recieved awakening today...
#601
Posté 14 mars 2010 - 06:42
Perhaps if they reduced the length of the list for each playthrough but added some randomization in there so you wouldn't always have the same questions available to you ... in this way you would learn more about the characters after multiple playthroughs and still have reason to talk to them. (thus each laundry list might be 1/3 the total size of conversation options in Origins for any given playthrough, so you would need to play the game three or four times in order to see all the dialog options for each character) Or perhaps shorter lists for each of your origins, with some standard questions for all and some unique questions for each ... again you wouldn't need to cast much more in the way of conversation, merely divide the great length of discussion material between the different pc character options. (thus elves would have questions only they could ask, as would dwarves, women, etc.)
#602
Posté 14 mars 2010 - 06:42
That's exactly the situation that we wanted to avoid, since depending on how often you return to Vigil's Keep you could potentially have numerous prompted dialogues waiting. The KotOR-style "Carth looks like he wants to talk to you..." or characters waving their hands and shouting at you really seemed like they would be annoying in their own ways. Ultimately the goal is to prevent the player from feeling the need to repeatedly circulate amongst his followers and clicking on them only to discover that they have nothing new to say... that results in its own little break from immersion.ankuu wrote...
maybe we can turn off those things (from the options menu, plot helpers). i kinda dislike the ideea too, it would have been better for them to just pop up next to you and say what they want...not raise a sign "hey, warden! yes you! i wanna tell you something!"
If someone really thinks that this will make characters seem more mechanical, that's up to them, but honestly it does nothing to the conversations themselves -- and from my perspective it actually makes the interactions more natural. I'd suggest trying it out.
Insofar as the plot flag goes, I suspect that the option to turn off all plot flags that exists in the main options menu would apply here as well. Don't quote me on that, however. I'm not certain if the system with the followers is different or not.
#603
Posté 14 mars 2010 - 06:45
Nemesis7884 wrote...
anders is funny because he is the kind of charming idiot allistair funny
Aside from Valentine's voice occasionally reminding me of Alistair, I think their humors are different. Anders is much... bolder. Even towards Oghren.
He's a free spirit, to say the least.
Nemesis7884 wrote...
justice is funny because he does not intend to be funny at all
Can't wait to meet him.
Modifié par Greifvogel, 14 mars 2010 - 06:46 .
#604
Posté 14 mars 2010 - 06:45
does your imported charecter start at say a fixed level ?
how are the new talents ?
sorry I am really excited about this expanision haha
#605
Posté 14 mars 2010 - 06:46
But, there was nothing better than Aerie talking to you in the final battle of SoA! Or even better, Anomen's messenger reaching the party in the underdark AND recognizing the party when transformed into a drow AND in Ust Natha! Those are the nice things of life!David Gaider wrote...
That's exactly the situation that we wanted to avoid, since depending on how often you return to Vigil's Keep you could potentially have numerous prompted dialogues waiting. The KotOR-style "Carth looks like he wants to talk to you..." or characters waving their hands and shouting at you really seemed like they would be annoying in their own ways. Ultimately the goal is to prevent the player from feeling the need to repeatedly circulate amongst his followers and clicking on them only to discover that they have nothing new to say... that results in its own little break from immersion.
If someone really thinks that this will make characters seem more mechanical, that's up to them, but honestly it does nothing to the conversations themselves -- and from my perspective it actually makes the interactions more natural. I'd suggest trying it out.
Insofar as the plot flag goes, I suspect that the option to turn off all plot flags that exists in the main options menu would apply here as well. Don't quote me on that, however. I'm not certain if the system with the followers is different or not.
#606
Posté 14 mars 2010 - 06:58
dark-lauron wrote...
But, there was nothing better than Aerie talking to you in the final battle of SoA! Or even better, Anomen's messenger reaching the party in the underdark AND recognizing the party when transformed into a drow AND in Ust Natha! Those are the nice things of life!
Heh... yeah, the game had its moments for sure.
Those little quirks aside, though, I really liked the fact that your companions would actually initiate conversations with you when they had something to say - even if was just something small that was on their minds, and not necessarily some major personal quest or anything. It felt really fluid and natural for the most part, and I think they should definitely try that again for some future DA title.
