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Post by Deleted on Nov 3, 2016 21:47:11 GMT
1)Would it be better to not have an approval system at all, like in Mass Effect? Why or why not?
I feel that maybe it would be better not to have an approval system. For one, some character content in the game you can only get if you have high approval with the character. And two: This may just be my problem, but I sometimes feel compelled to choose the choices that my teammates would approve of which does cut into to my attempts to role play a character. I know, I am weak.
2) Is there anything you would do to improve the approval system.
If the DA team wants to hide the approval bar from view, then they should also hide the approval/disapproval messages too.
3) While I’m at it, what is your opinion on the DA:2 rivalry/friendship system?
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Post by Cantina on Nov 3, 2016 23:05:41 GMT
I’d say go back to DA2 system of approval/rivalry and here is why:
Your able to see how far along you are with their friend/rivalry.
Now some people will disagree with this. But wait. If you’re going to have a system in place there should be no reason not to allow the player to see if they are friends or not with said person. I never used it to take advantage of the system as some claim people do. I used it to understand their relationship status with my character. There is a middle-ground. Add an option to allow the player to turn showing the bar on/off in the game’s menu options.
Rivalry granted you the ability to allow the companion to see his/her mistakes.
In DAI, most people will disagree with you and leave- which is fine- like what happened in DAO. However, there could be a balance between the two. A companion could be doing something wrong (in your opinion), while another just gets pissed and leaves. Or perhaps despite all your efforts to show a person what he or she is doing is wrong, they may leave all together.
Companions should all have the same options.
No companion should be flagged as essential. If their approval is so low with your character, they get pissed and leave. If they are needed for something (like Anders) they can make a reappearance. Furthermore, if a player recruits someone and then later decides this person just irritates them or whatever reason, they should be able to remove said person without having to be rivals. A good example is: Vivienne. First time I played the game I recruited her. However, as the game progressed the more and more I disliked her and thus wanted her gone, but did not have the option to tell her to leave. Instead from that moment on I simply chose not to recruit her. Companions are just that: companions, it should be up to the player on if he/she wishes to continue to have them within their inner circle where it be now or later.
DAI was going in the right direction it just needs some serious adjustments and polish.
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Post by colfoley on Nov 3, 2016 23:49:03 GMT
The da i system was pretty good. Just needs a little improvements
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Zikade
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Post by Zikade on Nov 4, 2016 14:40:42 GMT
I think DA:I system is rather good. I'm not bothered by the lack of a relationship bar but what I do, however, think could be improved is the content. If you go with the "rivalry" route in DA:I you'll get less content since companions might even leave. (Also, I might be wrong but don't you get more cutscenes with them if you're a friend?) While I like it that they have opinions of their own and don't just follow you like sheep, it does have some undesirable effects on roleplay. It encourages you (at least me) to keep their approval somewhat high so you don't miss their content. Like, one of my Inqs managed to make Blackwall so angry that he left. I now feel a bit bummed about it since it'd have been interesting to see how he'd handle the whole Rainier business.
I understand the idea in DA:I, that there should be consequences for you acting like an ass towards your companions and I agree but, like said, it also seems to nudge you towards picking certain dialogue/choices for the "best results" (like not choosing a judgement which'll piss off everyone). The character who managed to drive out Blackwall is actually my favorite since I played him like: "I say what I think and I don't care if that makes you angry!" He's so... radical and different, blunt like a dwarven hammer, but (now that I know of the possible consequences) I have noticed that the characters I have created after him are kind of... planning ahead. Like... "I'll only piss off people who don't leave my party no matter what. Or people whose disappearance wouldn't mess up with my ideal composition." They don't feel as authentic. I liked how in DA2 you could have different kind of relationships without missing the amount of content, encouraging you to try out different dialogue and roleplays, but there was still consequence in the end. I think that's one of the reasons why I have replayed DA2 so many times.
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Wulfram
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Post by Wulfram on Nov 4, 2016 15:03:43 GMT
I think approval should be more focused on your choices in a few big events, and less on dialogue choices and quests that aren't important to the character. I think the player should normally get at least one companion genuinely pissed off.
