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Class Conversation Style at last chapter...hate it.


Lunafox

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Where?

 

Browse the class forums, you will see a few.

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Legacy tree is a tangled mess of random numbers and characters

 

Edit: You are right, there are fewer than other Xpacs.. Like I said in my deleted post, I am angry and sniping when I should just shut up and be constructive :)

Edited by TangledDruid
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It felt very unnatural to me. It never happened before in this game and then... suddenly.. My character lost her tongue. I dislike games that have no voice acting (that's why I can never get into Elder Scrolls games for example) and to have me standing there, not speaking... Ugh. Hate it. I hope it's only for the couple of missions in the alliance there, otherwise the gameplay experience will be quite unpleasant. I want to hear my FemInq and FemAgent talk... It does not fit the style of this game at all, to be standing there like a.. dead droid.
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Muwahahaha. As someone who fought the introduction of dialogue wheels way back in the day, it feels good to have one small victory. :rak_03:

 

If it means content comes out faster and is easier to expand with more choices over time, I consider it a fine compromise. It would feel wrong for the entire game to play that way, but it doesn't bother me within a specific context any more than the change introduced in Shadow of Revan where we got daily missions that included just a single line or two of spoken dialog with a mission overlay instead of a full conversation.

Edited by JasonNH
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I have to say I think this was a bad move.

 

I really do not get the logic behind it. It do not need to have a "sarcastic" option when talking (although it was hilarious on C2-N2), and I think it unnecessarily breaks up the game.

 

I would be fine with 3 choices for most of the stuff, seeing as there really is not more in majority of cases. The only exception is C2N2, but I think that even his "quest" would be doable with regular talking system (or maybe a separate window to assign what go where, instead of picking it in conversation at all)

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looks cheap a made devs looks lazyish....

 

That is the main problem, it just looks cheap and lazy design choice.

 

Although I am sure that lot of programming went into convincing the engine to make it work, and the graphical design is not too bad (however, they could move subtitles to the regular place, it is a bit of an eyestrain to look up on screen).

 

Given how much BW wants to aim this at new people, this just feels like a huge misstep.

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If you want fully voiced missions after the main story go find 500k subs so EA will give them the budget to do it.
One of the only things this game had that separated it from other games was the fully voiced aspect. Without that, there wont be 500k subscribers.
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I loved the old kotor and kotor 2, but inclide this kind of style in todays game - with mute mian protagonist - its silly, looks cheap a made devs looks lazyish....

 

to bad they did made it

 

It's way cheaper than the dialogue screen in kotor. your character just stands there like a dummy, watch a kotor LP on youtube to compare it. It feels so disconnect from the rest of the game as if they outsourced the development of that thing.

Edited by bluroq
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I completely agree. It was a terrible idea. If they'd wanted to try it they should have done so on a different quest that had no impact on the story and that was just an easter egg. To put it in the main story is just a gut-punch to loyal players who wanted Full-VO like we were promised from the beginning.

 

As is I can certainly say that if it shows up in more quests in future expacs I'm certainly going to have to consider leaving the game. It just isn't any fun without Full-VO.

 

Honestly full-VO is one of the last truly unique things this game has left to be proud of. Throw that away and the game might as well just stop trying entirely.

 

Source on where you were promised anything? >.>

 

 

You have NINE chapters of fully voice content, from the actual story, to NPC's talking while you run around questing. You'll also get the other 6 chapters voice over'd, so why ***** and moan about one little feature. Oh, you can't hear your character say a sentence... That must really be upsetting. :(

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If having Alliance side quest combos changed to this style is the price to pay for having such a good story with the main chapters, I will gladly take it. Making full voice overs for interactions with SO many Alliance recruits and contacts surely costs a lot of money, so they obviously prioritized putting the cash into the main story and cutting some corners in the Alliance related convos. Hell, I'm actually quite happy that we still hear the voices of those we talk to.

 

NOT a big deal. And I have to say that I actually like the KOTOR vibe, but that's just me.

Edited by Birtram
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So much butthurt here...relax friends. :)

 

This is just for the new alliance system. We just got 9 full (and very detailed) chapters with the normal voice acting and cinematic scenes. And all of the actual story content and chapters that they release in the future will be the same way. It's only for the alliance system. Nothing to complain about...be happy that this expansion gave us more VO's and cinematics than either of the other two.

 

There is, in fact, good reason as to why this KOTOR-style of conversation is used in the alliance system. It has to do with being able to repeat certain convos, turning in the gift-type things to alliance specialists, and having more than one conversation choice.

