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thats1evildude
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by thats1evildude on Jan 4, 2017 19:18:07 GMT
One of the features hyped up for Dragon Age Inquisition pre-release was the ability to leave conversations with NPCs and simply "walk away." This obviously necessitated the abundance of non-cutscene conversations in DAI. I think I've heard Mike Laidlaw or Mark Darrah comment that this feature wasn't particularly well-liked by the gamerdom, so it probably won't make a re-appearance. But let's ask the question amongst ourselves anyway.
How often did you simply walk away from NPCs mid-conversation?
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Post by fylimar on Jan 4, 2017 19:33:51 GMT
I really like the possibility of leaving a conversation. I hate it, when I pick wrong answers by accident, so leaving and reentering a conversation is a nice feature.
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Catilina
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Catilina on Jan 4, 2017 19:38:20 GMT
I like the possiblity, but I use only when I know every opportunities. So: 1.
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Sylvius the Mad
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 686 Likes: 740
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Post by Sylvius the Mad on Jan 4, 2017 20:12:27 GMT
As far as I'm concerned, anything that makes the conversations less rigid and cinematic is a win.
I still think BioWare's introduction of a distinct conversation interface was a mistake, and I'm happy to see any move away from it.
Prior to KotOR, BioWare conversations took place within the main game interface. NWN even left player control of the camera and character movement intact.
I want that again.
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gervaise21
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights
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Post by gervaise21 on Jan 4, 2017 20:22:37 GMT
For some reason the NPC would occasionally break it off with me even though I hadn't wanted to. I assume I must have moved the mouse or something. I tend to treat NPCs like I would in real life and felt it was rude just to walk away.
However, there was an exception to this; the requisition officer. Once I realised why they kept wanting to talk to me; I didn't stick around to listen but then that didn't actually involve any cut scene.
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MarilynRobert
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
Posts: 986 Likes: 2,148
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robmar
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
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Post by MarilynRobert on Jan 4, 2017 20:30:58 GMT
I never walked away on purpose. Sometimes the other person walks away (like the dragon researcher) and that ends the conversation as if you had walked away. I never even walked away from Vivienne but I hardly ever spoke to here either. ETA: Yeah, what gervaise21 said
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Post by Deleted on Jan 4, 2017 22:27:48 GMT
I had to move away from a conversation because wolves were trying to kill my party.
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PapaCharlie9
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Post by PapaCharlie9 on Jan 4, 2017 22:56:49 GMT
Really? Did they maybe allow for the fact that it was a first try and not very well executed? It wasn't the idea that was bad, it was the implementation? One thing they should have done a lot more of is have the NPC say something about having the PC walk away. They did some of that (I think it was DAI, or was it Deus Ex? I can't remember). If you walked away, the NPC would interrupt themselves and, usually, complain. "So, what the village needs is them demons ... oh, aye, right then, I guess they don't teach manners where you come from!" Stuff like that. They should also push more in the direction of the PC interrupting NPCs, as Oxenfree experimented with. And on the flip side, support silence as a first-class choice, ala Telltales. Which would lead to a general relaxing of the rigid, locked-out-of-action dialogue wheel.
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Post by Deleted on Jan 4, 2017 23:33:32 GMT
But just walking away when someone is talking to you is rude. That is how I feel anyway, on the rare occasion that I have used this feature... I don't want the pixels to think I'm rude. I picked 2.
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Wulfram
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: wulfram77
Posts: 489 Likes: 837
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
wulfram77
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Post by Wulfram on Jan 4, 2017 23:41:01 GMT
More often by accident than deliberately
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melbella
N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
Prime Likes: 5778
Posts: 7,943 Likes: 24,289
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Trouble-shooting Space Diva
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Post by melbella on Jan 4, 2017 23:43:01 GMT
The main problem I have is NPCs walking away mid-conversation. If people would actually STAND STILL while dialogue is happening, that would be great. Why do they need to keep moving around?! I don't like convo's started automatically (ie without me clicking on the person to talk to them - hello Req Annoyancer) and I don't like them ending until I'm ready for them to end. I'm the player, dammit.... I want to be in charge! Of course, this would not apply to cutscenes if/when someone gets pissed and storms off.
