I think it's become clear that the "Banter System" is not what's broken. The problem is that doing anything resets it.
Looking at Conal's post again, and the tests that EA_Nils has requested people run over on the Tech Support forum site, reinforce this. Yes, if you stand still away from everything and do nothing, you hear banter. You tested that and it works and so you don't see what the problem is.
I understand this and it's not entirely your fault, Bioware tech people, because I have worked with plenty of engineers over the last 20 years and they isolate their system, test it under ideal conditions, and declare everything's fine. What should be happening, however, is that someone takes seriously the reports of the results and decides to lend them some weight. Not dismiss it as "fan concerns," but taken seriously as lots of customers reporting a similar problem.
When you do that, you think outside the constraints of "the part of the system I tested works fine so there's no problem" and look at the whole.
Some of this is design choice that is not working as intended:
Music is immersive. People love game soundtracks. They love your composers and musicians. However, you throttled down music to a bare minimum, and on top of that everything interrupts it and prevents it from playing. Result: game feels emptier.
Landscapes are gorgeous. Zones are beautifully designed. However, they are empty of almost everything except kill targets. Result: game feels emptier.
Party members banter. Companions and their quirks, the VAs who play them, and Bioware writing are all things that bring most of us back for more. However, everything interrupts the RNG timer on banter firing, so playing the game normally means the intended effect of how often it should play does not occur, even though the underlying system that counts down to the next banter is working correctly. Result: game feels emptier.
Taken together, it is no longer surprising that so many people have come here to ask about these specific issues. Therefore instead of getting system-engineer lost in the weeds of "this section of code is working perfectly," which is true, look at the customer experience as a whole, and assess: is the entire experience working as intended?
Look at this way. Which is your goal:
- A clock counts down from around 30 minutes and triggers code that chooses and plays a sound file. Eh, some things might be interrupting the counter.
OR
- Players hear party banter every 30 minutes or so.
If the first one is your goal, it's working perfectly. If the second one is the goal, it's broken.