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Sidequests - have people forgotten that some of the decisions you can make are...


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#1
jds1bio

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...who you bring in your party with you?  The things they might say, the decisions they might enable you to make, how they might feel aftwards, are all part of the sidequests - yes, even the "fetch" quests.  This is a party-based game, after all.

 

Different things happen depending on who is with you at the time.  Even simple conversations, like the Scout Harding zone introductions, can have an impact based on who is in your party.  Try bringing different companions along on the smaller "help" quests, particularly if you're seeking their approval.



#2
CronoDragoon

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Companion reactivity is something taken for granted in BioWare games now, though you can bet the absence would cause complaints.

 

It's like how auto-dialogue was a huge complaint in ME3, but the lack of auto-dialogue in DA: I is much less frequently brought up as a positive.

 

In general, people will notice the negatives more than the positives. It's just human nature.


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#3
Shechinah

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Companion reactivity is something taken for granted in BioWare games now, though you can bet the absence would cause complaints.

 

It's like how auto-dialogue was a huge complaint in ME3, but the lack of auto-dialogue in DA: I is much less frequently brought up as a positive.

 

In general, people will notice the negatives more than the positives. It's just human nature.

 

To be fair, there was auto-dialogue in the whole trilogy as far as I can recall but what I saw as the problem with it in ME3 was that it was a lot more apparent especially in how it gave set mortality-tinged dialogue. It lacked the illusion, basically.
 


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#4
jds1bio

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To be fair, there was auto-dialogue in the whole trilogy as far as I can recall but what I saw as the problem with it in ME3 was that it was a lot more apparent especially in how it gave set mortality-tinged dialogue. It lacked the illusion, basically.
 

And the neat thing about DAI, at least during your first playthrough, is that you're not really aware of the whole possibility space - until you go back and replay from a different angle.  People are pointing to other games, praising multiple outcomes, while just assuming that the way THEY played DAI was the only path that was designed and developed by Bioware.



#5
nightscrawl

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I don't really count approval or disapproval notifications as any sort of unmissable follower content. Cole responding "I'm glad we did that" after I help someone is not character building.

 

However, I will add that for some quests, such as Burdens of Command, that various follower remarks or being able to ask their input is nice. But it should be stated that this is relatively uncommon for most of the side quests throughout the game.



#6
BansheeOwnage

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It's natural to notice negatives. They're in your face, and they annoy you, to varying degrees. Positive things are "invisible". Moreover, the forum is largely for feedback, so it's also normal to have tons of negative things being discussed. This doesn't necessarily mean people are missing the good things though, it's just that they don't need them to change. The rest of the forum has more positives, or at least discussion.



#7
JeffZero

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Crono hit the nail on the head.

You can bet I'm very happy with the relative lack of autodialogue, but in truth I haven't really brought it up terribly often. I want to say it now: this is a very good thing.

The chance to have your followers take up the reins of making decisions and/or impacting your own is always a highlight when it happens. Every time I see a "Cassandra?" or "Solas?" in the Special section of the radial, I smile.
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#8
RedLens37

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I also appreciate the additional dialog options opened up by various inquisition perks and by the different racial backgrounds.



#9
c0bra951

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I'm lamenting the

Spoiler
in JoH.  I may play through it again starting with my game save
Spoiler
  If I do, I will also bring Cole along.  These two should have a lot to contribute to the conversations, or so I hope.

 

Edit:  Hmm.  I need blackout spoiler functionality.  Ah well, them's the breaks.



#10
Guest_Mlady_*

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I'm lamenting the

Spoiler
in JoH.  I may play through it again starting with my game save
Spoiler
  If I do, I will also bring Cole along.  These two should have a lot to contribute to the conversations, or so I hope.

 

Edit:  Hmm.  I need blackout spoiler functionality.  Ah well, them's the breaks.

 

I found the companions contributed a lot to JOH. I took Cass (for a special dialogue reason), Cole (who has much dialogue about the main story and even side quests) and Dorian, he replaced Solas and is also connected to the stuff happening too).



#11
c0bra951

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Dorian is indeed my mage.  (So is my elf inquisitor.)  I much prefer his specialization over Solas's.  I was surprised by his contributions to the dialogue in JoH, although perhaps I shouldn't be, because of the Tevinter history tied to the place.

