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I miss coercion/intimidation


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#1
AxholeRose

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Anyone else miss these roleplaying skills?  In DAI they revamped the dialogue wheel so that you only get special options if you have the right perks, or companion in your party.  and even then it's only just some unique dialogue, and maybe you get to recruit an agent, an outcome that probably would have occurred regardless.

 

I was doing the Agrarian Apostate quest again in the Hinterlands and my first thought was Bioware missed a trick here.  Instead of it being a simple fetch quest, ie go to the marker on your map, kill the templars, loot the ring, return it to owner.  We should be able to initiate dialogue with the two templars, and have the option to 

 

A.) kill them and take the ring back

B.) coerce them into giving up the ring (and then have the option to lie to the widow that you killed them)

C.) side with the templars somehow, and either lie to the widow or kill her

 

A very simple mechanic that would reduce a large portion of the mundane fetch quests in this game and make them a bit more interesting.  Even better would be if you get caught with your lies later in the game (ie every choice matters).

 

 

After finishing the game, going through the conversations really feels like a chore because you already know what happens and nothing will change the outcome.  Thank god they included the skip function or I'd gouge my eyes out going through the dialogue.  


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#2
LPain

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I really do actually. It made a nice little addition to your character's personality. I also felt a certain excitement in whether the attempt to intimidate/persuade falls flat or not. Excellent example was whole Sten's release from the cage - scenario. I also found it amusing on some character to use the option to Crimson Oars etc. Its just a nuance, that speaks volumes of your character's personality really, so I very much miss it.

 

It is an alright way to use companions for recruiting and such, but at the same time, I rather have it be me who does it (like in Magister's Birthright). I think DA2 got the balance right with employing companions and doing it yourself. And you are right: having the option to achieve the same end result in various ways, brings character even to the simplest of quest- in particular if the total failure is an option.


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#3
metatheurgist

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It'll make a comeback when they can attach it to an action mechanic. Maybe you'll be required to wiggle your controller sticks or hit a button sequence. ;)


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#4
Rawgrim

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Too complex for the target audience. + it didn't affect combat in any way, so it had to go.


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#5
line_genrou

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Yes, one of the reasons why the role play in this game is weak


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#6
luism

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Maybe they can add gems that you can buy from a online cash shop that can be given for coercion.
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#7
Meave

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A.) kill them and take the ring back

B.) coerce them into giving up the ring (and then have the option to lie to the widow that you killed them)

C.) side with the templars somehow, and either lie to the widow or kill her

 


I don't think these are options bioware would go with. They are more of paragon/renegade focused, not good/evil...

 

paragon - convince templars to give ring back and lets say as a redemption help repair widows house

sarcastic/funny - tell them a joke and steal them the ring, then lie to widow about killing them and chose to either return the ring or lie again and tell that they already sold it and keep it for yourself

renegade - intimidate templars, take the ring and return it

 

if your influence check fails in any of those choices you would be forced to fight the templars



#8
Lilithor

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Too complex for the target audience. + it didn't affect combat in any way, so it had to go.

Please post more.



#9
Rawgrim

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Please post more.

 

Ok. I will. Someone in charge believes that roleplaying in rpgs are all about what kind of role you would have during combat. Hence the removal of every non-combat skill, and the added restrictions for weapons and whatever else. If you play as a rogue, this means that your entire purpose is either to be the guy who shoots arrows at people. Or a ninja who bounces around and stabs things with daggers. To make sure the player understands this, they have even added a feature that makes sure you always have the chosen weapons with you. It is impossible to remove  daggers, since the game just gives you new ones if you do. To make sure you don't forget your role.


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#10
Winged Silver

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I agree....even if they don't go back entirely (since it would depend on whether or not they brought back the option to assign your own attribute points) I'd just be happy to see a few more options in how to go about things.

 

It's not perfect, but I tend to immediately go for each dialog Inquisition perk, and on occasion, in conversations I'll have the choice of deciding between two different 'special' dialog options (or whether or not to have your companion do it - I'd actually love to pick a companion dialog option, and then be horrified by how they go about something (and maybe even have a chance to react to their methodology))

 

But yeah, having cunning and intimidation was a really nice touch. It allowed for further characterization (my HNF intimidated children for information :P). Having it become a 'special' dialog thing, without much other option than 'select this' makes it hard to roleplay (it's like deciding between a paragon choice and a regular dialog in Mass Effect - you might like how the regular one sounds, but you know the paragon one will work so you feel like you have to pick it, or maybe that's just me).


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#11
In Exile

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Too complex for the target audience. + it didn't affect combat in any way, so it had to go.


Implementation wise there was barely any persuading. But it seems to me that in theory the DAI system is more complex. Rather than one "wins at dialogue" skill we've replaced it with multiple competency specific skills such as rulership and magic knowledge.

This is how Shadowrun operates with etiquettes.
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#12
Vader20

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Of course you miss them OP. These were the options that added personality to you character.But as somebody above me said, let's keep things dumb and simple. We don't want our gamers to kill neurons by thinking which dialogue option should they pick.. right ?

 

 

This is for those who enjoy a good comedy. And since this dumbing down subject pops up frequently, I thought I'd share where all this might lead. :P


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#13
Rawgrim

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Implementation wise there was barely any persuading. But it seems to me that in theory the DAI system is more complex. Rather than one "wins at dialogue" skill we've replaced it with multiple competency specific skills such as rulership and magic knowledge.

This is how Shadowrun operates with etiquettes.

 

In Shadowrun it is tied to the character. His background etc, I believe. In DA:I You let the inquisition "google it" for you.