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Post by Deleted on Jan 5, 2017 0:06:51 GMT
Found it a quite handy feature when I made the mistake of talking to Solas. Just being able to nope to another room once I realized my mistake was quite satisfying. Also handy when I know what the npc is going to talk about, so I can just do it instead of talking about it. Especially if it skips a huge chunk of conversation I have no interest in listening to. Also found it quite amusing when the NPCs would just walk off. Bye then! But I learned pretty quickly how to lock them in a conversation, so I never had any issues with them leaving if I didn't want them to.
But I used it more as a mix of one and two. Every now and then, because I don't have time for boring conversations.
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Post by thats1evildude on Jan 5, 2017 0:12:37 GMT
I've never had an issue with NPCs walking away from me. Once I run up and hit A, they're rooted to the spot.
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Post by vertigomez on Jan 5, 2017 0:43:22 GMT
I always flee from the requisition officer.
Never had a problem with the rest of the NPCs. I'd prefer more cinematic conversations to the blank, expressionless ones we get with most conversations, though.
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Now Available As A Combo Meal!
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Add a cookie for just $1.99 (plus tax)!
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dragontartare
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DragonsALaMode
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Post by dragontartare on Jan 5, 2017 0:54:47 GMT
If this is truly why we lost most cinematic conversations and instead have to watch the characters talk from half a room away, then I would gladly be rid of this "feature." I'm evidently in the minority, though.
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melbella
N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
Prime Likes: 5778
Posts: 7,943 Likes: 24,289
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Post by melbella on Jan 5, 2017 1:33:20 GMT
If this is truly why we lost most cinematic conversations and instead have to watch the characters talk from half a room away, then I would gladly be rid of this "feature." I'm evidently in the minority, though.
Oh definitely, I would much rather have the former. The first time I used the convo close-up mod, I couldn't believe how different so many NPCs looked vs the standard far away view. For example, the Dalish hunter you meet before finding the clan? He's an old dude! Rylen has facial tattoos? Who knew?!
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lynroy
N6
Thief
Current Location: Washington DC
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: The3tWits
PSN: The3tWits
Prime Posts: 24,721
Prime Likes: 34,638
Posts: 7,910 Likes: 20,067
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Post by lynroy on Jan 5, 2017 2:42:19 GMT
I love this feature so very much, I use it all the time. Accidentally initiate conversation? Just walk away instead of waiting for the cinematic camera to set up and dialogue options to appear. It annoyed me greatly in Origins when this would happen.
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Post by javeart on Jan 5, 2017 11:10:23 GMT
If this is truly why we lost most cinematic conversations and instead have to watch the characters talk from half a room away, then I would gladly be rid of this "feature." I'm evidently in the minority, though. I agree so much... if that was the trade off (though I imagine it was more a matter of resources?), it was totally not worthy for me... Personally, I couldn't care less about this feature
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correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Posts: 2,830 Likes: 5,270
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Don't knock the little winds. They're important - for morale.
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August 2016
correctamundo
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
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Post by correctamundo on Jan 5, 2017 18:33:14 GMT
I don't think that npc's walk away if you activate the conversation. In general I haven't used the feature more than a few times.
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Post by phoray on Jan 5, 2017 19:27:55 GMT
I always say goodbye to companions and advisors.
Every one else, eh, I'll press the end conversation button and walk away. They don't notice anyway. Myabe if they had that awful feature mentioned where they actually got mad would I say proper goodbyes.
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procutemeister
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
Posts: 46 Likes: 69
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procutemeister
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by procutemeister on Jan 6, 2017 11:27:24 GMT
If this is truly why we lost most cinematic conversations and instead have to watch the characters talk from half a room away, then I would gladly be rid of this "feature." I'm evidently in the minority, though. I absolutely agree. There are a lot of NPCs that grabbed my attention and I wish we could get a closer look at, but we never get to since most conversations we have with them are a gazillion feet away and you can't see their faces (sometimes the distance makes it hard to hear them properly as well, it's realistic but isn't very good for making the dialogue understood).