 

That settles it.  I need to learn to use Cole effectively.  I had some bad experiences early with him (good thing he's . . . er, what he is, since he ended up dead so often) and I pretty much just left him on the bench.  I did get through his quest, though.



#12
In Exile

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When it comes to choices people do not count two things that Bioware did on this forum: (1) unique options from companion input to recruit agents and (2) varied quest rewards (agents/gold/influence). As others have said, (1) is forgotten because it's now considered standard and (2) should be forgotten because all non-agent rewards are not very good. 



#13
jds1bio

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When it comes to choices people do not count two things that Bioware did on this forum: (1) unique options from companion input to recruit agents and (2) varied quest rewards (agents/gold/influence). As others have said, (1) is forgotten because it's now considered standard and (2) should be forgotten because all non-agent rewards are not very good. 

Yeah, sometimes getting a little bit of gold, or nothing, is a let-down.  But I liked receiving a few of the "superb"-level accessories from time to time. 

 

I also like saving up influence to get the knowledge perks, rather than in older games having to dump points into a stat that was only good for a successful "persuasion" dice roll.  Getting a special dialogue option because you just happened to bring a certain companion along, is always a nice surprise.



#14
Wolven_Soul

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...who you bring in your party with you?  The things they might say, the decisions they might enable you to make, how they might feel aftwards, are all part of the sidequests - yes, even the "fetch" quests.  This is a party-based game, after all.

 

Different things happen depending on who is with you at the time.  Even simple conversations, like the Scout Harding zone introductions, can have an impact based on who is in your party.  Try bringing different companions along on the smaller "help" quests, particularly if you're seeking their approval.

 

Okay, while it is nice to hear different dialogue depending on what companions you bring, it is not enough.  It is not nearly, nearly enough.  Side content needs more than just one character saying one thing and another saying something else to make it truly meaningful.  Because the outcomes are still the same.  The only time it makes any difference, that I saw, is when your dealing with a possible agent.  And even if you don't have the right person the first time, you can just go back, get different people, go back to the would be agent and you get them.  Even the agents themselves don't really add anything meaningful except to help unlock perks or maybe an extra mission on the war board.


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#15
Guitar-Hero

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I would usually agree though in DAI case i didn't seem to matter except for some at times amusing banter, for instance if you bring Blackwall to the storm coast or stormy coast (cant remember what its called) for the grey warden quest nothing would happen.



#16
Artemis_Entrari

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Crono hit the nail on the head.

You can bet I'm very happy with the relative lack of autodialogue, but in truth I haven't really brought it up terribly often. I want to say it now: this is a very good thing.

The chance to have your followers take up the reins of making decisions and/or impacting your own is always a highlight when it happens. Every time I see a "Cassandra?" or "Solas?" in the Special section of the radial, I smile.

 

This scenario is the only one that I find interesting or a positive addition, because it actually involves input in the decision (player's choice to allow it) from a party member.  Cole or Sera making a random statement after a quest is completed that has zero impact on what happens doesn't really do it for me.



#17
AlexiaRevan

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The FedEx quest don't even give reward . And you can't even say 'No ! I don't wanna help you!' ...

 

I miss BG2 where you could turn down a quest , or do it then ask for more and hear the guy stammer....cose he is holding some nice armor and won't give it up  :lol:


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#18
jds1bio

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...who you bring in your party with you?  The things they might say, the decisions they might enable you to make, how they might feel aftwards, are all part of the sidequests - yes, even the "fetch" quests.  This is a party-based game, after all.

 

Different things happen depending on who is with you at the time.  Even simple conversations, like the Scout Harding zone introductions, can have an impact based on who is in your party.  Try bringing different companions along on the smaller "help" quests, particularly if you're seeking their approval.

 

After completing the game now, I can see just how much effort was put into place to support this.  And by studying the lore a bit, you only then realize where the approval and disapproval makes sense appropriate to each character.

 

Fortunately for those who stuck to mostly the main quests, there's a lot to offer there too, particularly endgame.  Try taking Dorian with you for What Pride Had Wrought - wow.



#19
DarkKnightHolmes

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Considering this feature has been in Bioware games since Baldur's Gate, it ain't nothing new to talk about. And what different things happen? They talk a bit and... that's it.


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