Speechcraft

Post » Tue Mar 09, 2010 11:55 pm

So, we all know Oblivion's speechcraft was dismal. I'm hoping speechcraft will be of much more use as it was in Fallout 3 and New Vegas.

Perhaps this can be done if the dialogue system is the same as FO3/NV's so there are persuasion options within the dialogue to choose from.

Your thoughts?
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Chloe Botham
 
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Post » Wed Mar 10, 2010 8:32 am

Yes. (!)
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tannis
 
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Post » Wed Mar 10, 2010 11:01 am

Yeah that cirkel thingy in Oblivion was funny but it did svck abit.

(Sorry Bethesda) XD

Agreed btw. :)
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Lewis Morel
 
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Post » Wed Mar 10, 2010 12:33 am

Agreed *pound mallet*
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Kayla Oatney
 
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Post » Tue Mar 09, 2010 7:24 pm

I used to hate the Speechcraft circle of Oblivion...But I can't believe it...I actually got used to it and now pretty much enjoy it. BEHEAD ME IMMEDIATELY!!!!!!!!!
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Roddy
 
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Post » Wed Mar 10, 2010 5:29 am

I think ES:V just need to completely adopt Fallout New Vegas's speech system.
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Katie Louise Ingram
 
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Post » Tue Mar 09, 2010 10:59 pm

I dunno if I want it to be as it is in Fallout, but that would definitely be an improvement.

Problems I see with that:
Increasing the skill might be difficult if there are a limited number of set persuasion options in the game
OR
Increasing the skill could be too easy if certain characters have repeatable persuasion options.


So, I don't think that's the solution, but almost anything would be better than Oblivion's where you could just pick any random NPC go into speechcraft and hammer the A-button a million times, not even caring if you were improving their disposition, until you were a master.
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N3T4
 
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Post » Wed Mar 10, 2010 2:28 am

The speechcraft wheel wasn't awful, but outside of that speechcraft was pretty much useless =P . For shame, because my girlfriend and I prefer using non-violent methods with questing (which was pretty much impossible in Oblivion! =S ). I'd like to see more non-violent quests.

Or we're off, back to good ol' Monkey Island =) .
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Big Homie
 
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Post » Wed Mar 10, 2010 12:51 am

I used to hate the Speechcraft circle of Oblivion...But I can't believe it...I actually got used to it and now pretty much enjoy it. BEHEAD ME IMMEDIATELY!!!!!!!!!


I too liked the wheel, it made much more sense than the randomness of the way Morrowind handled it. I was a ok minigame.
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Matt Fletcher
 
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Post » Wed Mar 10, 2010 4:00 am

I dunno if I want it to be as it is in Fallout, but that would definitely be an improvement.

Problems I see with that:
Increasing the skill might be difficult if there are a limited number of set persuasion options in the game
OR
Increasing the skill could be too easy if certain characters have repeatable persuasion options.


So, I don't think that's the solution, but almost anything would be better than Oblivion's where you could just pick any random NPC go into speechcraft and hammer the A-button a million times, not even caring if you were improving their disposition, until you were a master.

Hm, I didn't think about that.

Perhaps a system like Morrowind would also be very good where you can freely choose your options which would raise your speechcraft skill instead of Fallout's character leveling system where you choose skills to raise which isn't very compatible now that I think about it.


With a Morrowind speechcraft system in ESV, NPCs could react differently from others with each speechcraft option.
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OJY
 
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Post » Tue Mar 09, 2010 8:48 pm

I'd like one of two things.

1) Go back to stats-based speech. Success on "special" conversation options is determined by pure stat dice-roll. That is to say you can ALWAYS taunt, bribe, etc, but your odds of success are based off your speech/charisma.

2) Invent a new system. Preferably one that can't be exploited (pulling points out of charisma / speechcraft and compensating with extra good mini-game skill).
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Tha King o Geekz
 
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Post » Wed Mar 10, 2010 5:53 am

The little wheel was certainly an improvement on Morrowind, IMO, but I agree that Fallout does it better.
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Da Missz
 
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Post » Tue Mar 09, 2010 11:25 pm

I too liked the wheel, it made much more sense than the randomness of the way Morrowind handled it. I was a ok minigame.


