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Post by Spooch on Oct 4, 2016 12:34:40 GMT
A part of Mass Effect 3 that I really liked was how the crew and your squad would move around and talk to each other on the ship after missions. I felt like this really helped make the ship feel more alive. I hope this returns in Andromeda. Similar things that they could add to also help with this is to bring the meetings back from Mass Effect 1 and maybe to have a character that likes to gossip about other characters, like Kasumi.
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Post by Obliviousmiss on Oct 4, 2016 22:59:34 GMT
I also liked how in DAI the Orlesian nobles would gossip about the Inquisitor's sex life. Hilarious! But yes, moving the crew around would be ideal, although they didn't implement that much in DAI.
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Post by themikefest on Oct 5, 2016 1:18:24 GMT
I like to have more dialogue with the crewmembers. I liked talking with the crew in ME2, the crew in ME3. Too bad they didn't move around the ship, not all of them, like others did. I also preferred talking with the crewmembers instead of talking with squadmates. Hopefully crewmembers in the next game get more attention. They're just as important as the squadmates.
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Post by Trilobite Derby on Oct 5, 2016 1:27:11 GMT
Mass Effect 3 did it right in regards to the companions recognizing other people exist beyond our protagonist.
I'd really like to see that again. I loved details like Liara calling Garrus to chat if he's alive, or Tali and Garrus chatting if they're both alive, or the fact that your team mates moved around the ship a bit and mentioned each other.
Annnnd they talked in DLC. It was glorious and I hope to see it again if not EVEN BETTER, because I'm an optimist at heart.
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Post by RoboticWater on Oct 5, 2016 2:46:56 GMT
Companion dynamics are practically BioWare's main offering at this point. I don't know of any other developer that can so consistently deliver on such a large cast of endearing characters each with a surprising amount of agency. I'd be surprised if Andromeda didn't continue their upward trend in this department.
Granted, BioWare usually err on the safe side with their characters, opting for a consistent level of camaraderie and fairly straight-forward drama that always works, but doesn't usually reach scintillating. I might urge them to present their characters with a different tone this time, but considering that BioWare are the only ones doing their brand of companions (successfully), I'm not about to make a big deal out of it.
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Post by KaiserShep on Oct 5, 2016 5:12:49 GMT
I also liked how in DAI the Orlesian nobles would gossip about the Inquisitor's sex life. Hilarious! But yes, moving the crew around would be ideal, although they didn't implement that much in DAI. I think it might have had something to do with Skyhold's size. If companions moved around they'd probably be hard to find, unless they were confined to just a few common easy spaces, like the tavern, and the main courtyard. The Normandy was easy because it was small. Funny thing though is that it's easy to miss Javik wandering around the ship. He mentions doing so in dialogue with Shepard, but if you don't explore the Normandy's decks enough, you'll miss him actually doing it.
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Post by BansheeOwnage on Oct 9, 2016 6:02:57 GMT
I also liked how in DAI the Orlesian nobles would gossip about the Inquisitor's sex life. Hilarious! But yes, moving the crew around would be ideal, although they didn't implement that much in DAI. I think it might have had something to do with Skyhold's size. If companions moved around they'd probably be hard to find, unless they were confined to just a few common easy spaces, like the tavern, and the main courtyard. The Normandy was easy because it was small. Funny thing though is that it's easy to miss Javik wandering around the ship. He mentions doing so in dialogue with Shepard, but if you don't explore the Normandy's decks enough, you'll miss him actually doing it. That's what the map, showing where each companion is, is for, though
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Post by bshep on Oct 9, 2016 8:13:28 GMT
I also liked how in DAI the Orlesian nobles would gossip about the Inquisitor's sex life. Hilarious! But yes, moving the crew around would be ideal, although they didn't implement that much in DAI. Wait they do? I don't remember that.
