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Rivalry and Friendship in ME:A


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#26
Hazegurl

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The giving Gift part **** me off though...

 

Just killed someone dear to you..here a Gift +40 approval..yay!  <_<

Yeah the DA companions seem more like glorified prostitutes. You buy them with gifts and get the sex.  I'd rather ME:A not add that mechanic . But if they do then at least allow the gift giving be after a relationship is firmly established.  I also like how in DA2, if a companion hates you they don't want your freaking gift. lol!

 

Make the approval system like telltale does. No menu indication of the level, just the reaction of the characters wen you talk to them are more than enough for you to know if he/she likes you or not. And make so they can betray you, or simply don't listen to your commands in battle if they hate you. Like hearing they say "**** off" wen you give them an order lol

I agree, I never liked the whole "X approves" system. I tired to turn it off in DAI but no options existed to do it.  I've always wanted a companion/squadmate who betrays me because they have their own agenda. Even better if it's a LI. :devil:


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#27
AlexiaRevan

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Yeah the DA companions seem more like glorified prostitutes. You buy them with gifts and get the sex.  I'd rather ME:A not add that mechanic . But if they do then at least allow the gift giving be after a relationship is firmly established.  I also like how in DA2, if a companion hates you they don't want your freaking gift. lol!

 

I agree, I never liked the whole "X approves" system. I tired to turn it off in DAI but no options existed to do it.  I've always wanted a companion/squadmate who betrays me because they have their own agenda. Even better if it's a LI. :devil:

Same..in DA2 gift were also armors....So if they add gifts I would like them to be boost or to make them stronger . Although ME never had any gifts to speak off . And no approval gain . 

 

And if they go back to renegade/paragon...

 

Then I hope they work on the damn dialogue.....

 

-Yeah I wanna get in your pants Mah lady (Paragon/Top answer)

-Romance? whats that?? (middle/clueless)

-with you? Ewww Alien freak! (Renegade/Racist)..

 

really???...No thanx....I guess the dialogue is something I want them to work on HARDER then ever , because while in DAI they added more to the dialogue wheel....the lack of emotion made it worthless . 



#28
N7Jamaican

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I want something like Shepard and Saren but on a much grander scale. I thought that was an epic rivalry.



#29
CrutchCricket

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And no repetitively bribing for their loyalty with gifts.. I kinda hate that in dao or tor.

Disagree. You need a simple override that players can use to gain affection independent of gameplay choices. Otherwise you'll drown in complaints of "I want to do x  but y won't let me, my CHOICES hurt" and so on.

 

In a singleplayer game where you could just edit the saves it may not be a big deal, though I still wouldn't rely on that from a developer standpoint.

 

Some people may care about making companion relations more realistic. But I'm positive more of them care about not being locked out of anything, ever. I'm all for the former, but not at the expense of the latter.



#30
MrFob

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I would prefer some kind of approval system over the paragon/renegade mechanics. Of course, the balance needs to be right and don't do gifts .. at all!

 

I would even go so far as to not only use it on team mates but on other NPCs as well. If your actions so far have an impact on important NPC's or faction's demeanor towards you, I think it could make for a very dynamic game experience. You could have people who you meet for the first time but your reputation may precede you and they already have an opinion of you, which you can reinforce or change over time. You could ****** some people off, but make allies out of former enemies in other cases. It could add a lot of replay value to have different combinations of allies and enemies, depending on your actions.


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#31
Sartoz

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Snip

 

really???...No thanx....I guess the dialogue is something I want them to work on HARDER then ever , because while in DAI they added more to the dialogue wheel....the lack of emotion made it worthless . 

.

 

                                                                                <<<<<<<<<<()>>>>>>>>>>

 

Good point regarding a lack of emotion.  Also about the "Ewww". 

 

Franky, alien romances with a xeno that is not mechanically compatible, to start with (Krogan, Turian come to mind), makes no sense to even consider the possibility.

 

However, I can't come up with any better alternatives, except to offer an option for an, as you say, emotional response.



#32
AlexiaRevan

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                                                                                <<<<<<<<<<()>>>>>>>>>>

 

Good point regarding a lack of emotion.  Also about the "Ewww". 

 

Franky, alien romances with a xeno that is not mechanically compatible, to start with (Krogan, Turian come to mind), makes no sense to even consider the possibility.

