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Dragon Age 2 - [Please post in new thread]

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Posts

  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    Dragkonias wrote: »
    Spoit wrote: »
    It gets fustrating when you don't want to listen to the other guy, but still use the wrong option because the skip button is also the choose button, and there's no way to change your response until they're all done talking.

    And one of the nice features about DA was that there was no bar for any of your actions. It's just what you did, with no one really judging you

    That has nothing to do with it being a dialogue wheel.

    That has to do with them making it so the skip button is a selection button too, and it is something easily rectified.

    The whole good is up, bad is down system was a conscious design decision

    Spoit on
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  • DashuiDashui Registered User regular
    edited July 2010
    Really, there are pros and cons for each system. I just ultimately like the wheel system because it keeps the conversation moving instead of me reading all the damn choices. I'm personally more immersed this way. And like I said a few pages ago, it does allow for longer conversations between characters, instead of the single sentence choice. I always thought it was a bit weird in Dragon Age: Origins where the persuasion option basically amounted to the following:

    "[Persuasion] You shouldn't do that! That's bad!"
    "You have a point, Gray Warden. I am sorry."

    Now compare that to the Mass Effect 2 example I also used, the paragon persuasion option Shepard used on the Citadel with the reporter. It was a long and detailed response that shamed the reporter on air. You couldn't have that with a text system. They'd have to cut your response down significantly.

    But that doesn't stop me from enjoying both, though. They both have their charms, I just think you can do more with a wheel system, where conversations also end up feeling more natural instead of words - pause - words - pause - words. In any case, I think we're going to have fun regardless. This is BioWare we're talking about, so it's bound to be a pretty darn good experience.

    Dashui on
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  • -Tal-Tal Registered User regular
    edited July 2010
    I play the filthy console version, but you can preemptively direct the analog stick before pressing the skip button.

    -Tal on
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  • DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    edited July 2010
    Spoit wrote: »
    Dragkonias wrote: »
    Spoit wrote: »
    It gets fustrating when you don't want to listen to the other guy, but still use the wrong option because the skip button is also the choose button, and there's no way to change your response until they're all done talking.

    And one of the nice features about DA was that there was no bar for any of your actions. It's just what you did, with no one really judging you

    That has nothing to do with it being a dialogue wheel.

    That has to do with them making it so the skip button is a selection button too, and it is something easily rectified.

    The whole good is up, bad is down system was a conscious design decision

    But you're not talking about that. You're talking about accidentally pressing a button. Which is what my comment was referring to.

    Dragkonias on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    See, the reason I'm not that favorable for the dialogue wheel is that it gives you less control over what you're saying, especially with the aforementioned design decision trivializing it.

    Or in other words, what can change the nature of a cRPG dialogue system?

    Spoit on
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  • DashuiDashui Registered User regular
    edited July 2010
    I'm not saying it doesn't happen, but I never accidentally skipped conversations in Mass Effect. Do you people have micro-seizures in your fingers or something? :P

    Dashui on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited July 2010
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    Though to be fair, BioWare does a poor job of incentivising you to do this, since they offer bonuses in both ME1 and 2 for having full or near full Paragon or Renegade meters. That's just silly!
    Nartwak wrote: »
    How does someone else's voice coming out of the character on screen make you feel MORE like you're him?

    bro considers Mass Effect a mental workout. Imagination is literally beyond his capacity :lol:

    I can't even tell who you're making fun of anymore

    Olivaw on
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  • ChlorusChlorus Registered User regular
    edited July 2010
    Though to be fair, BioWare does a poor job of incentivising you to do this, since they offer bonuses in both ME1 and 2 for having full or near full Paragon or Renegade meters. That's just silly!

    This. I was doing a renegade playthrough roleplaying as a nominally good but ends-justifies-the-means type of person, which meant I had a healthy mix of jerkass and paragon choices. Unfortunately, to stay competitive on persuasion checks, towards the end of the game I had to make a lot of "evil for the sake of evil" decisions which somewhat ruined immersion for me.

    I can't even tell who you're making fun of anymore

    Dontcha know? Reading dialogue that someone else already wrote but pretending its you is the hallmark of creativity!

