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"You mindlessly agree with me, therefore you are a good person, I like you, thus you are my friend"


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#51
PCThug

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The friend-rivalry system had its own issues. I didn't like that progress in one direction could be negated, leaving the relationship at a standstill.



#52
Guest_Donkson_*

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The friend-rivalry system had its own issues. I didn't like that progress in one direction could be negated, leaving the relationship at a standstill. That didn't feel very realistic to me.

 

That's about the only issue I had with it as well.

 

It's as if you either had to:

 

1. Be a complete sweetheart

 

Or

 

2. Be a complete arsehole

 

Leaving very little room for "grey areas". And you don't really get the most out of the characters unless they're full blown rival or friend.



#53
Heimdall

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That's about the only issue I had with it as well.

 

It's as if you either had to:

 

1. Be a complete sweetheart

 

Or

 

2. Be a complete arsehole

 

Leaving very little room for "grey areas". And you don't really get the most out of the characters unless they're full blown rival or friend.

Well, there were a few ways to work around that issue.  I recall that in Merrill's Act II quest, there was a choice that reversed all friendship -15 into rivalry.  My canon Hawke romanced her, so what I'd do was be her best friend up until that point (Leaving her behind when I knew I'd be making choices she'd disagree with) and then ride that decision straight into a concerned rivalmance.  It works beautifully from a roleplaying standpoint, even if it requires a little metagaming.



#54
KaiserShep

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That's about the only issue I had with it as well.

It's as if you either had to:

1. Be a complete sweetheart

Or

2. Be a complete arsehole

Leaving very little room for "grey areas". And you don't really get the most out of the characters unless they're full blown rival or friend.

Isabela's dynamic is easily the most problematic, because if you don't get a high score in either direction, mofo is gone at the end of Act 2.
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#55
AshenEndymion

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Today I learned I in real life have a slider scale visible only to those interacting with me which gives them precise indicators between -100 and 100 of my feelings for them.  Cuz, real life.

 

Being able to see the level of approval your companions have for you(in the form of approval meters) is unrealistic, sure...  But so is the ability to see the HP/MP/Stamina of the PC and companions, as well as the ability to see damage numbers.

 

I see little reason why one was completely removed, while the visibility of the others was put in the hands of the player...



#56
Guest_Donkson_*

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Well, there were a few ways to work around that issue.  I recall that in Merrill's Act II quest, there was a choice that reversed all friendship -15 into rivalry.  My canon Hawke romanced her, so what I'd do was be her best friend up until that point (Leaving her behind when I knew I'd be making choices she'd disagree with) and then ride that decision straight into a concerned rivalmance.  It works beautifully from a roleplaying standpoint, even if it requires a little metagaming.

 

That sounds awesome!!

 

 

Isabela's dynamic is easily the most problematic, because if you don't get a high score in either direction, mofo is gone at the end of Act 3.

 

Interesting. So she sticks around if you're full blown rivalry? But not "in between"?

 

I could never rival Isabela even if I wanted to. Anything I did, she agreed with. :lol:


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#57
Guest_Donkson_*

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Being able to see the level of approval your companions have for you(in the form of approval meters) is unrealistic, sure...  But so is the ability to see the HP/MP/Stamina of the PC and companions, as well as the ability to see damage numbers.

 

I see little reason why one was completely removed, while the visibility of the others was put in the hands of the player...

 

If we look at this from a "realistic" standpoint.. with the approval.. then really, we shouldn't even be able to see whether one approves or disapproves. I actually applaud what they did by not providing us with a visible meter like in Origins/DA:2 cause it always left you in the dark, wondering how much approval/disapproval you needed to get before you know that said character hates/loves you. You can only really measure that by their reactions to you when you talk to them...



#58
KaiserShep

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What I like about the invisible approval meter is that it makes companion reactions feel a bit more spontaneous in the first playthrough.

Imagine if the approval notice was taken out altogether. It'd no doubt be amusingly frustrating.

#59
Spooky81

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Found it pretty ridiculous you had to have a 100% love or hate relationship with certain companions or risk them turning against you at the endgame of DA2.  That's encouraging and leading you to either pat the companion on the back and agree with them 100% or anatagonize and go against them in every situation



#60
o Ventus

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What I like about the invisible approval meter is that it makes companion reactions feel a bit more spontaneous in the first playthrough.

Imagine if the approval notice was taken out altogether. It'd no doubt be amusingly frustrating.

Isn't there an option to make the notices not appear?



#61
KaiserShep

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No idea.

#62
Chiramu

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Actually that is how real life works the vast majority of the time.

 

That is not the way to win over people irl. True friends are deeper than words.


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#63
Legion of 1337

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You do realize you don't HAVE to endlessly agree with them?

 

I say what I think to the characters and their opinions of me be damned.


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#64
tmp7704

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That is not the way to win over people irl. True friends are deeper than words.

You get most of their approval for helping them and doing things for them, not for the words. So quite like irl of your own accord.

#65
Imperius898

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I hated the switch back to approval from the friendship and rivalry system in DA:2. 

