Options on the Dialogue Wheel
#26
Posté 24 juillet 2015 - 03:06
I want to know what my character will say, but I do not want to know what effect that will have on the conversation.
- Enigmatick aime ceci
#27
Posté 24 juillet 2015 - 04:10
#28
Posté 24 juillet 2015 - 04:40
Encouraging the dialogue wheel to continue into a rigid formula of responses needs to stop, all we need introduced is the ability to see the full line and the removal of interrupts.
- Sylvius the Mad, Pasquale1234 et HuldraDancer aiment ceci
#29
Posté 24 juillet 2015 - 04:51
But randomizing the position on the wheel would make it even harder to determine what the PC will say, since now you won't have the tone -- unless the go to DAI tone icons, which I'd support.
They could always give you the option to hover over the choice and get it to expand on what the PC is going to say? Which i really wish they would do that, I'm not too keen on the paraphrasing that's been done so far.
- Pasquale1234 et Monk aiment ceci
#30
Posté 24 juillet 2015 - 04:56
They could always give you the option to hover over the choice and get it to expand on what the PC is going to say? Which i really wish they would do that, I'm not too keen on the paraphrasing that's been done so far.
Yeah and I don't mean to sound like a dick but it doesn't matter how good the paraphrases get, I'll always want the full line.
- Sylvius the Mad et Pasquale1234 aiment ceci
#31
Posté 24 juillet 2015 - 04:58
But randomizing the position on the wheel would make it even harder to determine what the PC will say, since now you won't have the tone -- unless the go to DAI tone icons, which I'd support.
I'd like the tone items and (at least the option) of seeing the full text - but I think the latter is flogging a dead horse at this point. And my overall preference for the dialogue wheel is still to get rid of it entirely.
- Sylvius the Mad et Pasquale1234 aiment ceci
#32
Posté 24 juillet 2015 - 05:02
Yeah and I don't mean to sound like a dick but it doesn't matter how good the paraphrases get, I'll always want the full line.
I'd prefer the full line too honestly. Can't really say I've played a game with paraphrasing in it that I actually enjoyed the paraphrasing and didn't end up having to reload because of it.
- Sylvius the Mad et Pasquale1234 aiment ceci
#33
Posté 24 juillet 2015 - 05:06
Do whatever you want wheel, square, triangle I just want to see full text my character say.
- Sylvius the Mad et Pasquale1234 aiment ceci
#34
Posté 24 juillet 2015 - 05:51
We don't have the tone in any of the ME games, because Paragon and Renegade are not well defined.But randomizing the position on the wheel would make it even harder to determine what the PC will say, since now you won't have the tone -- unless the go to DAI tone icons, which I'd support.
We'd lose nothing.
If they want to go with icons like DAI, that would be fine, but like with DAI I'd like to be able to hide them.
#35
Posté 24 juillet 2015 - 06:06
I do not really support or refute the idea of merging anything to do with Telltale and Mass Effect, but how would making a timer with Dialogue work in Mass Effect? I really do not know if it would be a good idea, because when playing telltale games I experience pressure, though it might increase the immersion into the Mass Effect universe.
#36
Posté 24 juillet 2015 - 06:17
I do not really support or refute the idea of merging anything to do with Telltale and Mass Effect, but how would making a timer with Dialogue work in Mass Effect? I really do not know if it would be a good idea, because when playing telltale games I experience pressure, though it might increase the immersion into the Mass Effect universe.
I don't like Timer with dialogue I want to enjoy game not be pressured and being not native English speaker make it worse. Add paraphrases and timer is worst idea ever. Good telltale add pause.
#37
Posté 24 juillet 2015 - 06:25
But randomizing the position on the wheel would make it even harder to determine what the PC will say, since now you won't have the tone -- unless the go to DAI tone icons, which I'd support.
Saying the positions should be randomised is like saying the controls or UI should be randomised.
#38
Posté 24 juillet 2015 - 06:28
#39
Posté 24 juillet 2015 - 11:56
Yeah and I don't mean to sound like a dick but it doesn't matter how good the paraphrases get, I'll always want the full line.
Yeah, but to me having full lines removes the need for a voiced protagonist.
#40
Posté 25 juillet 2015 - 12:08
Not really much BioWare can do to reinvent the convo wheel. But it can be improved upon.