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coldsteelblue
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Post by coldsteelblue on Oct 9, 2016 9:15:46 GMT
I also liked how in DAI the Orlesian nobles would gossip about the Inquisitor's sex life. Hilarious! But yes, moving the crew around would be ideal, although they didn't implement that much in DAI. Wait they do? I don't remember that. They're in the main entrance hall of Skyhold & make comments as you walk by
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Post by Shinobu on Oct 9, 2016 13:30:48 GMT
It's a small thing, but I hope the reticle will disappear during the mini dialogues. Watching the squaddies talk while one of them had a big red circle on them in ME3 was slightly distracting. I loved the small and large conversations throughout the games and am looking forward to more of the same now that we know the squaddie with the fewest lines of dialogue in MEA has more than the one with he most lines in ME3. Bring it on! I'm also hoping for more crewmate interactions. Here's a piece of orlesian gossip after the Inquisitor sleeps with Cullen. The nobles are anticipating a wedding:
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Balsam Beige
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Post by Balsam Beige on Oct 9, 2016 15:42:53 GMT
Always in favor of more diolog with companions and crew. I really liked the mission debriefs in me1 with the entire squad. It would be nice if they did something similar in meA.
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Post by goishen on Oct 9, 2016 16:07:37 GMT
Well, one thing I would like to see is differing interaction with the crew. In DAI, I always kept the same people. Kept hearing the same conversations over and over and over and over again. It would be nice if they could at least comment on the scenery, rather than talking about houses of Orlesian Nobles all the time.
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Post by Deleted on Oct 10, 2016 11:56:23 GMT
agreed. if there's one thing i think bioware does right by, it's characters. even npcs with small roles
also, i hope they don't go with the me3 approach with the conversations. i liked mea and me2's way of having a sorta cutscene rather than just press the red circle and being able to run like an idiot when someone's talking to me.
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Post by shechinah on Oct 10, 2016 12:27:14 GMT
agreed. if there's one thing i think bioware does right by, it's characters. even npcs with small roles also, i hope they don't go with the me3 approach with the conversations. i liked mea and me2's way of having a sorta cutscene rather than just press the red circle and being able to run like an idiot when someone's talking to me. I think the dialogue camera used in Fallout 4 or something similar might be a good option for character interactions that simply features talking and do not feature physical interactions between characters or objects. It looks like a cutscene without actual being a cutscene. What I hope for in regards to the execution of dialogue concerns auto-dialogue. The Mass Effect series has had auto-dialogue and auto-action always but the auto-dialogue and auto-action of Mass Effect 3 was especially bad and noticeable in no small part due to neither of them being neutral for the most part. Take a fair number of Shepard's auto-dialogue which was emotional and opinionated. It created moments that felt forced and additionally for a number of players, it also created inconsistent characterization for their Shepard. I know auto-action and auto-dialogue is going to be a thing and I'm fine with that but I'd like for it to have a neutral tone again and for it to have back the illusion that Mass Effect 3 removed.
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Post by Robo on Oct 14, 2016 0:18:10 GMT
Nah, I'm thinking they just scrap all character development or leave squad dialogue exclusively to missions.
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Post by Deleted on Oct 14, 2016 13:52:52 GMT
I would love to see this return.
It was a small little thing in Mass Effect 3, but it padded out the game in a good way I felt, I actually wanted to go do the rounds as it were as Shepard after every mission and talk to both the squad and crew, and hear what they have to see, or sometimes just act organically among each other, without Shepard's input, that was soo refreshing.
Liara and Garrus catching up in the lounge, Kaidan and James playing cards, Garrus and James banter back and forth.
Even when there were temporary characters on board, like Mordin and Eve, their interactions were great, especially Mordin giving Joker advice as to his relationship with EDI.
So definitely would like to see our squaddies and crew in Andromeda doing this, acting organically among each other, talking, interacting, making the ship feel real and lived in and a space they all can interact in, not just Shepard or Ryder.
Just makes the characters shine all the more brilliantly, and easily makes us feel more attached to them.
But if we get crew again like Cortez or Traynor, I'd also like to see them get a bit more screentime and dialogue and or squad/crew interactions. They shouldn't be left out just because they don't accompany us on missions.
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Post by maxon on Oct 15, 2016 19:37:38 GMT
I think the dialogue camera used in Fallout 4 or something similar might be a good option for character interactions that simply features talking and do not feature physical interactions between characters or objects. It looks like a cutscene without actual being a cutscene. Trouble with that is you can get jumped by deathclaws.
