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Post by The Elder King on Dec 8, 2018 0:12:25 GMT
Please no. I absolutely hated this system and it made no sense. I didn’t hate it, but I do think it was flawed. And I think a double scale system would work better then the ones we had.
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simit
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Post by simit on Dec 8, 2018 2:04:52 GMT
I preferred the DA:O system in the aspect of i choose my reply more honestly if that makes sense, it had the drawback though of not being received the way i meant it in my head lol
For DA2 an DA:I i just picked the relevant icon, especially if i wanted to romance them,i like the idea of rivalry/friiendship but as previously been stated some of it was obsurd an would need reworked.
In all honesty a more natural friendship/rivalry system with icons toned down i wouldn't say no to, just leave the knowledge icon alone i like that 😛
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Post by andydandymandy on Dec 8, 2018 5:54:43 GMT
Some thoughts
Add Agree and Disagree to the meter, to take the edge off the players a bit and so getting or losing approval means more (instead of losing 10 approval for every small thing you said that they might disagree with).
Friendship and Rivalry being a Status Effect that lets you know where you stand with a follower when you click on their profile, as apposed to DA2.
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Post by The Elder King on Dec 8, 2018 7:00:07 GMT
I preferred the DA:O system in the aspect of i choose my reply more honestly if that makes sense, it had the drawback though of not being received the way i meant it in my head lol For DA2 an DA:I i just picked the relevant icon, especially if i wanted to romance them,i like the idea of rivalry/friiendship but as previously been stated some of it was obsurd an would need reworked. In all honesty a more natural friendship/rivalry system with icons toned down i wouldn't say no to, just leave the knowledge icon alone i like that 😛 The icon system is not connected to the F/R system, though, but more to the voiced protagonist and a aim to make it easier to understand what they reply will be. Not that it worked perfectly, either.
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Post by alihou on Dec 10, 2018 3:57:56 GMT
I liked how DAI handled it actually. It recognized when people agreed or disagreed, but the meter was hidden. That's how it is in real life, it isn't a quantifiable statistic that we should be able to measure. Although, DAI can still improve on it. I do not want to see rivalry/friend meter. I find it ridiculous.
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Post by The Elder King on Dec 10, 2018 9:56:40 GMT
I liked how DAI handled it actually. It recognized when people agreed or disagreed, but the meter was hidden. That's how it is in real life, it isn't a quantifiable statistic that we should be able to measure. Although, DAI can still improve on it. I do not want to see rivalry/friend meter. I find it ridiculous. Do you find any meters ridicolous, or the F/R in particular? The problem with DAI is that it still group together opinions and values with how you may like or dislike a character. In real life you can be friends, or in a relationship, with people that you don’t share all kind of values, if you want. Granted, there are certain things that you can’t push aside, and I don’t want anything you do in the game to be accepted by your companions, with them breaking up with you in certain cases. And the F/R system alone was limiting in the same way, that’s why I want a double meter. I don’t mind it being hidden, but the fact that you get notified approval and disapproval in different quantities depending on the choice you made just means that it’s a little harder to track it, but the bar is still there. Maybe they can place an option to make the bars hidden or not.
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Post by isaidlunch on Dec 10, 2018 11:45:30 GMT
I thought the idea behind friendship/rivalry was good but the implementation, like every approval meter, sucked. Merrill's approval is literally just about what she does with the mirror. Sebastian's is about whether he picks the Chantry or serving as prince. Isabela's is about whether she decides to become more altruistic. Anders is about whether he accepts or rejects Justice's influence.
Aveline and Fenris' approval are the only ones that worked as advertised, and even then, I don't think the meter was necessary. They could have scrapped it, given every companion a "Merrill moment", and used that to determine the relationship.
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Post by Iakus on Dec 10, 2018 15:56:58 GMT
I like the idea of a more complicated metric than "approve" or disapprove" though I also agree that the friendship/rivalry meter had problems of its own. Particularly since, in the end, it only encouraged you to go fully one way or the other.
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Post by The Elder King on Dec 10, 2018 15:59:31 GMT
I like the idea of a more complicated metric than "approve" or disapprove" though I also agree that the friendship/rivalry meter had problems of its own. Particularly since, in the end, it only encouraged you to go fully one way or the other. I agree on that, the end result was not great, and the rewards at the max level lead to what you said.. Which is why I think a double scale system would work best.
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Post by Walter Black on Dec 12, 2018 19:50:54 GMT
As many flaws as the Friendship/Rival system had, I definitely preferred it to Approval/Disapproval, as you could not roleplay a character who was consistent in their beliefs and actions if you wanted to keep all Companions. More often than not, the only way to keep everyone was to either be a spineless, desperate to please sap who told everyone what they wanted to hear, or play a lying, manipulative sociopath. At least with F/R you could have a little more nuance with Companions you didn't necessarily like, but still respected.