#41
Posté 25 juillet 2015 - 12:10
I would like the position on the wheel to be irrelevant (or even randomized). I would like special options or persuasion options to be indistinguishable from regular options.
I want to know what my character will say, but I do not want to know what effect that will have on the conversation.
Why randomize it? This is silly. If you don't care about the "intent" then you don't care about it and that positioning means nothing. If you are like a lot of people playing who want to be the "good guy" then knowing the "good answer" is on the right helps them.
#42
Posté 25 juillet 2015 - 12:16
Do whatever you want wheel, square, triangle I just want to see full text my character say.
Really the text is largely meaningless. They might as well just have the options be Hostile, Friendly, Inquisitive, Derisive, Peaceful because the actual words spoken or written aren't what I want to say anyways so all I am picking is the one I think matches my intent. Since the game doesn't typically offer more than 1 response per "mood" the words really mean nothing since if I want to help the people rescue their daughter from the space pirates there is no wording that will make the "not gonna help" option what I select. I've never had the intent be so obscured by paraphrasing I can't get it.
#43
Posté 25 juillet 2015 - 07:07
I care about the intent. I generally invent the intent myself.Why randomize it? This is silly. If you don't care about the "intent" then you don't care about it and that positioning means nothing. If you are like a lot of people playing who want to be the "good guy" then knowing the "good answer" is on the right helps them.
I don’t care about the effect.
I also think it should be left to the player to decide what a "good guy" would say.
#44
Posté 25 juillet 2015 - 07:21
We don't have the tone in any of the ME games, because Paragon and Renegade are not well defined.
We'd lose nothing.
If they want to go with icons like DAI, that would be fine, but like with DAI I'd like to be able to hide them.
- DebatableBubble et SharpWalkers aiment ceci
#45
Posté 25 juillet 2015 - 12:41
the best option would be to just get rid of dialogue wheel and do the good old text lines and more options to choose from
#46
Posté 25 juillet 2015 - 12:47
Better paraphrases. You should get the idea of what your character will say and the outcome should not be much different from what you've thought.
No icons for romance and tone.
Better consequences for choices i.e. top right or blue =/= win in all cases. If that's not an option - randomize the wheel.
#47
Posté 25 juillet 2015 - 02:49
The line shouldn't make my character act at all. The line should make my character say something.I'm somewhat surprised that you hide the tone icons, given how much you object to bad paraphrasing. The tone a line is spoken in is every bit as important in determining its meaning as the exact words spoken (changing the tone can completely change the meaning). Not having any way of determining the tone of a line is as bad, if not worse, that the poor paraphrasing when it comes to being able to determine how an option will make your character act.
Actions should be divorced from lines.
I want to decide for myself whether my character is sincere when he says "I'm so sorry." I refuse to be limited by the writers on this.And just to add a response to your latest post which you wrote as I was typing this, tone and intent are very different things. I agree with not having "this is a good option" and "this is an evil option". But I definitely want to know before hand whether the line "I'm so sorry" is going to be spoken in a sincere tone, or a deeply sarcastic one, as that difference utterly changes the meaning of the words, and thus whether my character would say that line.
By relying on the tone they provide, you're left either saying sorry in a sincere way or not saying sorry (assuming the tone is sincere). Whereas, by ignoring the tone, I have more options.
You play your way. I'll play mine. But mine works better without the tone icons.
#48
Posté 25 juillet 2015 - 03:04
Encouraging the dialogue wheel to continue into a rigid formula of responses needs to stop, all we need introduced is the ability to see the full line and the removal of interrupts.
Actually, they should make a toggle option in the pause menus to enable full transcriptions of the spoken choices hovering over selected choices. As long as we who think the paraphrases are better get to keep those.
- Monk aime ceci
#49
Posté 25 juillet 2015 - 03:10
The right side of the wheel should have no paraphasing and instead just be the attitude you want to take e.g. sarcastic, beligerent or whatever. This will allow the player to know for sure what stance they're taking without knowing what they're going to say.
Subject summaries of the left side should remain, though.
#50
Posté 25 juillet 2015 - 03:11
Copy and paste Inquisition's dialogue wheel and tweak it to work with a version of ME3's rep system, and I'll be quite happy.





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