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Post by shechinah on Oct 16, 2016 0:23:24 GMT
I think the dialogue camera used in Fallout 4 or something similar might be a good option for character interactions that simply features talking and do not feature physical interactions between characters or objects. It looks like a cutscene without actual being a cutscene. Trouble with that is you can get jumped by deathclaws. I don't think that would be an issue in a game like Mass Effect or, at the very least, I don't think it would occur as easily. I don't recall it or something similar occuring in Dragon Age: Inquisition: the problem there was ending the conversation yourself by aciddentally pressing an attack button.
Speaking of this, there was a rather amusing glitch in Mass Effect 2: if you destroyed the Reaper Core on the Derelict Reaper by using the Cain and left some of the husks alive, there was a chance that they'd continue to attack Shepard during the following cutscene. It was harmless as far as I know.
Note: I bring up Dragon Age: Inquisition because it had dialogue scenes in open areas where hostiles were around.
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Post by maxon on Oct 16, 2016 10:30:48 GMT
Trouble with that is you can get jumped by deathclaws. I don't think that would be an issue in a game like Mass Effect or, at the very least, I don't think it would occur as easily. I don't recall it or something similar occuring in Dragon Age: Inquisition: the problem there was ending the conversation yourself by aciddentally pressing an attack button. That was a joke.
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Post by Monk on Oct 16, 2016 15:02:08 GMT
maybe to have a character that likes to gossip about other characters, like Kasumi. Kasuuuuumi-eeeee… Watching the squaddies talk while one of them had a big red circle on them in ME3 was slightly distracting. *scoff* As if you wanna lose your target. Srsly tho, not sure how they overlooked this. They must use a hat with a reticle on it when someone performs badly.
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Post by Deleted on Oct 16, 2016 16:26:16 GMT
Well, one thing I would like to see is differing interaction with the crew. In DAI, I always kept the same people. Kept hearing the same conversations over and over and over and over again. It would be nice if they could at least comment on the scenery, rather than talking about houses of Orlesian Nobles all the time. I would like to see them eliminate the "multiple clicks" to get the full round of dialogues with each character between missions... and once you've activate a character, the red circle should disappear. A special repeat conversation icon could appear at the end of every conversation (like an interrupt icon) so that people could re-hear a conversation they might have missed. Using the repeat, could also allow players to change their selections if they want to without having to reload a previous save. That way, people would not be accidentally repeating conversations they don't want to hear again and again and they won't have to redo entire battles just because they messed up. This should also allow for the squad mates at least to have some different dialogue to say after each and every mission without adding a lot of lines of dialogue overall. I really didn't like that sometimes clicking multiple times on, say, Garrus in ME3, would bring up different little quips all about the one mission and then the next mission all you would get out of him was "Not right now." I felt one unique comment about each and every mission would have been nicer. I can understand there possibly being two conversations available if the player missed doing their rounds after an important mission, but that is not what I'm talking about here.
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Sorry, my face is tired from dealing with... everything.
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Post by theflyingzamboni on Oct 16, 2016 19:53:49 GMT
I would like to see them eliminate the "multiple clicks" to get the full round of dialogues with each character between missions... and once you've activate a character, the red circle should disappear. A special repeat conversation icon could appear at the end of every conversation (like an interrupt icon) so that people could re-hear a conversation they might have missed. Using the repeat, could also allow players to change their selections if they want to without having to reload a previous save. That way, people would not be accidentally repeating conversations they don't want to hear again and again and they won't have to redo entire battles just because they messed up. This should also allow for the squad mates at least to have some different dialogue to say after each and every mission without adding a lot of lines of dialogue overall. I really didn't like that sometimes clicking multiple times on, say, Garrus in ME3, would bring up different little quips all about the one mission and then the next mission all you would get out of him was "Not right now." I felt one unique comment about each and every mission would have been nicer. I can understand there possibly being two conversations available if the player missed doing their rounds after an important mission, but that is not what I'm talking about here. I'm going to disagree on this. I don't think there's a good reason to lump an entire conversation in that style into one click. One long conversation can leave the player sitting there wondering how long it's going to keep going, and potentially getting bored and walking away. In ME3, conversation sequences varied widely in length, which would make time commitment hard to predict. If the player changes their mind partway through, they have to replay what is potentially a longish conversation from the start. On the other hand, breaking conversations up into multiple parts of similar length lets the player know how much time they're committing before they can safely move on. It's generally a good idea to keep up some level of interactivity as well, so I'd argue having additional clicks serves somewhat to keep the player focused on what's happening. Nothing like a text dump to make attention wander. I'm also just not sure what function changing three clicks to one click really serves. It's not like it's removing some great inconvenience. I don't think anything gained by that outweighs the negatives, although the whole thing is just a very minor issue anyway.