    Chlorus on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    Wow, they were able to keep the GI cover under wraps until very close. Just got the DA2 issue right now

    Spoit on
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  • -Tal-Tal Registered User regular
    edited July 2010
    Chlorus wrote: »
    Though to be fair, BioWare does a poor job of incentivising you to do this, since they offer bonuses in both ME1 and 2 for having full or near full Paragon or Renegade meters. That's just silly!

    This. I was doing a renegade playthrough roleplaying as a nominally good but ends-justifies-the-means type of person, which meant I had a healthy mix of jerkass and paragon choices. Unfortunately, to stay competitive on persuasion checks, towards the end of the game I had to make a lot of "evil for the sake of evil" decisions which somewhat ruined immersion for me.

    well that's just your own fault, man

    Mass Effect is generally pretty fair about persuasion checks and you can get a healthy amount of points without forcing it, but when a persuasion check requires you to be the most ruthless motherfucker in the galaxy, you can't expect to get it as a bicurious paragon.

    I hope DA2 pushes the checks a little harder, actually, because it's nice to fail every now and then and be reminded that Hawke isn't a god.

    -Tal on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited July 2010
    -Tal wrote: »
    Chlorus wrote: »
    Though to be fair, BioWare does a poor job of incentivising you to do this, since they offer bonuses in both ME1 and 2 for having full or near full Paragon or Renegade meters. That's just silly!

    This. I was doing a renegade playthrough roleplaying as a nominally good but ends-justifies-the-means type of person, which meant I had a healthy mix of jerkass and paragon choices. Unfortunately, to stay competitive on persuasion checks, towards the end of the game I had to make a lot of "evil for the sake of evil" decisions which somewhat ruined immersion for me.

    well that's just your own fault, man

    Mass Effect is generally pretty fair about persuasion checks and you can get a healthy amount of points without forcing it, but when a persuasion check requires you to be the most ruthless motherfucker in the galaxy, you can't expect to get it as a bicurious paragon.

    I hope DA2 pushes the checks a little harder, actually, because it's nice to fail every now and then and be reminded that Hawke isn't a god.

    But why should a decision someone has to make now be governed by decisions that they made in the past?

    I just think it doesn't make sense from both a role-playing perspective and a game design perspective, considering what BioWare's stance on Mass Effect has been

    Olivaw on
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  • ChlorusChlorus Registered User regular
    edited July 2010
    -Tal wrote: »
    Chlorus wrote: »
    Though to be fair, BioWare does a poor job of incentivising you to do this, since they offer bonuses in both ME1 and 2 for having full or near full Paragon or Renegade meters. That's just silly!

    This. I was doing a renegade playthrough roleplaying as a nominally good but ends-justifies-the-means type of person, which meant I had a healthy mix of jerkass and paragon choices. Unfortunately, to stay competitive on persuasion checks, towards the end of the game I had to make a lot of "evil for the sake of evil" decisions which somewhat ruined immersion for me.

    well that's just your own fault, man

    Mass Effect is generally pretty fair about persuasion checks and you can get a healthy amount of points without forcing it, but when a persuasion check requires you to be the most ruthless motherfucker in the galaxy, you can't expect to get it as a bicurious paragon.


    Except one of the checks in question was a bland "you guys should stop doing that" retort to my crewmates and I had a 4/5 full renegade bar. There's also a difference between being a ruthless motherfucker because you've demonstrated you're willing to do the job at all costs, and being a complete psychopath.

    Chlorus on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited July 2010
    Luthon wrote: »
    I just felt like you couldn't be the bad guy no matter what you did. Even if you went the evil route in DA and made evil choices you really didn't suffer from it. And like Thestig said I wanted random killings, complete a quest that was retarded the be able to kill the quest giver for revenge.
    There was one part where you could be really evil and that was slaughtering the mage tower, sure you lose a party member but wynn was likely to die of old age anyways.

    Perfect example relating to the mage tower
    you can do the whole place with the attitude "All mages must be purged" but unless you allow Irving and all the mages to die in the final battle, its not possible to kill them afterwards

    Dhalphir on
  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited July 2010
    Olivaw wrote: »
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    This is the theory. In practice, Renegade is often being a douchebag for no reason.

