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Guest FlorianGh
Posted (edited)

https://youtu.be/IbyFqrEYSFw?t=4m30s

 

Why is there no low INT dialogue? I love the game I really do but I think this is quite an important feature to have in an RPG. I hope an expansion will solve this along with random encounters, romance and customizable party AI.

Edited by FlorianGh
Posted

Because the ability score ranges aren't as broad as they are in systems like SPECIAL or AD&D.  A character with 3 INT in Pillars is still a functional human adult-- just not one that you want to be cheating off of when you take the SATs. 

  • Like 2
Posted

https://youtu.be/IbyFqrEYSFw?t=4m30s

 

Why is there no low INT dialogue? I love the game I really do but I think this is quite an important feature to have in an RPG. I hope an expansion will solve this along with random encounters, romance and customizable party AI.

 

Hmmm Enoch is being diplomatic. low-INT dialogue is very resource heavy. I simply don't think they had time to write it, as it is precisely the sort of design feature you'd expect in an Obsidian game. Maybe in the future.

  • Like 1

sonsofgygax.JPG

Posted

I'm torn on low-int dialogue. It's a lot of effort for something that's good for a bit of a laugh, but on the other hand it's what gave us

. Tradeoffs.

Curious about the subraces in Pillars of Eternity? Check out 

Posted (edited)

 

https://youtu.be/IbyFqrEYSFw?t=4m30s

 

Why is there no low INT dialogue? I love the game I really do but I think this is quite an important feature to have in an RPG. I hope an expansion will solve this along with random encounters, romance and customizable party AI.

 

Hmmm Enoch is being diplomatic. low-INT dialogue is very resource heavy. I simply don't think they had time to write it, as it is precisely the sort of design feature you'd expect in an Obsidian game. Maybe in the future.

 

 

True enough.  It's a feature that few players will ever notice and that creates a lot of problems for quest design and writing throughout the game.  But Fallout did it, so a portion of the fanbase always makes the case for it. 

 

Interesting that you don't often hear similar calls for 3-DEX characters to be randomly afflicted with the "hobbled" or "prone" condition, or for all descriptive text to be excised when playing as a 3-PER character.  Maybe all 3-RES characters should have dialogue responses replaced with "I can't decide!  Do you have any suggestions?"  ;-)

Edited by Enoch
  • Like 7
Posted

True enough.  It's a feature that few players will ever notice and that creates a lot of problems for quest design and writing throughout the game.  But Fallout did it, so a portion of the fanbase always makes the case for it. 

 

Interesting that you don't often hear similar calls for 3-DEX characters to be randomly afflicted with the "hobbled" or "prone" condition, or for all descriptive text to be excised when playing as a 3-PER character.  Maybe all 3-RES characters should have dialogue responses replaced with "I can't decide!  Do you have any suggestions?"  ;-)

 

With a character with three Might all scripted fight beginnings now involve someone helping the character unsheathe their weapons (a third of the time it is, for humorous effect, the person you are about to fight who has pity on your feeble efforts to draw a sword and helps you out), and every time you have a conversation with a party member after resting the dialogue mentions you struggling to open your eyes until they open them for you.

  • Like 5

Curious about the subraces in Pillars of Eternity? Check out 

Posted (edited)

Haha! Fantastic :p

3-6 MIG = Enemies will laugh at you (If they are of the intimidating Might type, having between 15-18 Might), loving the idea of them helping you hold the sword too xD
3-6 CON = Quick and nimble enemies might start combat by tripping you (You start in Prone, they have 15-18 Dexterity)
3-6 DEX = Your fingers are like rubber, so you have a risk of dropping a weapon right before combat begins (Enemies will laugh at you)
3-6 PER = You're BLIND! Or, well, almost... that's why you won't see the ambush (More enemies after dialogue)
3-6 INT = You don't know anything, about anything, enemies/characters/NPC's will outwit YOU in dialogue and trick you to pay more than you have to.
3-6 RES = You're a coward, you'll run away before the action even has a chance to begin, with enemies behind awkwardly behind your tail.

Although, perhaps it should be "If NPC/Enemy/XTarget has +5 [Attribute] they will do a Turnover" :p

Edited by Osvir
Guest FlorianGh
Posted

I'm torn on low-int dialogue. It's a lot of effort for something that's good for a bit of a laugh, but on the other hand it's what gave us

. Tradeoffs.

OMFG that is EPIC. Didn't know that one but they did it in Arcanum also. It can be fixed with a patch ( I know it's hard work but GOD damn this game deserves it ).

Posted

3-6 PER = You're BLIND! Or, well, almost... that's why you won't see the ambush (More enemies after dialogue)

 

Maximum screen resolution indexed to main character PER score.  :lol:

  • Like 2
Posted

Haha! Fantastic :p

 

3-6 MIG = Enemies will laugh at you (If they are of the intimidating Might type, having between 15-18 Might), loving the idea of them helping you hold the sword too xD

3-6 CON = Quick and nimble enemies might start combat by tripping you (You start in Prone, they have 15-18 Dexterity)

3-6 DEX = Your fingers are like rubber, so you have a risk of dropping a weapon right before combat begins (Enemies will laugh at you)

3-6 PER = You're BLIND! Or, well, almost... that's why you won't see the ambush (More enemies after dialogue)

3-6 INT = You don't know anything, about anything, enemies/characters/NPC's will outwit YOU in dialogue and trick you to pay more than you have to.

3-6 RES = You're a coward, you'll run away before the action even has a chance to begin, with enemies behind awkwardly behind your tail.

 

Although, perhaps it should be "If NPC/Enemy/XTarget has +5 [Attribute] they will do a Turnover" :p

 

This would be hilarious.

Posted

I'm glad they didn't do low-int dialogue. At least, not in the ridiculous way it was done in the mentioned games. Stupid people do not talk anything like that.

Posted

I'm torn on low-int dialogue. It's a lot of effort for something that's good for a bit of a laugh, but on the other hand it's what gave us this gem. Tradeoffs.

Crying.

 

That is hilarious :D

 

But like NathanH says, that's not how stupid people talk. Still, hilarious.

Posted

At 3 Might you should be limited to light armor ... because heavy is too heavy.  At 3 Dex you should lag 5 minutes behind the rest of the party when making area transitions.  The game would be much easier to balance, I should think, if there were actual negative consequences to dumping stats.

Posted

Because it would be irritating and basically define your character by their class?

If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

Posted

I think if a developer is going to go through the effort of writing a second set of dialogue for "dumb" characters they should treat is as a role playing option rather than a result of stat value that effects gameplay. It's definitely a welcome feature and it's one of those things that really gives a game a personality (something I feel PoE struggles to define), but I hate how warriors are resigned to being idiots while mages are always geniuses. How about wise vagabond or socially stunted mage?

 

To me, conversation options should be decided based on a combination of a social trait you choose at character creation (dumb, average, smart) and your characters origin (region specific knowledge). You could even go a step further and offer conversation options based on a character's class (surely a warrior could speak more intelligently and thoroughly about all things close quarters combat while a bard may know music history. A person tends to relate things to what they know most about).

  • Like 1

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