New Conversation System is a HUGE step in the right direction.
#626
Posté 09 juillet 2010 - 04:27
#627
Posté 09 juillet 2010 - 05:04
Jenocide wrote...
LenaMarie wrote...
I think some people should put it in perspective. Sure you can chat with your friends when your at the mall or something, but comfortable surroundings like someones house or hangout is more realistic way to get to know someone on a deeper level. You wouldn't 'believe' someone telling you all about their life in the middle of a crowded mall or in Reference to the game a Crowded Marketplace.
It'd be much more believable to have those deep chats with someone in a more quiet and relaxed setting. Thats mostly why I believe perhaps theres a place for both styles. Casual Conversations out in the world, but deeper more meaningful conversations back at your Base. That seems more immersive and realistic to me.
couldn't agree more.
Agreed. You don't start a deep coversation in the middle of a fire fight with a dragon. Please bioware, get your heads of the sand.
#628
Posté 09 juillet 2010 - 05:05
#629
Posté 09 juillet 2010 - 05:58
Constantly having to press tab is not conductive to a relationship that feels genuine, guys!
#630
Posté 13 juillet 2010 - 07:28
#631
Posté 13 juillet 2010 - 03:58
obnoxiousgas wrote...
Eh, Awakening's conversation system left me pretty underwhelmed. I couldn't help but feel detached from the characters, and it was a little frustrating when you just wanted to waste some time at the Keep talking to your companions all they could say was (paraphrased) "I can't talk now, we have darkspawn to kill!", while a good deal of the conversations you could have took place... when you had darkspawn to kill. Um. I understand the need to make it a bit more organic than taking your new companion aside and demanding their life story, but surely there's more of a compromise than this? Of course, we have the barest minimum in terms of facts, and for all I know DA2 could be more streamlined while still having just as many conversations to be had, but I'm slightly worried that it could also mean that like Awakening, we're travelling around with characters we don't really know much about and will only talk to us when we find a particularly interesting looking tree.
Constantly having to press tab is not conductive to a relationship that feels genuine, guys!
I just want to plagiarise this post.
#632
Posté 13 juillet 2010 - 09:51
Maybe as a compromise, when you pass by a chat-point, activate that conversation as a campfire option? (like, if I walk past scenic vista A that Sigrun would have commented on, I can now talk with her about it in camp, if she wasn't with me or I was too busy when I first spotted it.)
#633
Posté 16 juillet 2010 - 06:17
I loved talking to my companions, you know getting to know them? Actually role-playing more in the game. The new way is just horrible, I barely know anything about the new people (Oghren has even changed so much I can barely recognise him!)
When getting gifts at the start I didn't know who would like what, and I still don't. It is terrible, yes I like the keypoints (And yes! It is like Mass Effect 2) but I would love to see both, being able to talk and to get to know your companions and having those key-points about would be great.
I don't feel at all close to the new companions, I don't know anything about them (Well nothing in detail) or what they do/do not like. I wish I had the old gang back to be honest. More depth.
#634
Posté 17 juillet 2010 - 11:12
I also liked being able to choose to focus on questing when I felt like it and then, at a quieter time, go around and talk to everybody. This way you have to accept the conversation in dribs and drabs at exactly that point of the game and nowhere else.
#635
Posté 18 juillet 2010 - 05:05
i don't know, maybe it's me but i feel like i shouldn't have to have a reason to talk to my friends. and i thought it was a pleasant surprise that the dialouge didn't loop after 2 cycles, i kind of always hated that about rpgs.
you know, maybe character affinity could play more into what an npc would/should say to a player and the options you get to ask or respond. you see a little bit of this depending on how high affection is during certain events in the game.
for instance, for someone like alistair, you could ask quite a few questions at a lower affinity than say, sten. for sten you'd have to have higher affinity in order to get a certain amount of questions/replies. of course, the type quetions you also get to ask is also affect by their affinity towards, and maybe if you ask certain questions too earlier would result in not getting an answer and an affection drop (maybe even closing off that topic all together?)
basically what you have going already only more strict. if sten hates me or has negative affinity towards me, i think it's more reasonable to think that he wouldn't really answer my questions about his homeland were i even allowed to ask about them, hypothetically speaking. likewise, maybe alistair should only talk about past after "x" amount of time spent with him (in game hours/minutes) as well as once he trust me with "x" amount of affinity.
i think as long as it doesn't end up like "Navi" (a small fairy from Legends of Zelda N64 versions that would follow around the PC and scream "HEY!" everytime you passed something it thought was signifigant or wanted to point out something to you, which was her signal to you that you needed to speak to her in order for her dialouge box to pop up) it should be ok.
#636
Posté 18 juillet 2010 - 05:28
For instance, during the initial Redcliffe mission if you bring Morrigan (Sten as well, I believe. But don't quote me) and choose to help them, she disapproves. Never mind that the only reason I chose to help them had nothing to do with me being a goody two-shoes, but because of the very real and nasty political disasters I could get into if I gave Teagan the big FU and left him to fend for himself.
While we all know he survives the battle, my character didn't. He wasn't about to risk leaving and him surviving, which would have only made my life a living hell if he decided to think "Hey, this is the ass who left me and a whole lot of innocent people to die! Let me just slip him a big FU and tell Eamon, should he recover, what a dick he was.'
Yes we all know there really isn't any mention or short term consequences for it, but I play my characters (As we all do, I'm sure) as if I didn't know what the hell was going to happen.
Regardless, I'm fairly certain Morrigan (Or Sten or whoever) knew that I wasn't helping to be alturistic, but just looking out for my ass while also trying to secure a powerful political figure (Eamon), then they wouldn't give me dirty looks.
Alas, the context of your choice is missing. And even worse, you can't even talk to them privately to explain just why you risked all their lives to help these foolish villagers. Oh no, they just outright assume your an alturistic ****er who sees nothing wrong with risking their lives to safe people who are about as important to stopping the blight as anyone of us would be important in forcing Disney to stop making such craptastic movies.
With the adaptation of the ME system, the context problem doesn't really go away, but it's a step in the right direction. Not a perfect system, by no means, but one I prefer.
This, however, is not to say I really enjoy the prospect of giving up all character customization. I'd rather keep that, and have multiple voices to choose from instead of being stuck with one like in ME (Meer for Male, Hale for FemShep).
But yeah, my 2 cents.





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