    Anyhow the Game Informer tidbits make it sound like DA2 will use the Alpha Protocol system of stances (Sarcastic, Aggressive, Professional) and I was actually quite a fan of that. The best part about that system was that Obsidian made sure to change the prompts when they were deviating slightly from the norm. Suave was sometimes switched to Sarcastic, Joking, or even Taunting. It made it much more clear what you were about to do rather than using one catch all phrase and going "Eh they'll figure it out, situational rewriting is hard :("

    Fiaryn on
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  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    OK the article is mostly talking about the same stuff "keeping some stuff, 'improving' stuff that doesn't work." Hopefully they don't improve the complaints about things like inventory the way they did in other games :P

    The 10 year narrative means that it's not going to be the linear start-->4 quests-->linear endgame, which IMO is better, since that means that they'll be able to better level scale things, rather than having everything be either impossible or a breeze if you do the sequence wrong (read: do orzammar first).

    Also, apparently there is a flashback/forward structure with the narrator, shades of the talk with leland in AP?

    Supposedly more C&C than before, now with real reactivity taste (TM).

    Bonuses for both positive and negative reputation, party members won't leave. IMO could be good, AP did it well at least, but on the other hand, characters leaving were like the most reactivity DAO actually had.

    New art style, apparently it was too 'generic'. Going for more angular shapes with use of negative spaces. I know it's pre alpha, and screenshots in GI are always much worse than they actually are, but IMO it just looks blocky and low poly count. And the textures are way more horribad than even ME2.

    Aiming for more diversification between classes, depth rather than breadth. EG, if you like fireballs, you can customize and enhance it. They mention that it also (might) mean fewer powers. I really hope that it isn't code for ME2 where you get 2 choices at the end of the tree, with 90% of them being a choice between damage or an area attack.

    More combat combinations, like spells, example is a warrior sundering armor while the rogue does a backstab. Doesn't really go into how that's different than debuffs?

    They reiterated about the split combat systems, but then on the other page in the interview with the doctors: "we're definitely ensuring the features we put in work well on console as well as pc, because it's typically much easier to convert them back to PC". So, who knows?

    Spoit on
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  • -Tal-Tal Registered User regular
    edited July 2010
    Because you can't fake intimidation when you're talking to someone as tough as Wrex or trying to break up a fight between two equally tough crewmates, though you may be able to shoo away Citadel preacher. You need experience as a badass, which is why you get persuasion points for your personal history too.

    -Tal on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited July 2010
    Fiaryn wrote: »
    Olivaw wrote: »
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    This is the theory. In practice, Renegade is often being a douchebag for no reason.

    Anyhow the Game Informer tidbits make it sound like DA2 will use the Alpha Protocol system of stances (Sarcastic, Aggressive, Professional) and I was actually quite a fan of that. The best part about that system was that Obsidian made sure to change the prompts when they were deviating slightly from the norm. Suave was sometimes switched to Sarcastic, Joking, or even Taunting. It made it much more clear what you were about to do rather than using one catch all phrase and going "Eh they'll figure it out, situational rewriting is hard :("

    They stuck to one word, though

    Sometimes that was really misleading

    You'll pick "interested" and Mike will totally hit on some chick, when I picked it because I was interested in what she was saying about the global conspiracy thing

    Mass Effect at least gives me a better idea of what I'm about to say

    Olivaw on
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    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited July 2010
    Olivaw wrote: »
    Fiaryn wrote: »
    Olivaw wrote: »
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    This is the theory. In practice, Renegade is often being a douchebag for no reason.

    Anyhow the Game Informer tidbits make it sound like DA2 will use the Alpha Protocol system of stances (Sarcastic, Aggressive, Professional) and I was actually quite a fan of that. The best part about that system was that Obsidian made sure to change the prompts when they were deviating slightly from the norm. Suave was sometimes switched to Sarcastic, Joking, or even Taunting. It made it much more clear what you were about to do rather than using one catch all phrase and going "Eh they'll figure it out, situational rewriting is hard :("

    They stuck to one word, though

    Sometimes that was really misleading

    You'll pick "interested" and Mike will totally hit on some chick, when I picked it because I was interested in what she was saying about the global conspiracy thing

    Mass Effect at least gives me a better idea of what I'm about to say

    If the word "Interested" is positioned over X rather than B, wherein X is always Suave or a permutation thereof (the James Bond approach) then it's your own fault for not figuring that one out.