 

While neither is fully realistic, how your relationships with your characters changes over time because of your friendship/rivalry status with them was so much better than the approval system in Origins and Awakening. 



#66
Gileadan

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How was rivalry any better?

 

"You disrespect and contradict everything that's important to me, so I'll respect you totally for it and follow you to the ends of the world."

 

It just added another extreme to go for, one that made way less sense than the original. The real problem - remaining in the wishy-washy zone for sometimes agreeing and sometimes disagreeing - was still the same.



#67
Bizantura

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Brainstorming at work how to fill my free time.

 

For the fight I need compagnions.

 

I want a vast and engaging story around my fights, seems Bioware provides this, it might be a good idea to take a look at their games.

 

Escapism from real life is also high on the list and that DAI from Bioware seems to provide and deliver big time on this.

 

Yes, bit the bullit and away I am on a journey far away from reality as possible with big fights, grand story being a hero and all and oepss lots of story fillers aswell.....



#68
Healoz

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You know, Vivienne actually doesn't really follow this rule sometimes. I did the good ole' "lets just agree with everything she says and get on her good side". Then I just get [Vivienne disapproves] xD



#69
Fireheart

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I think a major problem is how companions still get approval/disapproval even when they're not in your party when decisions are made. I found it quite odd when I got Varric's companion quest with Bianca, I forgot he even existed, but then I see some girl standing next to the door leading to Solas' room, and I'm like, whoa, who is that?? Then after the quest, I chose to forget about him again. Even if you wanted a character to hate you or like you, it's kinda difficult because your choices would still effect them no matter what. You can't choose not to bring someone along, and word of what you did not get back to them. It's also kind of silly now, with the dialogue wheel, usually you only have three choices. One gives approval, one gives disapproval, one changes nothing, or maybe they all give disapproval etc etc. I miss Origins where you can get your point across by saying the same thing with different words, get approval/disapproval, there were like 6 responses, convos usually lasted longer, giving more opportunities for approval gain and blah blah, okay im just babbling now.

Basically, I can understand op's point. From what I understand, he merely completed Cassandra's quest, then left her alone/said mean things to her all the time? But yet, after completing the quest, she suddenly assumed they were friends? That is very odd. She, and the other characters are probably programmed so that completing their quest gains like 100% approval. That's the only explanation. Only time I got a character to hate me was Cole because "I don't care about people". Apparently he was mad because I didn't exile the grey wardens...? I have no idea, didn't even speak to him once after I got him. I had just came back to Skyhold and he showed up, and then left. I was confused as hell. I also don't think the dialogue changes whether they like you or not. Only time I noticed that was when Solas and Blackwall were being mean to me because I left them for Cullen, lol.

Also, 1 more vote for return to rivalry system over here! Or even better, make the approval system invisible, that would be awesome fun!

#70
Teophne

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Not sure what OP is on. On my game at least the companions have their own opinions and views and whenever I say something they don't like it is reflected in their approval which in turn makes them more weary of you and less likely to tell confidential stuff to you.

 

DA2 Rivalry stuff was stupid, making you go either direction in order to open new skills.

Right now there's no artificial powergaming benefits in dialogues so you can just act as you like not having to fear whether your companion goes the wrong direction because of what you said.



#71
GoatChicken007

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What do you have against Cassandra? Also, Varric giving her the book right after almost spoiling it is not trolling. That's teasing.

#72
BSpud

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I think a major problem is how companions still get approval/disapproval even when they're not in your party when decisions are made.

 

Eh, I liked this. It always felt weird to me in the previous games (especially DAO, since everyone inevitably got back together in the party camp) that companions who didn't go with you on a quest were apparently totally oblivious to what occurred.* It makes sense that eventually everyone hears about your exploits and forms an opinion on them. The only thing jarring about it, I guess, is that the approval/disapproval shows up immediately after your action, instead of when you return to Haven or Skyhold and companions have time to confer or hear the latest scuttlebutt. But, you know, gameplay.

 

 

*Not counting some specific party camp confrontations



#73
ShadowWeaver2012

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There is a certain part in the banter between Varric and Cass where she said that she is not afraid to admit when she's wrong, and he asks if that doesn't make her worry she may appear weak if she admits she's wrong. She replies that it doesn't, and that she'd welcome (dare) anyone to call her weak for it.

 

She doesn't play out as a hypocrite to me like Solas does. She's a team player, like someone else mentioned. Solas, on the other hand, talks about people needing to not be so closed minded about spirits and stuff yet if you don't agree with him on everything he gets miffed.



#74
turuzzusapatuttu

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You go out of your way to help someone and gain their approval, and then you're shocked when they like you in return.

 

I think you might be the one who doesn't know how this works, not Bioware.

^This.

 

Me, after reading this topic:

 

Santana-glee-rolling-eyes-festivals-gif.



#75
Big I

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How was rivalry any better?

 

"You disrespect and contradict everything that's important to me, so I'll respect you totally for it and follow you to the ends of the world."

 

Particularly egregious with Fenris, who sticks around even if you're a blood mage that took an elven slave right in front of him. You can even still romance him.