Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,038
No dice rolls in dialogues. You won't always get the same outcome as it is your skill that modifies the reaction.
Not sure about the aiming system. I think I prefer to select "Aimed Shot" and then choose the specific location on the enemy (or in a paperdoll a la Fallout).
The main reason for this (that I can think of right now), is that with the current system I can't see the different percentages on each body part on one screen. I would have to choose each one separately and check them out.
Sounds like a minor thing but I believe it is important.
No dice rolls in dialogues. You won't always get the same outcome as it is your skill that modifies the reaction.
Nick said:Quote from: menyalin on Today at 07:46:25 am
Speaking about dialogues and design, in AoD back-end dlg design looked like a lot of pain for scripting and maintenance - did new engine eased your life on that side?
I believe it should be much more easy to handle and intuitive now. We've bought a plugin and adapted it to our needs:
Well, if AoD was combat + limited exploration (you could explore the world a lot more than you could explore Blackguards, for example, but a lot less than Fallout) + CYOA sequences including stealth, then the CSG is combat + stealth + exploration + CYOA sequences.Honest question, will this game not be a CYOA booklet? Genuinely interested in what the conceptual differences are.
Why not get rid of the colours, and instead have a little slot on the side of the dialogue window showing your relevant statistics (kind of like what TTON did for its whatever those magic points were called)?
There is no way the colours are not going to be confusing - it really signals to players that the green ones are the right ones to go. If you simply show the required perception, and the player's own perception, then they can make their own decisions.
The less glowing shiny things there are, the more the player is encouraged to actually read the dialogue choice and think about the conversation, instead of instantly pressing the green thing.
Well, if AoD was combat + limited exploration (you could explore the world a lot more than you could explore Blackguards, for example, but a lot less than Fallout) + CYOA sequences including stealth, then the CSG is combat + stealth + exploration + CYOA sequences.Honest question, will this game not be a CYOA booklet? Genuinely interested in what the conceptual differences are.
We can certainly do that but it might end up looking even more confusing. Persuasion 3/5 - what does it mean?
Sure, green/yellow is confusing too but it's the right kind of confusion, imo. It will disappear the moment the player realizes the easiest line (which is what green means) isn't always the best.
Well, the new Torment had 3 abilities, we check most skills, stats, and reputation not just the 3 dialogue skills. Listing them would be messy.I'm not saying 3/5. I'm saying just have [Persuasion 3] "I'm looking for my father", and at the right side pane of the entire dialogue screen, have a little box showing your character's relevant stats for reference. Again, TTON does this on the bottom left.
The advantage of this approach is that the UI simply gives the tools necessary. The player might still be confused, but he will have a more neutral UI that gives hiim the information he needs to work it out.
One great thing about Fallout dialogue is that you had to guess the chance of success/ stat requirement per answer..
I tend to agree with you both, but one could argue that since the chances of success of an action (attack, block, whatever) in a fight are presented to you, the chances of stat requirement in a dialogue should also be presented to you.I favor absolutely no metagame feedback whatsoever for dialogue option selection.
One great thing about Fallout dialogue is that you had to guess the chance of success/ stat requirement per answer..
I tend to agree with you both, but one could argue that since the chances of success of an action (attack, block, whatever) in a fight are presented to you, the chances of stat requirement in a dialogue should also be presented to you.I favor absolutely no metagame feedback whatsoever for dialogue option selection.
Well, the new Torment had 3 abilities, we check most skills, stats, and reputation not just the 3 dialogue skills. Listing them would be messy.I'm not saying 3/5. I'm saying just have [Persuasion 3] "I'm looking for my father", and at the right side pane of the entire dialogue screen, have a little box showing your character's relevant stats for reference. Again, TTON does this on the bottom left.
The advantage of this approach is that the UI simply gives the tools necessary. The player might still be confused, but he will have a more neutral UI that gives hiim the information he needs to work it out.
PS. I'm not dismissing your concerns, I'm just not sure what the best solution is.
Fuck the new Torment. It has a resource mechanic by which you can pass any check.
1. "That user interface is looking pretty slick."
2. "I would prefer a different user interface."
3. [Bethesda-tier Newfaggotry 37%] "The color-coded tags are great, but you should add a pop-up tooltip explaining which outcome to expect from each option."
4. [Condescending Shitposting 82%] "You should just get rid of that garbage completely, Vince. What's more important to you: sales numbers and reviews, or old skool principles?"