DAI's approval system is IMO improved by using the trial that doubles disapproval. Its not perfect, sometimes it feels jarringly imbalanced, but without it DAI system is way too forgiving unless Quizzie is trying to be a jerk.
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luketrevelyan
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Post by luketrevelyan on Nov 4, 2016 17:08:36 GMT
I'd like to see more consequences for our actions. If we do something that really goes against someone's beliefs/morals/etc then there should be a confrontation. Maybe you can persuade them to calm down and stay with you. Or if you continue to do things the companion objects to, eventually they leave. Sometimes with the current system I'm tempted to say things just to gain approval. Which is ok, but I think if you turn around and take actions that betray your words, you should be held accountable in some way.
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Post by PapaCharlie9 on Nov 4, 2016 18:37:14 GMT
I voted to junk it entire. No more half-measures. If romances are going to be tied to some kind of approval system, it should be fully embraced as such. Call it an attraction system, from 0 to 100. Hell, call it an "I want to bang you" number.
Separately, if there are factions in DA4, there can be an affinity system, with a value per faction. The more stuff you do to help that faction, the higher your affinity. The more stuff you do to hurt that faction, the lower your affinity.
Keep the systems separate, so you can make the best roleplaying decision you need to resolve a quest without necessarily having to sacrifice a potential romance. Or vice versa.
The writers would still have the option to tie the two together when they make sense -- like you are romancing a city elf that's very pro-Solas and you do something that spoils one of Solas's little plans. If that has a consequence of making it impossible to romance that elf, so be it. At least it's logical.
But by having the two systems separate, the writers can also allow for decisions that impact one value, but not the other. Or have opposite effects, like decreasing affinity for some faction while increasing attraction for some companion.
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Post by Gileadan on Nov 4, 2016 19:28:20 GMT
I'd dump the approval system completely. Approval is the main reason why I have started to dislike making my conversation rounds after each major plot point. Have a different opinion - companion likes you less. Make a joke they didn't find funny - companion likes you less. Be a yes man - yay, companion likes you! Would bang! The way approval has been implemented has made the companions look like a bunch of shrinking violets who just can't take it well when someone disagrees with them.
Instead, tie the relationships to major decisions and to the companions' personal quests. Make it depend on big, meaningful things, not on codswallop like whether you think that spirits are awesome or that all nobles are assholes. Keep this approval separate from attraction, and don't show the values or the gains or losses. Then it may just feel like an organic relationship with a living, breathing character instead of some meta-game of getting that bar into the would bang zone.
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Post by gervaise21 on Nov 4, 2016 19:53:55 GMT
I definitely feel the system needs adjustment in some way but I really wouldn't want to return to the friendship/rivalry system. The annoying thing with that is that you couldn't play a middle of the road sort of character because your companions had very extreme views and you needed to have them as well in order to lock them in or even to progress to certain stages of your relationship with them. Your character of moderate views could even end up having to fight someone at the end, whereas they would avoid it by either wholeheartedly agreeing with them or being in constant conflict. This latter aspect seemed very odd: they think you are totally wrong in your views, yet are still willing to stand with you, but you may agree with some of their views but not others and so lose their loyalty.
Also once locked in to friendship or rivalry, it couldn't change even though your views had. Anders was a case in point. During Act 1 I quickly earned his friendship because I was very pro-mage. However, in Act 2 my character started to moderate their views but Anders was already locked in so he continued to think I still was as extreme as him. By contrast I had seemed on my way to rivalry with Fenris in Act 1 but then it turned around just before the first lock in point. It then took me to just before the end of Act 2 to get him as far as the point on the scale where it would initiate the next stage of the romance and all the way until nearly the end of Act 3 before I got to the point where we had our reconciliation.
I actually think that it would be better not to see the reaction of characters to your decisions as a approval bar or as a series of messages on screen. If a character didn't like a decision you made, then they should be able to express this to you in conversation. You should even be able to justify your decision to them after which they either accept your explanation or not. This would give you insight into their character and allow you to moderate your behaviour if you wish to in order to keep their friendship, or continue as you always have and risk them getting upset enough to leave but this happens in the background, not constantly flagged up with ".....approves/disapproves".
