Potential Problem With New Conversation System

Post » Fri Feb 18, 2011 9:47 pm

With the new conversation system there might be potential for information overload since you don't choose topics anymore? You just "activate" an npc and initiate dialogue. In one of the recent international mags, todd howard said himself this is actually a problem they are working on.
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Lily Something
 
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Post » Fri Feb 18, 2011 11:11 pm

I have faith that the Bethesda team will have it all fixed up by the time the game comes out.
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Monique Cameron
 
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Post » Fri Feb 18, 2011 10:28 pm

I get what you're saying. But I am sure that the Developers will have it all figured out by the time the game releases. :biggrin:
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Becky Cox
 
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Post » Sat Feb 19, 2011 3:27 am

Really? Didn?t it say more like you'll have topics for important NPC's, but less important ones like non-quest related farmers will just initiate dialogue like you said.
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celebrity
 
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Post » Sat Feb 19, 2011 1:36 pm

I was wondering about that as well, I'm also wondering how befriending an NPC is going to work, I hope its more realistic and harder than Oblivion and Morrowind was.
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Madeleine Rose Walsh
 
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Post » Sat Feb 19, 2011 3:25 am

Plus there's still the journal system. IRL I tend to scribble things on post-it notes so that I don't forget what people are saying to me. The game can do that for us!
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mollypop
 
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Post » Sat Feb 19, 2011 5:41 am

Where can I find more info on this new Conversation System?
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Julie Serebrekoff
 
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Post » Sat Feb 19, 2011 11:35 am

Gameinformer.com/Skyrim is where i find a lot of my stuff, or of coarse uesp.net
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JUan Martinez
 
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Post » Sat Feb 19, 2011 3:54 am

With the new conversation system there might be potential for information overload since you don't choose topics anymore? You just "activate" an npc and initiate dialogue. In one of the recent international mags, todd howard said himself this is actually a problem they are working on.


But you failed to mention something else,and is equally important.
Bruce Nesmith, said,and i quote "The next time you see it,it WON'T be a problem".
Sorry was only fair i mentioned that.
Also ,which is important: Tod was honest about it.
Just my view. :)
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 7:07 am

I guess it could be a problem, but since we no basically next to nothing about the new system Im just gonna wait and see.
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 4:03 am

I don't see an hints that they've eliminated the in-game Journal. So I wouldn't worry about it too much.
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Claire Lynham
 
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Post » Sat Feb 19, 2011 2:31 am

But you failed to mention something else,and is equally important.
Bruce Nesmith, said,and i quote "The next time you see it,it WON'T be a problem".
Sorry was only fair i mentioned that.
Also ,which is important: Tod was honest about it.
Just my view. :)

Yup, honesty is nice for a change, especially after Peter Molyeux. "There's going to be trees from acorns, flying castles, and free ice cream!"
Lol.

After Fable 2, I decided that all my rpg purchases would go to either Bethesda or Bioware.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 2:00 am

Really? Didn?t it say more like you'll have topics for important NPC's, but less important ones like non-quest related farmers will just initiate dialogue like you said.

Yeah, that was my understanding. Dialogue trees still exist for NPC's related to quests.
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Josh Lozier
 
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Post » Sat Feb 19, 2011 10:18 am

I wonder if the NPC will get angry if I walk away while he was talking.
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Marquis T
 
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Post » Sat Feb 19, 2011 10:14 am

I really hope it's not like Two Worlds 2 where your imprisoned in some social Hell where your leashed to some guy talking to you, being pulled back unable to get away from the other person that's speaking, spamming the cancel button, cracking your controller in several places, eyes straining with anger, forehead breaking out in sweat, wishing combat could be initiated during conversations so the whole experience becomes a part of the past as quickly as possible. :ahhh:

Personally I'll be glad if NPC's were varied depending on their personality, some may go straight to the point, while others will go off talking about some mubcrab they saw by a body of water, in which you could, hopefully, stop them and help them focus on the main topic, or what your interested in. Also if I can run away from the speaking NPC, taking a disposition loss because it's so rude, in an effort to deal with something else, I'd be a happy camper.
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Rachell Katherine
 
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Post » Sat Feb 19, 2011 9:37 am

I think the potential for overload that they are speaking of is with multiple NPC's initiating dialog with the PC at the same time.
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 7:55 am

It's said that we can move while we talk to them, does that mean like left and right and a few steps back and forward, cuz that wouldn't be useful at all, I'd rather have the face to face conversation without zooming in, instead of being able to walk a few steps right and left and get stuck on an invisible wall.
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 12:58 pm

It's said that we can move while we talk to them, does that mean like left and right and a few steps back and forward, cuz that wouldn't be useful at all, I'd rather have the face to face conversation without zooming in, instead of being able to walk a few steps right and left and get stuck on an invisible wall.


No, it's been said we can look around not move around.
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Red Bevinz
 
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Post » Sat Feb 19, 2011 7:33 am

With the new conversation system there might be potential for information overload since you don't choose topics anymore? You just "activate" an npc and initiate dialogue. In one of the recent international mags, todd howard said himself this is actually a problem they are working on.

What? since you don't choose topics anymore? is thats true?
Whats done with dialogue system?
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HARDHEAD
 
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Post » Fri Feb 18, 2011 11:31 pm

How do we know that the dialogue system has changed? Link?
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JERMAINE VIDAURRI
 
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Post » Sat Feb 19, 2011 4:59 am

I think it's kinda like with New Vegas how random NPCs just say some random rumour or something, but it doesn't actually initiate full on dialogue so they can continue doing what they're doing. This makes them all feel more like strangers and passer-bys, which I believe is a good thing.
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Batricia Alele
 
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