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30 réponses à ce sujet

#1
N7Jamaican

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Should our conversation wheel be on a set timer? Like 5-20 depending on the situation?  

 

For example, if you have to make a quick decision (like deciding who lives and dies) should have a 5 second timer and if you do not select a choice, the game makes a selection for you.

 

And for those that may not want to be on a timer you can disable it.  What do you guys think?



#2
CrazyCatDude

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No.  This is what interrupts are for.


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#3
Vazgen

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I would like timed choices for urgent situations. So you don't sit for hours staring at the Shroud tower thinking of what to do next. Or going to a bathroom break while Legion uploads Reaper code. Other than that, no, I don't see the point.



#4
CrutchCricket

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Not for forcing you to make quick decisions. Like it's been said, that's what interrupts are for.

 

But to avoid endless awkward silences where the characters just stare with that special variation of derp affectionately called "Bioware face", sure.

 

Either that or bring up the wheel earlier, prompting players to start thinking about a decision sooner. Or some combination of the two


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#5
Linkenski

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Just make the wheel exactly like it was in DA:I and maybe reinvent the interruption mechanic.

I felt interrupts became a silly mechanic in Mass Effect 3. Because of autodialogue it sometimes became an autodialogue or no dialogue chooser and other times it was just reserved for kisses, hugs and handshakes. Can we get back to pulling triggers with it after a neatly implied target is shown through a sniper scope, like in me2 again? That game had such excellent cinematic design.
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#6
dreamgazer

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Just make the wheel exactly like it was in DA:I and maybe reinvent the interruption mechanic.

I felt interrupts became a silly mechanic in Mass Effect 3. Because of autodialogue it sometimes became an autodialogue or no dialogue chooser and other times it was just reserved for kisses, hugs and handshakes. Can we get back to pulling triggers with it after a neatly implied target is shown through a sniper scope, like in me2 again? That game had such excellent cinematic design.


This, pretty much, though I don't feel the same negativity towards ME3's interrupts.

ME3's reputation system (if we must keep P&R), ME2's brand of interrupts, and Inquisition's wheel sounds like a sweet spot.

#7
Guest_StreetMagic_*

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I'd like it. It worked well for Alpha Protocol. And forces people to go with instincts, at least for the first few playthroughs or so. Rather than gaming the system too much. Makes for a more catastrophic story.  ;)



#8
Absafraginlootly

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Not unless said choice is really simple eg yes/no. Since the line on the dialogue wheel is never the same as what is said I have to spend time figuring out which option seems closest to what I actually want to say, don't need something trying to hurry me up.


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#9
Xerxes52

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No thanks on the timer.

 

Partially related: Hopefully the X button (or it's PS equivalent) is for skipping dialogue only, while the A button is used to make dialogue choices like in Dragon Age.


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#10
Guest_StreetMagic_*

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Not unless said choice is really simple eg yes/no. Since the line on the dialogue wheel is never the same as what is said I have to spend time figuring out which option seems closest to what I actually want to say, don't need something trying to hurry me up.

 

A timer would just force them to write better paraphrases. :D

 

 

Funny that I'm in the minority. If not timers, they need to bring more challenging and "gamey" aspects to dialogue. 

 

Either that or do something DAI did. One subtle feature I like is it is constantly autosaving during your conversations. Unless you manually save before dialogue, you're gonna have to live with the dialogue you pick.



#11
Absafraginlootly

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A timer would just force them to write better paraphrases. :D

 

 

Funny that I'm in the minority. If not timers, they need to bring more challenging and "gamey" aspects to dialogue. 

 

Either that or do something DAI did. One subtle feature I like is it is constantly autosaving during your conversations. Unless you manually save before dialogue, you're gonna have to live with the dialogue you pick.

Fair enough if thats your preference.

 

Personally I don't want dialogue turned into a mini game or to be challenging in anyway. Sure, challenging in terms of what to pick/what choice you make, but not mechanically.

 

And if I select an option and my character sais the complete opposite of what I wanted to say, I'm gonna reload, I'm set against any kind of feature that would stop me from reloading/redoing something. Shouldn't have to live with a paraphrasing fail, if they implemented some kind of live with your choice system then they better provide the full dialogue instead of a paraphrase.

 

Can you tell I'm annoyed by the paraphrases?  :P


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#12
Guest_StreetMagic_*

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Fair enough if thats your preference.

 

Personally I don't want dialogue turned into a mini game or to be challenging in anyway. Sure, challenging in terms of what to pick/what choice you make, but not mechanically.