 

However, I can't come up with any better alternatives, except to offer an option for an, as you say, emotional response.

well if you are in the Military...and there is rank..I think there should be some professionalism at least . We are talking about Adult far away in orbit somewhere in middle of nowhere...and I think they should act like adult instead of D-bag and idiots . 

 

One exemple of dialogue poorly written was Kaidan in Me1 , during the talk...I end up I think with 2 options that lock me in a romance and only 1 and had to be mean . Since that doesn't make sense to me...I had to be nice and then turn him down when he confront me with Liara . 

 

Thats why I think the friendship path should be separated from the romance path . And if they make the dialogue wider , to have a proper 'yes I'm interested' and a 'No I'm sorry but I rather we just stay friend' ...



#33
Patchwork

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I only want an approval meter if it goes both ways. Companions are always saying or doing things I don't like so where's my Greatly Disapproves.

 

And then if they want me to do them a favour i.e. their personal quest they bring me a gift to try and up my approval. 



#34
Inquisitor_Jonah

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I only want an approval meter if it goes both ways. Companions are always saying or doing things I don't like so where's my Greatly Disapproves.

 

And then if they want me to do them a favour i.e. their personal quest they bring me a gift to try and up my approval. 

That's quite interesting... but it would treaten the "straight male gamer's masculinity" if a male companion started giving them gifts :rolleyes:



#35
KaiserShep

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I only want an approval meter if it goes both ways. Companions are always saying or doing things I don't like so where's my Greatly Disapproves.
 
And then if they want me to do them a favour i.e. their personal quest they bring me a gift to try and up my approval.


Well, in such a system, you technically already have approval/disapproval dialogue of sorts. A companion can do whatever they can to try and gain favor, and the option to reject it or even tell them to get lost is your solution.
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#36
Farangbaa

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Dat Vorcha dude/dudette is a top notch poster. We need more like him/her.
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#37
Farangbaa

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I only want an approval meter if it goes both ways. Companions are always saying or doing things I don't like so where's my Greatly Disapproves.
 
And then if they want me to do them a favour i.e. their personal quest they bring me a gift to try and up my approval.


Your approval meter is in your head.
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#38
aoibhealfae

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One exemple of dialogue poorly written was Kaidan in Me1 , during the talk...I end up I think with 2 options that lock me in a romance and only 1 and had to be mean . Since that doesn't make sense to me...I had to be nice and then turn him down when he confront me with Liara . 

I have this issue with Liara in my last playthrough when the game didn't trigger the confrontation talk. My character already exhausted all of her romance conversation with Kaidan and then simply talking with Liara about Shepard being her first would effectively lock-in her romance and the game dump Kaidan for me. I could say a lot of things about ME1 Liara that was horribly written but that was poorly done by the game mechanics.

 

 

Disagree. You need a simple override that players can use to gain affection independent of gameplay choices. Otherwise you'll drown in complaints of "I want to do x  but y won't let me, my CHOICES hurt" and so on.

I don't think neither the DA2 or the Inquisition have this. But this is one of the things that was irritating when I play SWTOR. I have to buy hundreds of gifts just so I could have something to talk with my companions and eventually, to further their own companion missions. I wanted it to be similar to KoToR1 where you only have to talk to your companions to gain their approvals or if you choose to be intentionally rude to them, you get larger rivalry points.

 

Its small constraints like this that give the game some replay value. 

 

Well, in such a system, you technically already have approval/disapproval dialogue of sorts. A companion can do whatever they can to try and gain favor, and the option to reject it or even tell them to get lost is your solution.

I like this too. Its like in DA2, you can ask your companions for their own opinions and then you decide accordingly. I always hate Morrigan passive-aggressive "disapprovals". You don't like me saving little girls or do fetch quests, fine, stay in the camp forever!!



#39
CrutchCricket

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But this is one of the things that was irritating when I play SWTOR. I have to buy hundreds of gifts just so I could have something to talk with my companions and eventually, to further their own companion missions.

That's a separate issue in that game I think, namely companion conversations all being part of a progression that's gated behind affection levels (and story progress).