 

Example:

 

When I went to recruit Xalek...I had about 5 options, rather than 3. I could recruit him, imprison him, kill him, or ask him a few other questions (IIRC).

 

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I don't want more than 3 choices if it isn't voiced. The rest of the game is voiced when it comes to conversation choices, to take that out ruins immersion. However, I know that this is going to not only reappear in later chapters but will only become more common since the majority of this games player base is willing to accept anything from Bioware as seen in this thread.

 

They are cutting costs as much as they can to get their last profits out of this game before they move on.

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They are cutting costs as much as they can to get their last profits out of this game before they move on.

 

You couldn't just form an argument without a doom and gloom prophecy, could you? Your whole post would have been a solid showcase of opinion. Then you write that and destroy it all.

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So much butthurt here...relax friends. :)

 

This is just for the new alliance system. We just got 9 full (and very detailed) chapters with the normal voice acting and cinematic scenes. And all of the actual story content and chapters that they release in the future will be the same way. It's only for the alliance system. Nothing to complain about...be happy that this expansion gave us more VO's and cinematics than either of the other two.

 

There is, in fact, good reason as to why this KOTOR-style of conversation is used in the alliance system. It has to do with being able to repeat certain convos, turning in the gift-type things to alliance specialists, and having more than one conversation choice.

 

Example:

 

When I went to recruit Xalek...I had about 5 options, rather than 3. I could recruit him, imprison him, kill him, or ask him a few other questions (IIRC).

 

Yes, there is plenty to complain about this system. Unlike level sync, it doesn't bring anything to the game

 

They could have the interface, whatever, but the player character should speak. That is the main issue for many. After getting used to having fully voiced cutscenes for 4 years, this just feels lazy.

 

However, there really isn't that much the new system offers over the regular one (which is still used everywhere else)

Turning in lockboxes/gifts - could be easily done through a terminal next to specialist (as it pops up with a special window just for that). Same goes for C2N2's quest, just have it as a datapad screen with selects or something.

 

As to having more choices, pretty sure that could be done in the regular system as well, even if it was still limited to 3 buttons (not sure why couldn't they spend time on coding the left side of the wheel instead of this)

In your example

Recruit - Option 1

Questions - Option 2, sends you to another wheel with 2 questions and one "nevermind" button (back to previous wheel)

Other choices - Option 3, sends you to another wheel where you make the choice

 

The way this is done just feels way too disconnected from the rest of the game

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You couldn't just form an argument without a doom and gloom prophecy, could you? Your whole post would have been a solid showcase of opinion. Then you write that and destroy it all.

 

Its obvious to most people. It is also natural for a game to go this route after it has been out for some time. If you want to have your head buried in the sand pretending this game is going to last until 2050 then go ahead.

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It is for the alliance. If you read the update/blog. Story quests, flashpoints, still have VO. They wanted to add the alliance system so you could play with all companions but 8 classes and 42 companions was to much VO. You stil get VO with the main new companions in story, Lana and crew but alliance missions and stuff are classic.

 

I mostly agree it is kind of jarring but that's way it is.

 

And if the companions were not voiced, you would be correct. But they are. It is your main character that is mute.

And the new system actually offers more options at some points, so that is more VO work.

 

So that argument is completely invalid

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That is the main problem, it just looks cheap and lazy design choice.

 

Although I am sure that lot of programming went into convincing the engine to make it work, and the graphical design is not too bad (however, they could move subtitles to the regular place, it is a bit of an eyestrain to look up on screen).

 

Given how much BW wants to aim this at new people, this just feels like a huge misstep.

 

To be fair, it's about as good as installing Windows 10, and then finding a part of the GUI that retains Windows 95. It's a very jarring experience.

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I don't want more than 3 choices if it isn't voiced. The rest of the game is voiced when it comes to conversation choices, to take that out ruins immersion. However, I know that this is going to not only reappear in later chapters but will only become more common since the majority of this games player base is willing to accept anything from Bioware as seen in this thread.

 

They are cutting costs as much as they can to get their last profits out of this game before they move on.

 

Seconded. It's so bizarre and out of place. They tried to spin it like "Hey, check out this cool KotOR throwback," and all I could think of was, "Hey, is it 15 years ago already?"

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How much did the trailer cost, again?

 

Except it does not feel like a cost cutting thing. NPCs are still voiced, and actually have more options that needed to be voiced. If it really was a matter of costs, they could have cut down the options and move the money to the PC actors.

 

Also, trailer is funded from a different "bag of money" than game development is (there is no "one huge KotFE budget", there are several smaller ones, like "KotFE promotion", "KotFE game design", "KotFE assets", etc

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