 

And if I select an option and my character sais the complete opposite of what I wanted to say, I'm gonna reload, I'm set against any kind of feature that would stop me from reloading/redoing something. Shouldn't have to live with a paraphrasing fail, if they implemented some kind of live with your choice system then they better provide the full dialogue instead of a paraphrase.

 

Can you tell I'm annoyed by the paraphrases?  :P

 

I can understand that. They need to improve this for sure.



#13
Helios969

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Definitely not...at least not on really major decisions.  Part of what made the games fun at various points was agonizing over the potential ramifications or moral implications of certain decisions...saving the Counsel or protecting the human fleets, Ash/Kaiden, Quarians or Geth (if you F'ed up and couldn't broker peace as I did,) implementing or sabotaging the Genophage cure.  I think you would lose something crucial if you force a rushed decision.


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#14
Guest_StreetMagic_*

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Definitely not...at least not on really major decisions.  Part of what made the games fun at various points was agonizing over the potential ramifications or moral implications of certain decisions...saving the Counsel or protecting the human fleets, Ash/Kaiden, Quarians or Geth (if you F'ed up and couldn't broker peace as I did,) implementing or sabotaging the Genophage cure.  I think you would lose something crucial if you force a rushed decision.

 

Shepard isn't thinking of all of the implications though. That's what I wish this could replicate more.. getting into their shoes. It's like having a gun to your head.

 

 

Thinking of all the ramifications is for people like Udina :P Or for discussing afterwards.

 

 

This wouldn't fly in a PnP RPG either. I'm pretty sure some of my friends would hit me in the arm or something if I got up and made some drinks, at some tough decision.



#15
Absafraginlootly

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I dunno, part of the reason I enjoy single player games is I can take as much time as I like, pause whenever I like etc.



#16
Guest_StreetMagic_*

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I dunno, part of the reason I enjoy single player games is I can take as much time as I like, pause whenever I like etc.

 

I just don't like people. Sometimes... 

 

But still want a challenge and things to be tense. I don't think the timer is necessarily ideal... but not sure what else is better.

 

 

We'll just agree that paraphrases need to be improved.



#17
themikefest

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I like the dialogue wheel in DAI

 

In the case of deciding the fate of this character or that character, I would have if the player is too slow too choose, both die.



#18
CrutchCricket

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Definitely not...at least not on really major decisions.  Part of what made the games fun at various points was agonizing over the potential ramifications or moral implications of certain decisions...saving the Counsel or protecting the human fleets, Ash/Kaiden, Quarians or Geth (if you F'ed up and couldn't broker peace as I did,) implementing or sabotaging the Genophage cure.  I think you would lose something crucial if you force a rushed decision.

Freezing time while everyone looks at each other awkwardly isn't the way to do it though.

 

For the "big" decisions, I'd recommend doing what they did with revealing the sabotage to the genophage cure. There you can actually roleplay struggling with Eve asking you several times if something's wrong. That was one of the greatest RP moments in the entire series.


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#19
NM_Che56

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Should our conversation wheel be on a set timer? Like 5-20 depending on the situation?  

 

For example, if you have to make a quick decision (like deciding who lives and dies) should have a 5 second timer and if you do not select a choice, the game makes a selection for you.

 

And for those that may not want to be on a timer you can disable it.  What do you guys think?

 

I've seen it in other games and it's been done effectively, so sure.  Why not?  

 

"Sir, you need to make a decision now! Lives hang in the balance"

 

*goes to IGN walk-through and spends 20 minutes agonizing* 



#20
Beerfish

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I want to be able to look at all my responses, go grab a sammich, ponder each of them, hum and hahhhhh a bit and then make a choice.


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#21
NM_Che56

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I want to be able to look at all my responses, go grab a sammich, ponder each of them, hum and hahhhhh a bit and then make a choice.

you forgot, "Consult my $30 guide that I got from Gamestop".



#22
CrutchCricket

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I want to be able to look at all my responses, go grab a sammich, ponder each of them, hum and hahhhhh a bit and then make a choice.

That's what the "pause button" is for.

 

Make it available in conversations if it isn't already.



#23
NM_Che56

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That's what the "pause button" is for.

 

Make it available in conversations if it isn't already.

NOPE! Disable pause for timed decisions.  Immersion....



#24
CrutchCricket

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NOPE! Disable pause for timed decisions.  Immersion....

Pausing is immersion breaking to you? :?



#25
NM_Che56

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Pausing is immersion breaking to you? :?

Unless my name is Zack Morris and this is Saved By The Bell

 

zack-morris.jpg