If a companion has a personal quest that can progress your relationship with them either as a lover or a friend, I think this should not be approval based but given regardless. Then you can gain approval if you agree to it, or disapproval if you do not. Likewise, how you resolve the personal quest may result in approval or disapproval.
There were also certain sub-plots that I felt should not have been tied to approval in order to activate them. It seemed odd to me that you could not activate Demands of the Qun until you had a certain approval with Iron Bull, yet it seemed something that the Qun would have asked regardless of what Iron Bull thought of the Inquisitor personally. My decision was based on how I viewed the Qun and whether or not I wanted to work with them, regardless of my relationship with Bull.
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Post by Prince on Nov 4, 2016 23:26:06 GMT
I think the main problem with Friendship/Rivalry in DA2 wasn't lack of understanding among the players, but among the writers. Every time friendship was used as approval and rivalry as disapproval, it undermines the system. Not just because it associates "rivalry" with "bad", but because it can make it hard to follow the rivalry path to the end if your character doesn't consistently act like a jerk.
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Post by Absafraginlootly on Nov 5, 2016 7:30:22 GMT
In origins there's a convo with Alistair after redcliffe castle where he either yells at you (if connor or isolde die), or thanks you if you manage to save them both and how angry he leaves the conversation after is affected by your response and your [persuade] skill.
Interactions like that with your companions visibly reacting to what you do instead of just a approve/disapprove popup is what I'd like to see going forward, aswell as companion quests/conversations regardless of where on the scale you are, instead different depending where you are.
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Post by vertigomez on Nov 5, 2016 14:31:04 GMT
I think the main problem with Friendship/Rivalry in DA2 wasn't lack of understanding among the players, but among the writers. Every time friendship was used as approval and rivalry as disapproval, it undermines the system. Not just because it associates "rivalry" with "bad", but because it can make it hard to follow the rivalry path to the end if your character doesn't consistently act like a jerk. This. Though I never had to act like a jerk to get some characters to full rivalry. I actually think rivalry being red scared some people off, because they associated that with "bad" and didn't realize it was just a whole other side to the relationship, not a "failure" on their part. That said, friendship/rivalry was pretty divisive and I don't necessarily need to see it again. It was too easy to wind up in the middle and be betrayed by someone you've known or even loved for seven years. DAI's system is probably the better one. Anything but DAO's gift-spammy system.
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Post by doflamingodonquijote on Nov 5, 2016 14:40:36 GMT
I think the main problem with Friendship/Rivalry in DA2 wasn't lack of understanding among the players, but among the writers. Every time friendship was used as approval and rivalry as disapproval, it undermines the system. Not just because it associates "rivalry" with "bad", but because it can make it hard to follow the rivalry path to the end if your character doesn't consistently act like a jerk. This. Though I never had to act like a jerk to get some characters to full rivalry. I actually think rivalry being red scared some people off, because they associated that with "bad" and didn't realize it was just a whole other side to the relationship, not a "failure" on their part. That said, friendship/rivalry was pretty divisive and I don't necessarily need to see it again. It was too easy to wind up in the middle and be betrayed by someone you've known or even loved for seven years. DAI's system is probably the better one. Anything but DAO's gift-spammy system. DAO was the worst in that regard,with the pokè-codex of each companion that kindly inform me which rock i had to use to feed their approval.