    Interested wherein it was placed over B, Professional, would indeed lead to your expected result.

    Fiaryn on
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  • -Tal-Tal Registered User regular
    edited July 2010
    New art style is good, DA:O had a pretty boring look.

    -Tal on
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  • BlackjackBlackjack Registered User regular
    edited July 2010
    Don't be ridiculous, Olivaw. You can't be interested in what girls are saying. You can only be interested in their boobies.

    Blackjack on
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  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited July 2010
    Blackjack wrote: »
    Don't be ridiculous, Olivaw. You can't be interested in what girls are saying. You can only be interested in their boobies.

    This is true however.

    Or at least that's what the Bioware official forums suggest to me :(

    Fiaryn on
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  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    -Tal wrote: »
    New art style is good, DA:O had a pretty boring look.

    There's even more [strike]blood and gore[/strike] New Shit in the pictures

    Spoit on
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  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited July 2010
    Fiaryn wrote: »
    Olivaw wrote: »
    Fiaryn wrote: »
    Olivaw wrote: »
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    This is the theory. In practice, Renegade is often being a douchebag for no reason.

    Anyhow the Game Informer tidbits make it sound like DA2 will use the Alpha Protocol system of stances (Sarcastic, Aggressive, Professional) and I was actually quite a fan of that. The best part about that system was that Obsidian made sure to change the prompts when they were deviating slightly from the norm. Suave was sometimes switched to Sarcastic, Joking, or even Taunting. It made it much more clear what you were about to do rather than using one catch all phrase and going "Eh they'll figure it out, situational rewriting is hard :("

    They stuck to one word, though

    Sometimes that was really misleading

    You'll pick "interested" and Mike will totally hit on some chick, when I picked it because I was interested in what she was saying about the global conspiracy thing

    Mass Effect at least gives me a better idea of what I'm about to say

    If the word "Interested" is positioned over X rather than B, wherein X is always Suave or a permutation thereof (the James Bond approach) then it's your own fault for not figuring that one out.

    Interested wherein it was placed over B, Professional, would indeed lead to your expected result.

    Because the words changed so often and the timer was often so short, I never got used to the positioning of the various "stances"

    Olivaw on
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  • Dox the PIDox the PI Registered User regular
    edited July 2010
    Olivaw wrote: »
    Fiaryn wrote: »
    Olivaw wrote: »
    -Tal wrote: »
    Mass Effect's convo wheel organization works because paragon/renegade is not a morality scale, but an attitude scale that you can regularly slide across depending on the situation and still have a consistent character. It helps the flow of conversation because if I get frustrated listening to the other guy, I can quickly choose the bottom right option instead of pausing to read which of several full sentences best expresses my feelings.

    Yeah, I feel like some people didn't get the idea that you're not supposed to always pick the top right

    They're two different approaches to the same situation, both with the same ultimate goal in mind. The idea is that you're supposed to switch between them all the time, not just go "all Paragon" or whatever

    This is the theory. In practice, Renegade is often being a douchebag for no reason.

    Anyhow the Game Informer tidbits make it sound like DA2 will use the Alpha Protocol system of stances (Sarcastic, Aggressive, Professional) and I was actually quite a fan of that. The best part about that system was that Obsidian made sure to change the prompts when they were deviating slightly from the norm. Suave was sometimes switched to Sarcastic, Joking, or even Taunting. It made it much more clear what you were about to do rather than using one catch all phrase and going "Eh they'll figure it out, situational rewriting is hard :("

    They stuck to one word, though

    Sometimes that was really misleading

    You'll pick "interested" and Mike will totally hit on some chick, when I picked it because I was interested in what she was saying about the global conspiracy thing

    Mass Effect at least gives me a better idea of what I'm about to say

    I think conversation system needs at least 3 words to convey what you're about to say.
    Mass Effect does this pretty well.

    Dox the PI on
  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited July 2010
    With their talk of signifying Sarcastic/Aggressive/Whatever with some kind of symbol, a three word summary accompanied by such a symbol to indicate tone would probably be very effective!

    Fiaryn on
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  • Dox the PIDox the PI Registered User regular
    edited July 2010
    Fiaryn wrote: »
    With their talk of signifying Sarcastic/Aggressive/Whatever with some kind of symbol, a three word summary accompanied by such a symbol to indicate tone would probably be very effective!
    perfect :mrgreen:

    Dox the PI on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2010
    But really, would debating what could change the nature of a man even be possible with a speech wheel?