Modifié par Booglarize, 14 mars 2010 - 07:05 .
#607
Posté 14 mars 2010 - 07:01
yea justice is a bit similar to sten but he's more of zombie-moral-judge
cant say anything about this blood powers - have never used them neither dao or daa...
#608
Posté 14 mars 2010 - 07:10
But poor David, you are the only one left to put up with the mighty fans? xD I saw you responded to all of us alone.
Modifié par ankuu, 14 mars 2010 - 07:24 .
#609
Posté 14 mars 2010 - 07:25
tacopacabana wrote...
-Semper- wrote...
propably it's a completely new character because awakening is a stand alone module. the only character that gets imported is your pc. so i guess you have to respec him
IT IS NOT STAND ALONE, IT IS AN EXPANSION! jesus look around the forum a bit...
it's a stand alone module in a way like your own custom module. it doesn't add to the vanilla single player and therefore all characters are speced like they are created for awakening... got it now?! oO
#610
Guest_greenface21_*
Posté 14 mars 2010 - 07:45
Guest_greenface21_*
Booglarize wrote...
Nemesis7884
This has been brought up already at some point in this thread, but I can't bring myself to read through all 24 pages...
What's the deal with Power of Blood? Is it broken in Awakening as a couple other people were talking about, or did it work fine for you?
Power of Blood did not transfer over to Awakenings properly. The icons for it are there but they do not work.
I am sure it will be fixed eventually.
You dont really need them. The new specializations do all the things Power of blood did and more.
#611
Posté 14 mars 2010 - 07:47
greenface21 wrote...
Power of Blood did not transfer over to Awakenings properly. The icons for it are there but they do not work.
I am sure it will be fixed eventually.
You dont really need them. The new specializations do all the things Power of blood did and more.
Oh well. No big loss, I suppose.
#612
Posté 14 mars 2010 - 08:12
#613
Posté 14 mars 2010 - 08:13
dark-lauron wrote...
But, there was nothing better than Aerie talking to you in the final battle of SoA! Or even better, Anomen's messenger reaching the party in the underdark AND recognizing the party when transformed into a drow AND in Ust Natha! Those are the nice things of life!David Gaider wrote...
That's exactly the situation that we wanted to avoid, since depending on how often you return to Vigil's Keep you could potentially have numerous prompted dialogues waiting. The KotOR-style "Carth looks like he wants to talk to you..." or characters waving their hands and shouting at you really seemed like they would be annoying in their own ways. Ultimately the goal is to prevent the player from feeling the need to repeatedly circulate amongst his followers and clicking on them only to discover that they have nothing new to say... that results in its own little break from immersion.
If someone really thinks that this will make characters seem more mechanical, that's up to them, but honestly it does nothing to the conversations themselves -- and from my perspective it actually makes the interactions more natural. I'd suggest trying it out.
Insofar as the plot flag goes, I suspect that the option to turn off all plot flags that exists in the main options menu would apply here as well. Don't quote me on that, however. I'm not certain if the system with the followers is different or not.
There was one thing better than Aerie talking to you in the final battle... not bringing her so you never had to hear her talk!
#614
Posté 14 mars 2010 - 08:18
Man... I got ME2 early but had no such luck with this, I can't wait >_<
#615
Posté 14 mars 2010 - 08:37
David Gaider wrote...
Ultimately the goal is to prevent the player from feeling the need to repeatedly circulate amongst his followers and clicking on them only to discover that they have nothing new to say... that results in its own little break from immersion.
This is good news. I hated doing that, but I felt like I had to because I hate missing dialogue.
Cuthlan wrote...
There was one thing better than Aerie talking to you in the final battle... not bringing her so you never had to hear her talk! ../../../images/forum/emoticons/wizard.png
But she had such important things to say. Her losing her wings is the most tragic event in the history of all...
... I'm sorry, I think I just barfed in my own mouth.
Anyway, so... I'm going to ask a third and last time. Do we have a definate answer about what the default Origins story is for an Orlesian warden, Nemesis? Or anyone else who's played Awakenings? Still, i'm used to being ignored.
#616
Posté 14 mars 2010 - 08:44
-Semper- wrote...
tacopacabana wrote...