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Post by Walter Black on Nov 5, 2016 16:54:19 GMT
My problems with the current system are as follows: 1) If the player wants have all companions, they have to be either a spineless wimp or manipulative sociopath who says whatever they want to hear. 2) Companions immediately react to your decisions, even if they aren't there. Sure, you could argue that they would find out eventually, but the current "everyone is psychic" approach breaks immersion. It's especially bad when entire factions can do this; I'm looking at you New Vegas .3) It punishes players who want to roleplay three dimensional and flawed heroes who evolve over time. Realistically, I know it would take far too long to write responses to such divergent choices, but a little nuance can go a long way. Personally, I would bring back, but fix, the Friendship VS Rivalry system. It wasn't perfect by any means, but I vastly preferred it to the "only Super Best Friends can save the world together" approach. Seriously, the End of the World As We Know It is coming, but you're going to quit just because you think your leader is an a-hole? Not to mention when Rivalry actually got the Companion to become a better person, as in Isabella's case. In tweaking the mechanic, I think that on a scale of 1 to 100, Rivalry should be in the middle (45% to 90%) rather than the end. The remaining 10% being outright Hatred, where the Companion would leave or turn on you. Also, some choices would be unforgivable and immediately flag you as Hated, though they would be rare. What too many people forget is that Friendship or Rivalry is not being nice or a jerk to someone, so much as aiding or opposing their current direction. So if a Companion is already aggressive and cynical, Rivaling them might actually get them loose up. Kind of like Softening or Hardening, but more organic. I also agree that no Companion should be essential, so if you really don't like them you can part ways.
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Post by gervaise21 on Nov 5, 2016 17:52:47 GMT
The friendship rivalry came across as "agree to disagree" in some cases, which made them think about their actions, which was a good thing, i.e. Merrill and Isabella but it didn't seem to work that way with Anders, which may have simply been a problem with the character. I made a conscious effort to rival him on one play through, simply because I was fed up with him thinking I totally agreed with his viewpoint. In order to achieve this I concentrated on criticising his decision to become possessed by Justice, which seemed a reasonable enough view on the part of my character whilst still being reasonably pro-mage freedom. However, the way it came across in conversation was that Anders thought I was against mage freedom. Well, admittedly I was criticising his free willed decision to become possessed but I definitely wasn't against mage freedom. So it does seem to have been a problem with the way the writers showed his reaction to being rivalled rather than necessarily a problem with the system itself.
That said, in DA2 in Act 3 post Arishok we weren't really saving the world so much as tying up loose ends. I felt that there were certain things that should have had the companions call it a day if you took them because it was so against what they believed. Take giving Fenris back to Denarius. By this stage most companions were locked in, so no matter what their disapproval might have been, it made no difference whatsoever to your relations with them. Sebastian had seemed on really good terms with Fenris and was meant to be a devout member of the Chantry, yet he apparently was quite happy to continue working with a Hawke who had deliberately sent Fenris back into slavery. Likewise, Merrill actually seemed really distressed by Hawke's action in doing this, but yet she still stuck around and, presumably, if in a romance with them, even continued it, despite such a terrible action on their part. Ditto Isabella. To my mind there are certain things that you just cannot accept and remain true to your principles and the action with regard to Fenris was one of them.
Referring back to my comments up above with regard to Iron Bull and his personal quest. On my first ever run I never got this quest. In between main quests, I continually clicked on Bull but only got "hi" and "goodbye". Then on completing the game and coming to the boards I discovered I had missed out on a major plot line. As it turned out, the difference between getting this quest and not getting it was one dragon hunt. That to me seemed ridiculous. Okay, so Bull enjoys hunting dragons. Actually if you didn't have him with you when a dragon flew past, you would never know from conversation that he was really keen to go after one. Plus I cannot see how the Qun would base their decision on whether or not to offer to work with the Inquisition on whether you humoured Bull in his personal desire to hunt a dragon. A similar thing occurred with Solas. If you want to boost his approval, just talk with him and let him indulge his ego by telling you of all the wonderful things he has done in the Fade, etc. (So I ended up being rewarded for something that I naturally would do anyway, which is talk to the companion until I ran out of dialogue for them). It did seem more like the gift giving of DAO in that respect. So by all means base approval on major decisions in the game but not have the means to "cheat" if your decisions go against you.