    Spoit on
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  • -Tal-Tal Registered User regular
    edited July 2010
    Spoit wrote: »
    But really, would debating what could change the nature of a man even be possible with a speech wheel?

    no

    such questions can only be answered with a gun

    -Tal on
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  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited July 2010
    Spoit wrote: »
    But really, would debating what could change the nature of a man even be possible with a speech wheel?

    A better question, is a game like Planescape: Torment fiscally possible at all in the modern day?

    I submit...that the answer is no :(

    (Outside of less technologically impressive indie games)

    Fiaryn on
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  • BlackjackBlackjack Registered User regular
    edited July 2010
    Spoit wrote: »
    But really, would debating what could change the nature of a man even be possible with a speech wheel?
    Of course.

    How to change the nature of a man, in three words:

    "Be more honest"*

    *
    See, because if a man is a miserable little pile of secrets, then it stands to reason that eliminating secrets from your life would change the nature...

    I've used way more than three words, huh?

    Blackjack on
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  • Dox the PIDox the PI Registered User regular
    edited July 2010
    Fiaryn wrote: »
    Spoit wrote: »
    But really, would debating what could change the nature of a man even be possible with a speech wheel?

    A better question, is a game like Planescape: Torment fiscally possible at all in the modern day?

    I submit...that the answer is no :(

    (Outside of less technologically impressive indie games)

    Attempting to block nostalgia rush
    Attempt failed

    Everyones always moaning about Graphics and multiplayer these days that games like Planescape Torment isn't going to be made :(

    Dox the PI on
  • -Tal-Tal Registered User regular
    edited July 2010
    well, maybe if Torment had co-op...

    -Tal on
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  • FoefallerFoefaller Registered User regular
    edited July 2010
    -Tal wrote: »
    well, maybe if Torment had co-op...

    Kill your buddy, and before he comes back, rip off his arm and beat cutters to death with it?

    Foefaller on
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  • AuberonAuberon Registered User regular
    edited July 2010
    Spoit wrote: »
    I don't even care about voiced or not, I just hope that the conversation wheel doesn't lead to having more straight up good/bad decisions. Because mixing it up is a big problem when your dialogue skip and dialogue choose buttons are one in the same

    Try left-clicking before pressing space. It brings up the conversation wheel instantly.

    Auberon on
  • NartwakNartwak Registered User regular
    edited July 2010
    Fiaryn wrote: »
    A better question, is a game like Planescape: Torment fiscally possible at all in the modern day?

    I submit...that the answer is no :(
    I know! I'm so excited! :whistle:

    Nartwak on
  • NartwakNartwak Registered User regular
    edited July 2010
    Olivaw wrote: »
    I can't even tell who you're making fun of anymore
    Easy rule of thumb: If someone got hit, they were a target.

    Like this guy
    Dontcha know? Reading dialogue that someone else already wrote but pretending its you is the hallmark of creativity!
    who's upset and confused about creativity. :lol:

    Nartwak on
  • -Tal-Tal Registered User regular
    edited July 2010
    Fable is the ultimate role-playing game because you can write your own lines in your imagination, accented with farts and cossack dances

    basically if DA2 was a mix of Halo and Fable and Xbox 360 exclusive it would be the best game ever

    -Tal on
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  • Dox the PIDox the PI Registered User regular
    edited July 2010
    -Tal wrote: »
    Fable is the ultimate role-playing game because you can write your own lines in your imagination, accented with farts and cossack dances

    basically if DA2 was a mix of Halo and Fable and Xbox 360 exclusive it would be the best game ever

    Damn straight ^_^

    Dox the PI on
  • TheStigTheStig Registered User regular
    edited July 2010
    Luthon wrote: »
    I just felt like you couldn't be the bad guy no matter what you did. Even if you went the evil route in DA and made evil choices you really didn't suffer from it. And like Thestig said I wanted random killings, complete a quest that was retarded the be able to kill the quest giver for revenge.
    There was one part where you could be really evil and that was slaughtering the mage tower, sure you lose a party member but wynn was likely to die of old age anyways.

    I dunno, my character was pretty evil.

