Yeah, normal and beautiful banter. Then patch 2 and 3 came, i wasn´t really aware of the bug... Bang, in my face. 



#1165
Danoniasty

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It's tied to Origin so you have to either somehow (I don't know how, others may have more info) reinstall the game without it being patched so it'll be the release version, or update to patch 3.

There is a thread in EA technical support about banter after patch3, many people have same problem, they fixed it by compeletely reinstalling the game.



#1166
devSin

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I'm getting a lot of audio glitches, no party banter, birds are flying through mountains and grass growing on roofs.

Depending on your glitches, the only thing in that list that should concern you is if you get no banter at all (did you try standing around in camp for a while? that will tell you if banter is at least working).

The birds and grass are normal.

So far I have been hearing more banter (knock on wood), but I have noticed weird audio glitches where the ambient sounds are firing late.  For example, kill a Red Templar Behemoth, loot the body, move away and THEN hear his growls/roars.

Some enemy types grumble long after they die (rage demons are famous for this).

Enemies also occasionally play their kill sounds for their own deaths, which can lead to some silly audio (you died! shut up!).

I honestly wouldn't worry about deferred sounds. Depending on circumstance, audio sometimes gets delayed the first time it needs to be loaded. It should only be a problem if you're noticing it constantly over a long period of time.

#1167
BlueSmoke99

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I have about 100 hours of playing on PS4 over several different characters and have never heard one of those messenger banters with any of the advisors, all of whom I frequently talk to, especially Josephine and Leleina.  Seriously, I've never heard one.  Didn't even know they exist.

 

But then on my latest play through, I suddenly have music that I'm pretty sure hasn't been there and I've had one banter in almost 6 hours.  It's weird.  It's no longer silent, like I got near the end of my last character where I had banter and then I didn't (which I stopped after about 30 hours), because I have music, but there is no talking.  I've never gotten a lot of talking, but I usually get at least some.  I'm often stunned when I see that they recorded something like 5 hours of banter.

 

Maybe it's not a bug - although I find it hard to believe you pay the actors and musicians for banter and music and then don't make most of it available in a significant number of games* - but then it's really terrible game design.  Of course, given the user unfriendliness of the crafting and loot systems (at least on PS4), I guess maybe it's not crazy to think it's just bad game design.

 

*  Especially weird since the main reason to play this game, IMO, are the companions and environment.  The combat is fine, but it's not exactly some great system that by itself would make the game worth so much time.



#1168
Efvie

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I’m just gonna go ahead and back up my saves and reinstall the game, then repatch… we’ll see how it goes.



#1169
ComfortablyNumb

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Sadly, I'm one of those, for whom patch 3 seems to kill banter. Never had any problems before. Argh.

#1170
Fredward

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Yeeeeaaaah my banter's definitely extra dead since this patch. I think I'll wait till there's a hotfix, there has to be one for at least the shields right? Maybe they'll try something with the banter too. Then I'll uninstall and reinstall and even get rid of ALL my saves and everything and then if ****'s still not working I think I'll shelve this until Bioware gets its act together in 4-8 months.



#1171
katling73

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Yep, same here. The patch to fix the banter bug has given me the banter bug. Tried the uninstall/reinstall. Tried everything. Now I wander in silence instead of having the chatty companions I used to have.



#1172
devSin

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Yeeeeaaaah my banter's definitely extra dead since this patch. I think I'll wait till there's a hotfix, there has to be one for at least the shields right? Maybe they'll try something with the banter too.

Mark mentioned they were working on a hot fix for the shields, though there's indication that this may actually be a display bug (the armor value isn't reflected in the inventory or the character sheet, but it's still giving the correct damage mitigation in actual combat), so maybe they'll end up not releasing one.

If you're getting no banter at all, I'd suggest posting your experiences in the tech support forum if you haven't already (they have a thread there where they're asking for specific details about the behavior you're seeing).

#1173
Nayana_Jaz

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After standing around in the Storm Coast for 30 minutes (didn't move them at all) I'm absolutly sure that the environmental comments are part of the banter.

 

After 10 minutes standing around = first environmental comments from Cassandra

10 minutes later = second environmental comments from Solas

another 10 minutes later = banter between Solas/Dorian



#1174
arkngt

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I had no banter during the first play session after Patch 3 - but it's back on subsequent sessions.



#1175
spacefiddle

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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.

 

I've thought about this, especially in light of Patch 3 which should have reduced the RNG but instead made it worse.

 

The wording, "it's working as intended."  Not, "we couldn't replicate the problem," or "we're still investigating."  The wording says: there is no problem.  We tested this for a few hours and decided you're all wrong.  Maybe that's not how you meant to come across, but the choice of phrase stands out.  If an engineer at work reported after a single test that all user reports of a problem were wrong and everything's fine and all of them were simultaneously doing something wrong, the boss would throw things at him.

 

I'm also wondering why you say "as frequently as intended," rather than giving a rough value of what we should be seeing.  Now I can't tell if what I experience matches what you intended.  If I have 3 companions who have never been together in party, and I've advanced their personal conversations each multiple times, and advanced a number of plot missions - should they not say a single word in three hours?  Or in 60 minutes of contiguous foot travel, with no mounting up?

 

I'm also confused by the "no music and stark silence is more immersive."  If that was the intention, I'm not sure what data informed that decision.  In my experience, music is generally regarded as an immersive experience.  That's why movies use it so much, I think.  Its use as ambient or environmental, or to increase engagement and emotional attachment, is well understood.  So why would removing it or using it so sparingly be considered more immersive?  And if "realism" is the idea - strange in a game with dragons and magic, but okay - why have the music fire at all?  Every few minutes for 30 seconds...?

 

I do thank you for that value, however, as it gives me a baseline.  I am definitely not hearing music every few minutes, or 7, or 20.  Worse, when music finally does play and I get to hear it, opening any menu kills it.  Inventory, player when leveling up, anything - kills it dead; even after closing the menu it does not resume.  Was that also intended?

 

Either way, regardless of intentions, it is possible that the desired effect is not being achieved.  The feedback forum has a general sentiment of low-post users wondering where the music is, or why the world seems so empty, or long stretches of silence.  I say low-post because it indicates an infrequent or new forum-goer who was compelled to come ask about the sounds, because it impacted their experience that much.  So: given that results may have not matched intentions, will Bioware consider addressing it?


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