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Post by Nightscrawl on Jan 6, 2017 13:13:08 GMT
I voted, "Never. Only by accident or when necessary, like if I had to go to the bathroom." One of the features hyped up for Dragon Age Inquisition pre-release was the ability to leave conversations with NPCs and simply "walk away." This obviously necessitated the abundance of non-cutscene conversations in DAI. I think I've heard Mike Laidlaw or Mark Darrah comment that this feature wasn't particularly well-liked by the gamerdom, so it probably won't make a re-appearance. But let's ask the question amongst ourselves anyway. How often did you simply walk away from NPCs mid-conversation? It's not that I dislike the feature, but I just never made use of it. Whether I'm playing Dragon Age or Skyrim, when I start a conversion with an NPC I commit myself to that conversation. Here is the issue for me. This method works with different game types and different conversation structures. Let's take Skyrim as an example, which has this "leave" method for most of its conversations. One of the issues in that game is that you can lose access to all of the options in the conversation tree as you move forward. On occasion, before committing to the quest or whathaveyou, I will leave and take the other dialogue options, typically investigates that I missed out on. This basically replays the conversation over, allowing me to choose different options. In this game, I simply TAB away, rather than fully walking away from the NPC. Dragon Age (DA2 and DAI) conversations have a different structure, with the investigates being clearly marked AS investigates, so you don't lose them except in particular circumstances where choosing one changes the options further down the line (because that's how real conversation works, you change based on what was said). I didn't feel the necessity to use the Skyrim approach to the DAI conversations; it just wasn't needed. If I entered into a conversation to "check if an NPC had something new to say," in order to leave I would choose the "farewell" option, rather than simply walking away from the person. This is for the sake of RP, as just walking away from someone is rude (let's ignore the NPCs that do this... LOL!) So, despite being touted as some great thing, I didn't find it a help OR a hindrance. The only thing I missed with the cinematic-style conversations, even if the NPC just stands there as in DAO, was the feeling of actually being in a conversation, and seeing their facial expressions as we talked. And yeah, I'm going to go there... this is especially nice with one's LI and gives a feeling of more familiarity and closeness. It was unfortunate if the NPC was in a poorly lit area, as with Dorian in the Skyhold library, or even his Haven location where he's standing in shadow.
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Post by Nightscrawl on Jan 6, 2017 13:19:47 GMT
For some reason the NPC would occasionally break it off with me even though I hadn't wanted to. I assume I must have moved the mouse or something. I tend to treat NPCs like I would in real life and felt it was rude just to walk away. However, there was an exception to this; the requisition officer. Once I realised why they kept wanting to talk to me; I didn't stick around to listen but then that didn't actually involve any cut scene. I think we can all be forgiven for fleeing the requisition officer. Poor woman must have thought I hated her guts.
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Deleted
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Post by Deleted on Jan 6, 2017 14:42:54 GMT
That Req Officer is such a needy chick.
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Post by phoray on Jan 8, 2017 23:36:29 GMT
This is kinda unrelated but it's about NPCs that talk.
In Origins, there were designated gossip people in a few locations. And then there was Bodahn. They were like the voiced newspaper of Thedas and I made sure to check in with them after quests to learn about what was going on in the world as a result of my actions.
There was really just the BARTENDER in DA2 and maybe a little bit of Bodahn again.
Then Inquisition happens. And it's like friggen everyone is a newspaper. I don't like it. I miss stuff. It's disorganized.
For example, now if I want to "check in" I have to talk to Giselle, Jose, Leliana, and and Cullen. Then talk to our Bartender. Go upstairs and listen around to those NPCs. Then hit Val Royeuox and see which Random NPC will say something that time. And sometimes two sets of NPCs go off at the same time and I have to prioritize.
@_@
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