In hindsight, I think what hurt F/R the most was that Hawke only had the Diplomatic/Silly/Aggressive responses. Too many people confused Friendship as supportive and the obvious "good" choice, when it could just as easily be enabling bad behaviors. Likewise, I think too many of the writers got Rival responses mixed up with Aggressive and insulting, when it was simply disagreeing with the character's current course of action and/or challenging them to be better. Since Inquisition went back to having more varied dialogue options, a new Friendship or Rivalry system no longer has to be just "you're right" or "you're wrong", it could be:
1. I agree completely! Let's do it! 2. I agree with the goal, but we have other options on how to reach it. 3. Have you thought about the full implications of what this could cause? Let's get all the information in case we miss something important... 4. Not really my thing, but you do you. 5. This is wrong, and if you continue I will stop you.
Each of the different tones and choices would carry the appropriate amount of Rivalry or Friendship points. Although I always disliked that Rivalry was at the end of the spectrum, when to me it would have made more sense to be Loved>Friend>Rival>Neutral>Hated.
Having separate meters, like Love/Hate and Respect/Disrespect could also work. Obsidian's Tyranny had Respect/Favor and Fear/Wrath track independently of each other, each with their own bonuses.
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Post by aznricepuff on Dec 13, 2018 19:18:37 GMT
well a two bar system could be interesting One of the dragon age devs publicly said a while back (I think before DA:I released) that they had considered and rejected a multi-axis approval system because it would get too complicated, for both the devs and players. Personally, I think they should scrap a unified, continuum-based approval system altogether. Instead, how companions feel about you or certain actions you take should be based on specific, discrete things you've done or said in the past. I think this would allow greater freedom for devs to choose how companions react to your in-game actions (instead of forcing everything to fall somewhere on a continuum of approval and disapproval) and have the potential to feel more natural less game-y. On the other hand, it would likely involve much more work for the devs to track and logically figure out how to deal with all the different possible branches, which is why it will probably never happen.
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Post by wright1978 on Dec 13, 2018 19:34:18 GMT
Loved friendship-rivalry. Sebastian was a character I just loved rivaling and it just a great alternative to friendship. Would love to see it return over simple approval.
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Post by linksocarina on Dec 13, 2018 19:51:50 GMT
I like the idea of a more complicated metric than "approve" or disapprove" though I also agree that the friendship/rivalry meter had problems of its own. Particularly since, in the end, it only encouraged you to go fully one way or the other. Only to "game" the system through prior knowledge. The thing I enjoyed is how it allowed the player to role play and characters surrounding the player would react to it. I can start anti mage and go pro templar, and if that changed perceptions of hawke by the other characters it was perfectly fine. Striving for rewards and crisis points going one way or another is just consequence of my actions.
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Post by TabithaTH on Dec 15, 2018 20:20:16 GMT
I preferred the F/R system. I liked that you could disagree with people and still keep them around. My only problem was the people who only partly agreed with my Hawke. I remember having to meta game in order to get Aveline to either side. She kept going back and forth across the middle because she disagreed with my Hawke’s stance on Mage freedom, but agreed on most other things. I know that the way ME did it was perhaps too simple, but I honestly enjoyed not having to worry about people liking me. I felt more freedom to pick the options I liked for my Shep. It’s fine to let companions get angry or even leave if you make a decision that is ultimately against all that they stand for. But all the minor stuff should be insignificant compared to a bigger threat or a deep friendship.
Also, as someone else mentioned. It’d be nice if you got a change to mitigate the disapproval by getting to explain your reason for making a certain decision. I just fear that such a system might be too costly since they’d have to make a lot of alternate dialogue options.
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Post by Andrew Waples on Dec 17, 2018 13:35:14 GMT
I always thought the whole point of this was to let the player know whether they like you or not. With facial animation the way it is today, I don't think we need that sorta thing. It feels also very gamey. "Oh look here is a progress bar, go fill it up."
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Post by Deleted on Dec 17, 2018 14:16:48 GMT
Had I seen this thread a month ago, I would have said that I hated the DA2 system. But having just replayed it, I actually don't think it's as bad as I remembered. I like that they went out of their way to explain why a rival character would stay your "friend". I had a fully rival Merrill and her rationale for why she needed Hawke's help, even after he kept the elven artifact from her, made sense. So I think there's value in that.
That being said, it was a bit lacking. I do like the idea of two different metrics: friend/rival and loyalty. Because I can definitely see a situation where a rival feels compelled to be loyal to you, but also a situation where a friend might betray you. That could be interesting dynamic. Unlike several others here, I actually don't mind the progress bar. Not because I need to "fill it up", but because it's an easy reference for where I'm standing. I don't find it immersion breaking, so I wouldn't mind if it were visible again (like DA:O and DA2). But it could be interesting if the friend/rival bar was visible, but the loyalty one wasn't so that it wasn't as clear where your companions true loyalty stands.
