Speech and persuasion

Post » Tue May 03, 2011 4:40 am

I was just wondering what you guys thought was the best way to persuade in Skyrim because i think that anyone who has played on some of the games previously mentioned will relise that speech can be an important skill and that persuasion can be a vital aspect in some players gameplay.

and sorry if this has already been mentioned!
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Ross Zombie
 
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Post » Mon May 02, 2011 9:09 pm

I voted 'none of the above'...oh wait... :sadvaultboy:
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Alkira rose Nankivell
 
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Post » Tue May 03, 2011 7:35 am

My bad i'm a novice poster alright! :D
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Cody Banks
 
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Post » Mon May 02, 2011 9:56 pm

I voted for the fallout new vegas skill type because it works well in fallout, the only reason that is, is because it has a skill for speech. It wouldn't work for skyrim or TES. Though i do think it is a good system.
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Laura Mclean
 
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Post » Tue May 03, 2011 5:10 am

I can't say "like in Fallout" as I didn't play it, but I definitely hope that we have persuasion options in dialogue choices.
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Jaylene Brower
 
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Post » Tue May 03, 2011 7:57 am

I don't think it fits TES. I want it out completely.

I like it in Fallout, but they are very different games to me.
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BEl J
 
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Post » Tue May 03, 2011 9:55 am

Well i think that it kind of does because speech gives you the option a lot of the times to be a really good person or to trick someone and be evil and i think that it could be just as relevant in this game as the others
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Melung Chan
 
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Post » Tue May 03, 2011 6:23 am

Well i think that it kind of does because speech gives you the option a lot of the times to be a really good person or to trick someone and be evil and i think that it could be just as relevant in this game as the others

Like I said. I don't want the option in TES.

I'll have to deal with it either way, since I'm very much (I think) in minority here. It's just my opinion.
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jesse villaneda
 
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Post » Tue May 03, 2011 1:00 am

Speechcraft in Oblivion worked rather horribly, it was very easy to just abuse the mini-game, just as it was easy to abuse the lockpick minigame.

So they need to change it for Skyrim, only question is how. But out of these choices, I would like to see Speechcraft work the most like Speech in Fallout: New Vegas.
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JD FROM HELL
 
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Post » Tue May 03, 2011 5:44 am

I think it needs to be a new one like you need to select an option of sentences that if the Npc likes it will like you more and gets a Negative numbers so if npc hates you ( -100 ) he would be on the enemy team. Would be cool to have a "friends" list that you can see who is your friend and disposition and in the facctions have a disposition percent to know how much disposition you have with the empire :).
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Scared humanity
 
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Post » Tue May 03, 2011 7:34 am

I prefere a ME2/Dragon age system but this is much more work..
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jessica Villacis
 
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Post » Tue May 03, 2011 1:49 am

Well, ideally, none of the above; but if pressed... Like it was in Oblivion (not that I liked it much, but I understood the reasoning behind it, and it kind of/ sort of worked).

How do you do this realistically? (Depict random custom small talk in a non-repetitive way).

Oblivion does it by making it an abstraction though a minigame. The options represent verbal tactics instead of what would actually be said, the NPC gives their reaction, and their personality affects what tactics work on them.

I loathe skill thresholds (as seen in FO3 & FO:NV); I understand the reasoning there too, but it doesn't concern me, and the trade off is not worth it IMO. All that matters (to me) about is that it the PC magically becomes perfect above a certain difficulty, and is not subject to any unique situational details ~like the NPC being in a bad mood, or having a head ache and a lack of patience.
*Slightly related... consider the lock pick threshold, and how that plays out in a hotel... a hallway of doors with identical locks; yet each lock should have seen a unique amount of abuse over time. Yet the PC that meets the threshold would be able to open them all ~even the rusty one, and the one that one guest took apart. These kind of [invented] details are what the weighted chance method of skill checks imply.

*From a dev's perspective (some anyway), the 'chance method' only means that some players will surely reload until they succeed, and thresholds fix that ~role playing be damned.
For the record, I don't see anything wrong with repeated attempts until success (just not the reload part; In Fallout the locks could break/jam). Provided they have the time [in-game], and the tools ~why not? I opened a combination lock at age six [virtually blindfolded] by just spinning it randomly for a minute ~it happens.

Since I voted Other: My preference would be just as RPG's have done it for decades... and how Fallout did it (the original).
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Matt Gammond
 
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Post » Tue May 03, 2011 8:48 am

I don't want to be told which options are affected by speechcraft. It makes it too easy. In New Vegas you could always pick out the best option, because it told you it was persuasion linked. No, there should be options likely to succeed and options less likely to, but the distinction should be unclear, and down to the player to decide which option is best. Higher speechcraft could mean more positive options, or less harmful consequences when the wrong option is selected.
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Invasion's
 
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Post » Tue May 03, 2011 7:10 am

I don't want to be told which options are affected by speechcraft. It makes it too easy. In New Vegas you could always pick out the best option, because it told you it was persuasion linked. No, there should be options likely to succeed and options less likely to, but the distinction should be unclear, and down to the player to decide which option is best.
I agree; but I also think that there could be a perk that reveals this ~its just that since perks have become so numerous and easy to get... even an idea that [I think] suits the series well is now rendered unsuitable. :(
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Killah Bee
 
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Post » Tue May 03, 2011 12:32 am

gotta say the "chance" to success is stupid as you can just q save and q load the situation till you do success...
same for the "need skill to be able to do" thus you "quickly" level it and then you can go talk to that person because you KNOW they have that conversation...

id rather have the "they might know something more" but need to like you more attitude, thus your skill in speaking (and what you have done) will increase the amount of like/hate
the idea of briding in oblivion was quite stupid so that could be replaced by you able to BUY the information (aka briding) to get it the other way (would affect negatively or positively upon situation)
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Ross
 
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Post » Tue May 03, 2011 12:54 am

gotta say the "chance" to success is stupid as you can just q save and q load the situation till you do success...
same for the "need skill to be able to do" thus you "quickly" level it and then you can go talk to that person because you KNOW they have that conversation...

id rather have the "they might know something more" but need to like you more attitude, thus your skill in speaking (and what you have done) will increase the amount of like/hate
the idea of briding in oblivion was quite stupid so that could be replaced by you able to BUY the information (aka briding) to get it the other way (would affect negatively or positively upon situation)

So? Anyone can cheat... Lots of players just use the console to unlock whatever door they wish... The 'chance' (more accurately the 'weighted chance') method is better at representing real world probability.
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Imy Davies
 
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