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Post by Catilina on Nov 5, 2016 18:07:20 GMT
The friendship rivalry came across as "agree to disagree" in some cases, which made them think about their actions, which was a good thing, i.e. Merrill and Isabella but it didn't seem to work that way with Anders, which may have simply been a problem with the character. I made a conscious effort to rival him on one play through, simply because I was fed up with him thinking I totally agreed with his viewpoint. In order to achieve this I concentrated on criticising his decision to become possessed by Justice, which seemed a reasonable enough view on the part of my character whilst still being reasonably pro-mage freedom. However, the way it came across in conversation was that Anders thought I was against mage freedom. Well, admittedly I was criticising his free willed decision to become possessed but I definitely wasn't against mage freedom. So it does seem to have been a problem with the way the writers showed his reaction to being rivalled rather than necessarily a problem with the system itself. That said, in DA2 in Act 3 post Arishok we weren't really saving the world so much as tying up loose ends. I felt that there were certain things that should have had the companions call it a day if you took them because it was so against what they believed. Take giving Fenris back to Denarius. By this stage most companions were locked in, so no matter what their disapproval might have been, it made no difference whatsoever to your relations with them. Sebastian had seemed on really good terms with Fenris and was meant to be a devout member of the Chantry, yet he apparently was quite happy to continue working with a Hawke who had deliberately sent Fenris back into slavery. Likewise, Merrill actually seemed really distressed by Hawke's action in doing this, but yet she still stuck around and, presumably, if in a romance with them, even continued it, despite such a terrible action on their part. Ditto Isabella. To my mind there are certain things that you just cannot accept and remain true to your principles and the action with regard to Fenris was one of them. [...] These mistakes (for example, as you mentioned: Anders rivalry and pro-mage Hawke – fortunately I don't tried* ... [yet?]) are really annoying, but I think the friendship–rivalry system would be fine, if they would be able to improve it. ___ * Precisely this is my reason, why I can't rival with him: because I couldn't imagine, that something would be more important for him than the mage freedom, but this is exist: if Hawke deal with sloth demon in the Fade, and don't kill it, Anders will break up the romance... but he don't break up, if Hawke betray him. Interesting. (Another question that as I see unnecessary cruelty to argue with him because of Justice [Justice will never dissappear, even if Hawke yell at him], if you dont want to kill him, as he ask for on rivalry path at the end. So: the rivalry path exist rather for pro-templar Hawke, as I see.)
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Post by House Targaryen on Nov 5, 2016 18:07:46 GMT
I haven't played DA2 so I don't know that system is. I like DAI but do some tweaks to it.
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Post by Deleted on Nov 5, 2016 18:35:44 GMT
-snip- Referring back to my comments up above with regard to Iron Bull and his personal quest. On my first ever run I never got this quest. In between main quests, I continually clicked on Bull but only got "hi" and "goodbye". Then on completing the game and coming to the boards I discovered I had missed out on a major plot line. As it turned out, the difference between getting this quest and not getting it was one dragon hunt. That to me seemed ridiculous. Okay, so Bull enjoys hunting dragons. Actually if you didn't have him with you when a dragon flew past, you would never know from conversation that he was really keen to go after one. Plus I cannot see how the Qun would base their decision on whether or not to offer to work with the Inquisition on whether you humoured Bull in his personal desire to hunt a dragon. -snip- Getting Iron Bulls personal quest depends on his approval + having asked about the Ben-Hassarath. Dragons have nothing to do with it, other than giving an approval boost. You can get the quest without even having seen a dragon (except for the plot dragon of course). So the Quns offer comes after seeing the positive reports on the Inquisition but not after hearing about that awesome dragon hunt. --- As for the OP. I prefer the DAI system the best. I feel less pressured to please the companions when I can't see the approval bar. And I don't have a constant reminder that I can't get the approval above 30 without smothering them in gifts. (Looking at you Alistair >:C) But I like to see the approval gain, since it gives a clue when you did something right and when you did something wrong. I also love the fact that you got approval/disapproval without dragging the companion along. Felt that Cassandra's approval was especially good. She could approve of the Inquisitor as a person, but still remember that they disagreed on some issues. I liked that. As for the DA2 friendship/rivalry, liked the idea of it but you could mess it up pretty badly if you agreed with one thing but disagreed with another. So you might get stuck in the middle of the approval bar, or get scolded for doing something you didn't because the approval talk assumed which option Hawke had taken. Which was annoying. Wouldn't mind seeing a more polished version in later games.
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