If he and Geralt teamed up they could defeat all their enemies by speaking at them and making them commit boredom induced suicide.
If he and Geralt teamed up they could defeat all their enemies by speaking at them and making them commit boredom induced suicide.
I would have agreed in the past, except it works insanely well in W3. There were a few times where a dialogue choice ended up not being what I was expecting, but for the most part, it was fantastic. If F4 captures the emotion, expressions, and body language that W3 does, I'll want to spend most of my time watching and not reading anyways.
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Actually, sure, if a mod does it, I'm totally fine with that. So long as Beth doesn't need to allocate time for that.
advlt is nice. Sounding like you're behind a microphone reading lines from a paper like an amateur isn't.
I never heard Picard say thing like that.
If they split up and take half the world each, it'd be a lot faster.
Dialogue can't account for each and every nuance a character may have. You work with what you've been given. You may have player freedom, but you are always working with the rules and guidelines given to you by the devs.
You always has dialogue option 5: shoot them in the face.
if we are a bit lucky the npc follows us so we can ansver like the idiots in Skyrim who even followed you inside your house to deliver their one liners.
Now this is an perfect time for some shotgun diplomacy
Why would we want a dialogue system that mostly works when we had one that always worked?
There is no logical reason for the new "holophrase" dialogue system, the previous one would have worked with voice acting.
I'm sure they did.
Whether the player will be able to figure out what dialogue goes with which emotion is another question. I'm not particularly fond of playing totally random mood swing manic depressive psychopathic sociopathic super paragon character. If I create a character, I have a voice in mind. Picking from the "Wheel'o Paraphrases" isn't going to use the voice I imagined, and possibly not the tone/emotion either.
Who cares about capricious dialogue when you can view conversations in first or third person!
Just think wherever you go and whatever you do Brian Delaney will be right there with you, now isn't that comforting thought.
Let's be honest, we probably won't see those lines at all. Those are not only all from New Vegas (by Obsidian, not Bethesda) - they are 'failure' lines, and Bethesda is likely to be using the percentage method again - seeing as their speech skill talks about 'chances'.
I hope we get the I is Scientistic type lines, but again - Obsidian's speciality. FO3 was fun but it wasn't really funny. (And the 'moral choices' were extremely polar.)
http://www.l5r.com/files/2013/11/boy-that-escalated-quickly.gif
Disagree. This is why :
https://www.youtube.com/watch?v=Rq42P6rtPDw
To be fair Bioware are quite good at humor. Atleast the Dragon Age games.
dont judge something you know nothing about.if yall expect the pc to be happy all the time well cancle yalls pre order cause he probally want that would be way off charcter. he is waking up to find hess famly dead and the world we knew gone. but that dont mean he aint are charcter aint ares. they are putting you in a scenero. i like that they are trying new stuff
If it is that way, that's on Beth, not because they converted conversations to a dialogue wheel. F3 and FNV could have been set up the same way: choice #1 - nice, choice #2 - snide, #3 - mean, #4 - negociate
Don't misrepresent what I said - there were a few times it lead to dialogue I didn't expect. I can count those number of times on one hand among the hundreds (perhaps thousands?) of choices I had to make. And for the most part, the dialogue system worked out fantastically. That's what I said, and there's a big difference between that and something mostly working.
To be honest though, I really shouldn't respond to someone who's going to ignore half my post in favor of furthering their beliefs. There is no logical reason for the new system because you choose to ignore the ones people have stated. I even stated a couple in my post. So, to list it out in a way that you can't possibly ignore it without looking foolish, here's some logical reasons for the new dialogue system:
1) More time spent watching characters in conversations than reading text
2) Opens the dialogue system up to timed choices. This worked really well in W3 and created times when conversations got really intense. When was the last time you could say that about an FO or ES game? This will not work without shortened dialogue choices
3) Excessive and repetitive scrolling svcks, and sometimes you pick the wrong choice because of bad scrolling (likely better on console, but I played the games on PC and sometimes it's @#$%ing terrible)
4) Sometimes we would pick a choice when a better choice was there had we scrolled further
So, "there is no logical reason" is a complete lie. If you want to debate those reasons or argue that the reasons for full dialogue and scrolling choice outweigh them, that's one thing. However, all the previous points I listed are reasons and are logical. In the end, you can argue both systems have their flaws, but if F4 is anything like W3's dialogue system, I believe it will work out better based on my experience with both systems. I thought the shortened dialogue choices along with the voice acting delivered a vastly superior experience to what I saw in the FO series thus far.
Another point worth making is that even when dialogue is fully written out its meaning can be unclear. Sometimes the only way to discover the full meaning of a line of dialogue is to select it and see what happens.
When playing Deus Ex, I always saved before talking to a NPC
Edit: Oops. Someone is reinstalling it now