 

What they should've done instead is have nonessential convos (stuff you can talk about in cantinas for example) accessible whenever, the companion plot unlocking with main story progress (as they do relate in some cases) and have only the romance gated behind affection levels. The only downside to the first is I think most people would run through the nonessential convos as soon as they got the companion and then have nothing to do until the next plot convo drops. Not like the current system is better for that. They could try padding out the nonessential stuff by adding commentary on current events but that's so much more dialogue and voice recording. Mass Effect had to deal with at most 12 squadmates. TOR has 40 companions, 42 if you count Treek and HK. I imagine these limitations hampered a more meaningful interaction system.



#40
The Night Haunter

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That's a separate issue in that game I think, namely companion conversations all being part of a progression that's gated behind affection levels (and story progress).

 

What they should've done instead is have nonessential convos (stuff you can talk about in cantinas for example) accessible whenever, the companion plot unlocking with main story progress (as they do relate in some cases) and have only the romance gated behind affection levels. The only downside to the first is I think most people would run through the nonessential convos as soon as they got the companion and then have nothing to do until the next plot convo drops. Not like the current system is better for that. They could try padding out the nonessential stuff by adding commentary on current events but that's so much more dialogue and voice recording. Mass Effect had to deal with at most 12 squadmates. TOR has 40 companions, 42 if you count Treek and HK. I imagine these limitations hampered a more meaningful interaction system.

I think we should just ignore SWTOR, as it is the lowest common denominator of mashing Bioware with WoW, and it shows. The stories vary wildly in quality (even just between different arcs of the same story) and Companions are a thrown in feature with little actual thought given to implementing them fully (why can't you have a full party of your companions, why limit to just 1? Why don't they have dialogue that you can access whenever, like DAO, ME (All), DAI).

 

All in all SWTOR is one of the worst examples of a story based rpg Bioware has to date. So lets just pretend it never happened.



#41
CrutchCricket

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I think we should just ignore SWTOR, as it is the lowest common denominator of mashing Bioware with WoW, and it shows. The stories vary wildly in quality (even just between different arcs of the same story) and Companions are a thrown in feature with little actual thought given to implementing them fully (why can't you have a full party of your companions, why limit to just 1? Why don't they have dialogue that you can access whenever, like DAO, ME (All), DAI).

 

All in all SWTOR is one of the worst examples of a story based rpg Bioware has to date. So lets just pretend it never happened.

I agree as far as making it an MMO really gimped their storytelling. But I don't agree it's to the degree you imply. There are some real gems, both in the class stories and the companions. As for the companions and why you only venture out with one- well, in ME why do you get two? That's just how the game is balanced. Probably has to do with grouping, if you duo you both have comps, otherwise one would have his full crew and one would only get one.

 

It doesn't bother me. But then, I didn't go in expecting Mass Effect, or even KOTOR. I expected ME-style Star Wars content interspersed with grind. And lo, that's what I found.


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#42
KaiserShep

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I like this too. Its like in DA2, you can ask your companions for their own opinions and then you decide accordingly. I always hate Morrigan passive-aggressive "disapprovals". You don't like me saving little girls or do fetch quests, fine, stay in the camp forever!!

 

Heh, yeah to keep her approval up without spamming gifts, I had to avoid taking her on certain missions. Hell I couldn't even take her to the alienage because she disapproves if I deny the Tevinter slaver his offer to sacrifice his captives to boost my constitution XD. What a sh*t. 

 

What I'm thinking of would sort of function a little like the reputation system, just a bit, though DA:I had something similar where not talking to a companion for a long period of time could trigger different dialogue, like with Sera if you don't talk to her before reaching Skyhold. 



#43
rapscallioness

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I like the idea of Rivalry/Friendship in ME:A. It can really give a different flavor from a character. Especially if they're stuck with you anyway. They may call you a moth$%^%F%^^r, but they still do what they need to when it comes time for battle.

 

I don;t ever want to see the ME2 Paragon/Renegade--you have to be one or the other heavy, or dialogue does not open up. So I have to be straight one or the other--mostly, or somebody dies. That's BS. It'll have me picking things I don;t really want to pick just cause I know I gotta fill up my bar--or someone dies.

 

Meet Jack for the first time:

 

ParaShep:.."I'm here to save, my Damsel! Harrumph!" Or something like that.

Jack: "Man, you sound like a puzzy."

Shep: *sigh* "I know, Baby. I know. I'm just trying to save your life."