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Post by gervaise21 on Dec 17, 2018 20:27:34 GMT
Sera is a child, I think people forget that she's 18 Just felt I had to point out that whilst she acts like an immature teenager, according to World of Thedas she must be at least in her mid-twenties during Inquisition because she was around during the 5th Blight. In fact she had already left the house of Lady Taraline, the woman who pissed her off over the cookies, and that person was said to have died "well before the Blight". Sera also confirms she was around during the Blight and, also from WoT2, it would seem she didn't leave Denerim for Val Royeaux until after it was over. Anyway, even if she was only in her early teens when the Blight struck, that would still make her in her twenties at the beginning of DAI. With regard to this thread, the bit I didn't like about the friendship/rivalry in DA2 was the lock-in when you reached a certain point on the scale. This meant that even if your Hawke started to change their thinking about certain issues, companions still acted like you were the same as always. This was particularly noticeable with my first Hawke and Anders. I played it that this Hawke started off very pro-mage freedom, supportive of Anders and generally doing things that he approved of, meaning that by the end of Act 1 my rating on the friendship scale was so high that shortly after Act 2 began, I was locked in. However, Hawke started having second thoughts about some of the issues and being more moderate in their outlook but Anders still assumed I was a 100% on his side and nothing I did made any affect on this. By contrast I started off heading for rivalry with Fenris, only prevented from getting to the point of no return by being supportive of him on some other issues. So when Hawke started to question her previous stance on some issues, it was noticeable that the meter started to swing to friendship with Fenris. It took almost to the end of Act 3 for it to reach the point where he declared his love for mage Hawke but that actually made sense. I also felt that there should have been some issues where regardless of where you were on the scale, locked in or not, the companion should have walked out if you did something that was so contrary to their moral outlook that they couldn't stay. I've never given Fenris to Denarius but I know that not a single companion will leave you for doing so. Sebastian in particular should have drawn the line at that action but what about Isabella or Merrill? Making verbal complaints and then doing nothing is not the same. Of course the other ridiculous thing was Hawke able to be a blood mage and it not affecting your relationship with Anders, Fenris or Sebastian.
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Post by phoray on Dec 17, 2018 21:07:18 GMT
Sera is a child, I think people forget that she's 18 Just felt I had to point out that whilst she acts like an immature teenager, according to World of Thedas she must be at least in her mid-twenties during Inquisition because she was around during the 5th Blight. in DAI, she talks about playing in the mud while the Blight was going on, implying "toddler". I know I was done with Mud pies for certain by age 7. Sera, 9:30 Age 1-7 Well, no matter it's Rating, no one is putting an under age 18 romance into the game. so 11 years later.... Sera, 9:41 18< So for her to be any older would imply an age 8 or older child was playing with her toys in the mud during the 5th Blight and that just ranks as a tad absurd in my eyes. She also acts like an 18 year old, maturity wise. That is my logic.
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Post by vertigomez on Dec 17, 2018 21:42:26 GMT
I don't mind a visible approval bar. It's not like it being invisible stops people from gaming the system - there are whole charts on the wiki detailing exactly how much each companion approves/disapproves of your actions in DAI even though for the first time we don't have numbers floating up on the screen or a high/low bar, so obviously there's still a way to find out and people will do that. I like a visual representation of where I stand in each character's eyes.
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Post by anarchy65 on Dec 17, 2018 22:11:24 GMT
Mostly I want to be able to disagree with someone without loosing "friendship points". As in, this is what we're doing and some companions might disagree with my protag's methods but the end goal is enough for them to stick around. I think it must depends on the character of the person. That's something I liked very much in DA:O, it had characters you could disagree with and they would still like you. Sten, for example, almost always approved when you disagreed with him. Shale sometimes too, Wynne sometimes too. They could make some characters that like having their philosophies/methods challenged. Solas has a bit of dialogue like that when you talk about elves, but is the only one I can remember from DA:I and DA2 where you can disagree and gain approval.
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Post by anarchy65 on Dec 17, 2018 22:15:46 GMT
I would like the characters to actually question my decisions and gain approval from that: for example, if I decide to kill someone, even if it wasn't important for that character, he could question why I killed that person. Characters who question my decisions and judge me by them would be quite nice, even the small decisions.
I'd also like to again "shape" characters. The only you could actually "shape" very little bit was Leliana in DA:I, and the only thing that changed was a line at the ending of how she suppresed protests if she was elected Divine. Shaping Alistair in DA:O was much more meaningful, you'd get a lot of different dialogues and it could even influence if he wanted to be king or not and how would he treat you if you made him king. The same in Mass Effect, where you could transform Garrus in a ruthless killer or a guy who actually seeks justice by the right means.
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