-Semper- wrote...
propably it's a completely new character because awakening is a stand alone module. the only character that gets imported is your pc. so i guess you have to respec him
IT IS NOT STAND ALONE, IT IS AN EXPANSION! jesus look around the forum a bit...
it's a stand alone module in a way like your own custom module. it doesn't add to the vanilla single player
Except for the part where it expands on the main plotline.
#617
Posté 14 mars 2010 - 08:45
Modifié par Booglarize, 14 mars 2010 - 08:47 .
#618
Posté 14 mars 2010 - 08:47
Not sure what you mean. The Orlesian Warden is an Origin Story -- meaning that whenever the player's Origin is being checked in dialogue, the Orlesian Warden is mutually exclusive with the Origins from the main game.Vengeful Nature wrote...
Do we have a definate answer about what the default Origins story is for an Orlesian warden, Nemesis? Or anyone else who's played Awakenings? Still, i'm used to being ignored.
#619
Posté 14 mars 2010 - 08:48
#620
Posté 14 mars 2010 - 08:48
ElvaliaRavenHart wrote...
TheMadCat wrote...
arcane-weirdo wrote...
There really is no point in bringing Alistair back(don''t shoot me Alimaniacs), his story is kinda finished after we see him as king in Awakening. Morrigan's story on the other hand, she's currently eating a croissant in Orlais with a god-demon-darkspawn-baby-thingy in her belly(epiiiiiiiiiccc).
Ones story is never over until they're dead, and in some cases even then it's not over. There is still plenty of room left for Alistair, really all characters, to grow if they so choose. Alistair becoming king actually opens up more doors and oppurnities than it closes. The question though is whether any growth is planned as part of the story and that's a little tougher to see. Not sure what direction the DA franchise is heading.The only thing i don't like is a giant floating icon over their heads =P
That's kind of a strange and simplistic approach, wonder why they did that rather than having the NPC simply say something like "Can we talk?" when you approached their assigned spot in camp. Something like that isn't terribly difficult to implement and would feel more appropriate.
Agreed, there is more to Alistair and his background story from the book "The Calling". I expect to see Alistair's story ended in DA 2. I think it will depend on how far the developers actually take the lore and also how much time will DA be supported before new and better titles. Morrigan's demon baby I think will be what ends Alistair's story. How many DA are we going to get. The title will be put to bed, the question is when. Will there be a DA 3 or just expansions into the various areas of Thedas?
I have a hunch Morrigan's baby will be cannon (with Alistair as farther). And I think Morrigan will be the antagonist in DA2 (which is why she was unavailable for the expansion - her story is already mapped out).
Oh, and somewhere down the line Morrigan's baby will be the player character... (I've played a lot of Bioware games)
If it's not the plot of DA2, then you can bet it's the plot of DG's next novel.
#621
Posté 14 mars 2010 - 08:50
#622
Posté 14 mars 2010 - 08:50
David Gaider wrote...
Not sure what you mean. The Orlesian Warden is anVengeful Nature wrote...
Do
we have a definate answer about what the default Origins story is for
an Orlesian warden, Nemesis? Or anyone else who's played Awakenings?
Still, i'm used to being ignored.
Origin Story -- meaning that whenever the player's Origin is being
checked in dialogue, the Orlesian Warden is mutually exclusive with the
Origins from the main game.
outlaworacle wrote...
I think he meant "world state" rather than Origin, as in... who will be king, did the Circle of Magi get destroyed, etc.
Yup. This. What I mean by Origins is Origins the game, not the origins. For example, if you don't import a save, who is king?
Cheers in advance!
Modifié par Vengeful Nature, 14 mars 2010 - 08:55 .
#623
Posté 14 mars 2010 - 08:51
#624
Posté 14 mars 2010 - 08:52
DA2haddict wrote...
thank god for this thread dam bioware hasn't given us anything it's ridiculous
Bio isn't going to spoil their own game. They give us what they think is okay for hype/PR/marketing.
#625
Posté 14 mars 2010 - 08:56
ElvaliaRavenHart wrote...
I think Anders will be the one to appeal to me the best from his release vid. I'm intrigued with Justice.
He reminds me of Bart...but in a less creepy non yellow way. The whole I didn't do it. Shame there's no romance....





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