 

Please, no rolling text notifications of everybody's thoughts about what I just said. Ppl not even there have already got their two cents to throw in. I'll figure it out when I talk to them later. Talk to them. Maybe put a bar somewhere in the menus so that ppl that want to check can. Hidden, but not inaccessible for those that do want that.

 

Also, would really love to see your squad grow and change in their attitudes towards each other. You know, one time in ME2 I took both Miranda and Jack on each others loyalty missions. Somehow I was hoping that seeing this other side of each other--someone more than the Cerberus Cheerleader, or the Psycho, would change, or at least impact how they interacted with each other.

 

I would like to see them grow closer to each other, or more antagonistic as the case may be. Talk about the missions they've been on more.

 

DA2 did sprinkle on a progression of companion interactions. Where over the years you can see they're becoming closer thru the party banter.

 

I like gifts, though. I don't care if it's for approval. I just like the idea of a special gift you can give. Not approval farming, but something real and special.



#44
pdusen

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I though the Friendship/rivalry system in DA2 was really interesting. It was neat that you could develop your relationship with a character in totally different ways. For example, I did both Romances with Merrill and was surprised at how totally different the dynamic of that relationship was.

The only problem was that it seemed like you were forced to go to extremes; if you kept your friendship/rivalry meter neutral, you effectively had no approval. (Although I could just be misremembering; let me know if that's the case). But the solution to that would just be to decouple friendship/rivalry level from overall approval.
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#45
The Night Haunter

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I agree as far as making it an MMO really gimped their storytelling. But I don't agree it's to the degree you imply. There are some real gems, both in the class stories and the companions. As for the companions and why you only venture out with one- well, in ME why do you get two? That's just how the game is balanced. Probably has to do with grouping, if you duo you both have comps, otherwise one would have his full crew and one would only get one.

 

It doesn't bother me. But then, I didn't go in expecting Mass Effect, or even KOTOR. I expected ME-style Star Wars content interspersed with grind. And lo, that's what I found.

Alright, Nadia was a lot of fun. The Consular Story was awesome. Agent Act 2 was better than most of ME's plot lines (which isn't saying they're bad, it's saying the Agent was awesome). Sith Warrior's Jaesa recruitment arc was pretty darn cool. But a lot of the stories (especially planetary stories) were pretty mediocre at best.

 

It just wasn't what I hoped it would be. Broken expectations and all that.



#46
Hazegurl

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Same..in DA2 gift were also armors....So if they add gifts I would like them to be boost or to make them stronger . Although ME never had any gifts to speak off . And no approval gain . 

 

And if they go back to renegade/paragon...

 

Then I hope they work on the damn dialogue.....

 

-Yeah I wanna get in your pants Mah lady (Paragon/Top answer)

-Romance? whats that?? (middle/clueless)

-with you? Ewww Alien freak! (Renegade/Racist)..

 

really???...No thanx....I guess the dialogue is something I want them to work on HARDER then ever , because while in DAI they added more to the dialogue wheel....the lack of emotion made it worthless . 

Yeah the renegade/paragon romance options were pretty bad, but I think that over time they began to tweak them better to the point where Renegade was more daring rather than extreme rejection.

 

Ex: Renegade kissing Miranda. :wub:



#47
Ahriman

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Disagree. You need a simple override that players can use to gain affection independent of gameplay choices. Otherwise you'll drown in complaints of "I want to do x  but y won't let me, my CHOICES hurt" and so on.

 

In a singleplayer game where you could just edit the saves it may not be a big deal, though I still wouldn't rely on that from a developer standpoint.

 

Some people may care about making companion relations more realistic. But I'm positive more of them care about not being locked out of anything, ever. I'm all for the former, but not at the expense of the latter.

I suppose it also comes from stat bonuses for good relations like in DAO. Such stuff is too artificial anyway and they should leave it to history.

Friendship/Rivalry system was pretty good in giving players more freedom in character interaction. Though I wouldn't use word "Rivalry", since teammates in MEA are not your neighbors/business partners. Something like Friendship/Authority would be more appropriate.

The only exception here would be romances, you do need get someone's sympathy for that. Saying "I command you to bend over, Lieutenant!" would be problematic.



#48
GreyLycanTrope

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mortalkombat2-friendship-04.png

 

I enjoyed the rivalry/ friendship mechanic, don't think we'll see it though David Gaider mentioned it not working out quite how they wanted.