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Everything posted by evdk
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I find this only happens when you have poorly written dialogue with few options. Consider BG2 vs. the ME series. In BG2 you often had a bunch of different ways to say essentially the same thing, whether you wanted to say it in an evil way, a kind way, a crazy way, the point was even when there wasn;t a decision to make, you had clear options that helped develop your character in your head. In Mass Effect, you are facing Wrex and have two options "Stop it!" in blue and "Don't even think about it" in red. Pick blue and Wrex backs down from all your goodness or something. Pick red and you shoot Wrex in the face. When you have bad writing you say different things in the same way. Good writing lets you say the same things in different ways that suit your character and don't totally surprise you. It's even better when these different way have actual gameplay ramifications, which sadly in BG was in 0-1% of cases.
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Was this directed at me? Getting rid of tags will lead to absolutely no confusion, if the dialogues are properly written. When you come onto someone do you need a prompt you are using some kind of seduction skill? When you are shaking up shopkeepers for protection money does it have to be tagged as an intimidating action? Why? EDIT: So my opinion on this is, again: write the dialogues properly and put a toggle in settings for turning the tags on and off.
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And all threats should use the intimidate skill yes. I do not see how there could be any confusion unless the threatening is done using some horrible eufemisms (I could maybe take you out for dinner [dramatic score]). The Player is the one ho puts the "motive" behind the line spoken. So if the Player selects a line that they do not intend as a threat, but the intimidate skill is used, then that is a problem. [intimidate] should appear , so the Player doesn't unwillingly and/or unknowingly intimidate someone. Player should not be saying things like "Tell me or I'll hurt you" when he does not mean them as a threat then.
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That tags are stupid in either case, because it's an unnecessary player knowledge. You should be able to reasonably extrapolate what sort of reaction your answer will get - this is after all not ME and you should be seeing what exactly your character will say. I believe there is a Josh's quote where he shares my opinion, but I can't find it We can at least agree that a menu option to turn the tags on and off would be acceptable for both of us or are we arguing on a dogmatic level? Yeah, it wasn't the best example, but then I am not a writer and I believe it got my message across, more or less.
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The way RPG dialogues tend to be structured skill usage usually is a win button, if you can pass the check. If your two opinions are "Maybe you should reconsider" and "(Persuade) It is in both our best interests that you change your mind" which of them do you think will be more optimal for you to choose, supposing the PC has the skill adequately trained? Personally I would at the very least like to see an option to turn it off. Oh well, honorable compromise.
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Why? I am pretty sure that you can infer the use of skills yourself from the wording - "What a nice little hamlet you have, it would be a shame if random wandering band of adventurers set fire to the place", "No officer, I have never been even near the place tonight", "I believe the ring is worth more than the meager sum that you are offering, my good friend" do speak for themselves.
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Unless there are other mechanics tied to the Stamina stat (like abilities that run on it or can only be used when Stamina is full, etc.) then it's probably not worth it for single encounter enemies and all damage in their case could go directly to health. Of course we do not know their exact system, so the enemies might have Stamina stat anyway so as not to break it.
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Wait, I was told this was not a troll thread. I want my money back!
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If Project Eternity was turn-based...?
evdk replied to Hellfell's topic in Pillars of Eternity: Stories (Spoiler Warning!)
In special snowflake Bioware games, maybe Sadly, the forum software does not support the Dialogue Wheel ® © TM