    Here are the notes on his evil accomplishments, complete with super spoilers for everything.
    Killed the prisoner in ostagar
    Killed the wounded man outside ostagar, told alistair "I prefer the term 'ruthless' myself" when if asked me if I was insane.
    Merchant in Lothering killed after getting rid of the chantry woman for a reward.
    threatened the chantry woman to get sten's key
    left Sten to die
    Redcliff: refused to help, killed the blacksmith, killed the bartender, let the militia drink for free (they were cool). Told the dwarf he had a good plan but failed to pickpocket him which resulted in a fight and his death. Killed everyone again when they were zombies, knocked out the mom and killed the kid. Told alistair I didn't care what he thought (about killing the conner) got -40 approval.
    The girl in honnleath is now possed by a demon.
    zevran killed while unconscious
    slept with the pirate chick
    Killed the white falcons in the pearl. Sergeant kylon (the denerim marken guard) didn't like that too much so i killed him.
    killed master ignacio, he hit like a truck but dropped a shit dagger(?)
    Sacred ashes defiled. Killed Leliana then turned on the cultists after drinking the blood. Genetivi killed.
    Alistair confronted me in camp, told my I was a disgrace to the grey wardens, etc. I told him he could go fight the dark spawn alone if he wanted, when he said he needed me i replied with "Sucks to be you, doesn't it?" and he walked away.
    Wynne and her mages killed, the children escaped :(
    let the demon keep the templar
    Completed the fade without rescuing Alistair, yet he lives :(
    Circle of magi: anulled. First Enchanter Irving died.
    Dalish camp: Slept with Gheyna, told Cammen I was just "sampling the goods." Got caught stealing by Lanaya, lied to her about it, got caught, stole from the chest anyway. Lied to Elora about my animal treatment abilities, told her the Halla was infected, had her kill it. Sold the amulet to the vendor. Looted the dying elf outside town and killed him, vendored his gear (they didn't notice?)
    Temple: Told the arcane warrior gem i'd help it if it taught me, changed my mind and tossed it aside.
    Sided with swiftrunner, killed everyone in the Dalish camp. Killer Panowen and Malora when they came after me.
    Orzammar: killed Roggar, Figor is now "ruined". Killed Rogek the smuggler. Convinced Zerlinda to abandon her baby in the deep roads.
    Deep Roads: Killed ruck. Watched Kardol get overrun/killed by Darkspwan, the blizzard on top of him didn't help I guess, woops. Freed the Fade Beast.
    Anvil: sided with branka, Shale turned on me and got smashed to bits :(
    Double crossed Bhelen in the assembly and gave the crown to Harrowmont. Killed every Desher in the fight on both sides.
    Kardol came back from the dead? I guess it's called the Legion of the Dead for a reason.
    Ruined Oghren's chances with that waitress.
    Accepted Flemeth's deal, lied to morrigan about killing her.
    Howe's estate: left the noble on the rack. Left the elf in his cell. Killed the crazy guy. Left the templar in his cell. Killed the Arl of Denerim.
    Alianage: abonded caged elves. Let the slave trader keep the elves, but made him leave the profits.
    Landsmeet: Beheaded Cauthrien (messy kills 2handed sword, yay)
    To Loghain: "Hah! You lose!"
    Marrying Anora. The naked Alistair now awaits execution. I told him to be a man about it.
    Loghain joined my party.
    Refused to hear Morrigan's offer to piss her off, she left.
    The party is now Me, Dog, Oghren, and Loghain.
    Loghain took the final blow. Ended the game with 3 surviving party members, myself, oghren and dog.
    Striped the Howes of their land, fortune, etc.

    ending:
    Cullen rules the circle with an iron fist.
    Harrowmont crushed the rebellion with golems, made the rich richer/poor poorer blah blah. He made using dwarves for golems illegal which resulted in raids to the surface and then a war.
    Redcliff never regained its former stature
    The werewolves grew in population and had to eventually be wiped out/driven out.
    Anora came down hard on the Alienage riots.

    In that are 6 instances where I killed the quest givers after completing their task.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • -Tal-Tal Registered User regular
    edited July 2010
    Those are some impressively evil accomplishments, but how do I know you're truly evil if your eyes don't turn red and your face cracks due to the stress on your conscience?

    -Tal on
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