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Post by Deleted on Oct 16, 2016 20:02:24 GMT
I would like to see them eliminate the "multiple clicks" to get the full round of dialogues with each character between missions... and once you've activate a character, the red circle should disappear. A special repeat conversation icon could appear at the end of every conversation (like an interrupt icon) so that people could re-hear a conversation they might have missed. Using the repeat, could also allow players to change their selections if they want to without having to reload a previous save. That way, people would not be accidentally repeating conversations they don't want to hear again and again and they won't have to redo entire battles just because they messed up. This should also allow for the squad mates at least to have some different dialogue to say after each and every mission without adding a lot of lines of dialogue overall. I really didn't like that sometimes clicking multiple times on, say, Garrus in ME3, would bring up different little quips all about the one mission and then the next mission all you would get out of him was "Not right now." I felt one unique comment about each and every mission would have been nicer. I can understand there possibly being two conversations available if the player missed doing their rounds after an important mission, but that is not what I'm talking about here. I'm going to disagree on this. I don't think there's a good reason to lump an entire conversation in that style into one click. One long conversation can leave the player sitting there wondering how long it's going to keep going, and potentially getting bored and walking away. In ME3, conversation sequences varied widely in length, which would make time commitment hard to predict. If the player changes their mind partway through, they have to replay what is potentially a longish conversation from the start. On the other hand, breaking conversations up into multiple parts of similar length lets the player know how much time they're committing before they can safely move on. It's generally a good idea to keep up some level of interactivity as well, so I'd argue having additional clicks serves somewhat to keep the player focused on what's happening. Nothing like a text dump to make attention wander. I'm also just not sure what function changing three clicks to one click really serves. It's not like it's removing some great inconvenience. I don't think anything gained by that outweighs the negatives, although the whole thing is just a very minor issue anyway. You're somewhat misunderstanding my intention... the one-sided comments of the squad mate wouldn't necessarily be lumped together to make them a long, multi-faceted comment without a pause. The additional quips that came as a result of clicking multiple times would just be moved (and rephrased as necessary) so that there would always be 1 comment for every mission. You wouldn't find 3 comments for 1 mission and no comments for the next. The only time you'd be able to click a second time would be if you missed getting a comment from a previous mission... so you could catch up. The way it is now, for example, I can get about 4 separate quips from Garrus about each main mission... but none for any of the N7 missions. I'd like to see this evened out.
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theflyingzamboni
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Sorry, my face is tired from dealing with... everything.
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Post by theflyingzamboni on Oct 16, 2016 20:03:51 GMT
You're somewhat misunderstanding my intention... the comments of the squad mate wouldn't necessarily be lumped together to make them a long, multi-faceted comment without a pause. The additional quips that came as a result of clicking multiple times would just be moved (and rephrased as necessary) so that there would always be 1 comment for every mission. You wouldn't find 3 comments for 1 mission and no comments for the next. Ah, okay, I see what you're saying now. Well, my points still stand in case anyone makes the argument I thought you were making.
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Post by Sartoz on Oct 16, 2016 20:22:10 GMT
A part of Mass Effect 3 that I really liked was how the crew and your squad would move around and talk to each other on the ship after missions. I felt like this really helped make the ship feel more alive. I hope this returns in Andromeda. Similar things that they could add to also help with this is to bring the meetings back from Mass Effect 1 and maybe to have a character that likes to gossip about other characters, like Kasumi. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ To be fair, except for some members of your Fire Team, the ship's crew were glued to their positions. There were bits of background / crew conversations that helped with this illusion but insufficient, imo.
If the game design allows for a "living" ship, then off duty personnel must be seen moving around.
Example: 1. In the mess hall, crews would be seen in different tables and walk around. 2. Same in the gym area. 3. No frequent recycling of same background conversations. 4. Crew dialogue reflecting current state of events and recent quest(s).
Still, how many here believe we will spend a lot of time in the ship? Put another way. Will the Capital interrupt our decision to mope around in the ship via an urgent order ? (ie: a game mechanic to move the game along..)
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