I'm not very far into the game at all and still I've already encountered a number of instances of my character simply not saying what I thought they were going to.
When being asked to do a quest, wanting to make sure I get paid something for my effort and clicking 'Ask for money' I didn't think that would be taken as 'Rudely demand more money than you should already just assume you're getting'.
When sneaking into a creepy base and seeing the option 'Scared of ______' (not gonna name the enemy type in case it's considered a spoiler) was I dumb to assume that was going to be a statement about how these things are creeping me out rather than a question as to whether my partner finds them scary? I mean, shouldn't there have at least been a question mark on that one?
I simply cannot believe after advancing and refining the series in many other ways they chose the insanely regressive option of going back to the old Oblivion dialogue system of simply having basic summaries of the topic for dialogue options.
Still, I believe I've thought of a way to fix this system that it seems would be relatively easy to add in a patch.
I understand they're stuck with the four gamepad button choices for dialogue but they could simply add an optional mode (that can be turned on or off like the dialogue camera) wherein clicking a dialogue option once will make the entire response appear in subtitle form at the bottom of the screen. Then you can click again to confirm that choice or click another button to see another dialogue option written out in full on screen.
That's all, I'm not expecting Bethesda's higher-ups to read this topic and get to work right away but I just had to vent as I spend half of every conversation trying to figure out what my character is likely to say if I click on that weirdly cryptic dialogue option. For something so easy to add a workaround for I cannot believe they decided to stick with the system as it is.