Huh? :P

Pardon me, but if you want to persuade somebody for some information, will you do the followings in this order?

1) Make a joke about blondes
2) Threaten to strangle him
3) Boast about your job promotion
4) Compliment him on his nice clothing.

Oblivion's speechcraft mini-game didn't make much sense. And since there was very few occasions to use it, it was not very practical either. I, too, hope for a return of answers inside the dialogue itself that allow you to properly use your speechcraft skill.

And, I would prefer much more a dialogue-tree like the rest of the RPGs to the topic system that's been in the series since the beginning. Or, at least, like in Daggerfall, selecting a topic generates the answer your character gives.
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Brandon Bernardi
 
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Post » Wed Mar 10, 2010 4:01 am

In all honesty I think the skill should be cut, compounding its benefits with Mercantile. There has simply never been enough use in these skills to warrant picking either of those two as a Major or even a Minor. They are infringing on each other's areas of potential use, an area which is already quite small, in a game series that has traditionally been more about adventuring through dungeons than speaking to people. Compared to actually useful skills these ones feel like little but unnecessary fluff. I'd argue that the same goes for Athletics and Acrobatics, at least if the benefits of these skills remain as thin as they were in Morrowind and Oblivion.
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ijohnnny
 
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Post » Wed Mar 10, 2010 4:32 am

Well I definitely agree they have to do something. I don't know if it's just me, but it's not often that I admire, boast coerce and tell jokes all in one conversation (well actually I only tell jokes mostly...) :P
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Soph
 
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Post » Wed Mar 10, 2010 10:52 am

How do the recent Fallouts do it?
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Blackdrak
 
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Post » Wed Mar 10, 2010 7:56 am

why do people dismiss things just cos fallout did them i mean come would you rather have a terrebile one just cos its orignal or the already well worked one out of fallout thats only dismissed cos its in that game
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Len swann
 
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Post » Wed Mar 10, 2010 5:35 am

How do the recent Fallouts do it?

There are options you can choose in dialogue that have a percent chance of passing.
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Soku Nyorah
 
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Post » Wed Mar 10, 2010 5:26 am

I too liked the wheel, it made much more sense than the randomness of the way Morrowind handled it. I was a ok minigame.



What is this I don't even.
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Daddy Cool!
 
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Post » Wed Mar 10, 2010 12:41 am

Good Idea!
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Chloe Mayo
 
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Post » Wed Mar 10, 2010 9:35 am

What is this I don't even.

It was a pretty fun minigame... it just didn't make any in-game sense. :P
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Alisia Lisha
 
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Post » Wed Mar 10, 2010 8:40 am

I wouldn't mind having a system similar to Morrowind's in that you can bribe/admire/taunt/etc freely, but still have dialogue specific options as used in Fallout that require a speech check to be successful.
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GRAEME
 
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Post » Tue Mar 09, 2010 11:31 pm

Speechcraft needs to be overhauled big time. No more spining wheel to raise Appeal
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Soraya Davy
 
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Post » Wed Mar 10, 2010 8:41 am

I dunno if I want it to be as it is in Fallout, but that would definitely be an improvement.

Problems I see with that:
Increasing the skill might be difficult if there are a limited number of set persuasion options in the game
OR
Increasing the skill could be too easy if certain characters have repeatable persuasion options.


So, I don't think that's the solution, but almost anything would be better than Oblivion's where you could just pick any random NPC go into speechcraft and hammer the A-button a million times, not even caring if you were improving their disposition, until you were a master.

Yeah how the hell are we going to level speech craft if there is probably only a set number of people to speech on.

We need to come up with a better system to train it with. If its still the way it is.(which Beth team probably already did).

I wouldn't mind SC staying the way it is as long as its like FO3-FONV where you can talk your way out of things and better things and such.
Just more ideas, actions, and generally a bunch of perks too SC.
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Carlos Vazquez
 
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Post » Wed Mar 10, 2010 4:26 am

The wheel is not ideal but I did appreciate that they tried to do something new rather than the single dice roll success/fail thing. I'm not sure what the best way to do it would be, but speechcraft should be more of an event than a single action, similar to how a battle is more than clicking attack once and being told if you win or lose.
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Franko AlVarado
 
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