Not indicating the ability that is being used on the dialogue check is p. dumb.
That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
No, but taking them off doesn't help anything. It's just a lazy bandaid fix.That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
So, putting those tags in the game would have made it better, had it handled ability checks in a different way?
No, but taking them off doesn't help anything. It's just a lazy bandaid fix.That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
So, putting those tags in the game would have made it better, had it handled ability checks in a different way?
Highlighting ability checks is completely retarded.That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
I'd say that it depends on the type of action and how it's presented, not just the type of game. I don't remember much about PST, my memory is a sieve, so forgive me if I speak too generally. A lot of things can be justified under a variety of different ability scores, as such can leave a player failing without a solid reason. I'd mostly say that it's important to be clear in some way about what you're using. Either through systems and consistency (a type of dialogue option always uses this attribute), through text ("You try to reason with him"), or through the tags.
As I recall about PST, it had a somewhat systemic approach. Something like wisdom is used for pulling up old memories specifically. I'd go so far as to say regardless of the type of game it is, consistency like that is good.
That's stupid, fence sitting, wishy washy solution. Either they design the dialogue to accommodate one approach or the other. Trying both will only bring pain, misery and butthurt posts from everyone.Relax everybody, they'll probably add a toggle like in PE.
If they will use the skill tags in dialogue, it would be nice if they could actually fuck you hard instead of helping you.Up to a point. I find there is nothing worse than dialogue trees becoming the exercise of picking "[bluff] these are not droids you are looking for" to automatically succeed. It demolishes the gameplay aspect of dialogue completely, turning the most profitable options into no-brainers. In such case you don't even need to read those dialogues to win, which makes them a fluff divorced from essential gameplay component.
No, it actually blurs the lines between skills and different character builds. Whats worse - it allows players to experience more content then they should - in an RPG game of this sort.Effort provides more options to customize your character and tackle obstacles.
You see?If there's a task you want to attempt—even if it's something normally contrary to your character build—you still have a chance of succeeding if you can use enough Effort.
Too weak, vague, insubstantial - again - the least one could expect anyway.On the other hand, someone who has trained or specialized in that sort of task will have a greater chance of success, and will maintain that edge in similar tasks throughout the game.
Something like this is the most i can see it implemented as - except in very specific cases that are narrative-choice consequence-character build-specific skillset dependent so, different character builds get to stumble upon them, while other character builds and choices leading to different branches of quests and stuff - would not.The idea is, even if you've never been trained in lock picking, a very smart or dexterous character can, with some Effort, increase their chances of cracking a lock.
Seriously, this better be really, really designed smartly, limited depending on your previous choices, things you did, or didnt do in that quest line and balanced so it only appears in places where you would expect your character build could have a "second chance" or another attempt allowed or possible.In some cases, if you fail a task, Effort can also be spent to gain a second chance.
Great. Dialogue effects described after - great.But we have a whole category of Lore skills that represent your knowledge. These skills will enable certain response options in dialogue, giving you choices that a player without the skill wouldn't have. When this happens, there won't be a die roll, because the skill is being used without requiring effort on your part.
Does this mean you will be able to use Effort only in specific skills, not all of them?Active skills—that is, skills you choose to use and have the option to apply Effort to—will be done with die rolls.
There ideally shouldn't be a way to "win" at dialogue, just ways of achieving different results, some more difficult than others, and with different skill requirements. Ideally these should also demand that the player pay attention and employ a minimum of critical thinking in order to arrive at their desired outcome. Grunker complains that the example Adam brings up in the update is bad because of its arbitrariness, and I do agree. The player should have the ability to figure out that this might happen - the (Lie) option vaguely suggests it, but it's not enough in my opinion. Could also be that there's a followup where the player can attempt to obtain the artifact regardless, by buying it, manipulating the owner to give it away, or what else have you.
Up to a point. I find there is nothing worse than dialogue trees becoming the exercise of picking "[bluff] these are not droids you are looking for" to automatically succeed. It demolishes the gameplay aspect of dialogue completely, turning the most profitable options into no-brainers. In such case you don't even need to read those dialogues to win, which makes them a fluff divorced from essential gameplay component.
What a stupid notion.It's fairly isn't it. If skill is an autowin, we need it displayed. If it isn't, it can be hidden, but this takes more effort and writing time since every dialogue needs to make sure the player, with enough effort, can discern the results.
What a stupid notion.It's fairly isn't it. If skill is an autowin, we need it displayed. If it isn't, it can be hidden, but this takes more effort and writing time since every dialogue needs to make sure the player, with enough effort, can discern the results.
Youre stupid.
Your proposed solution?No, but taking them off doesn't help anything. It's just a lazy bandaid fix.That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
So, putting those tags in the game would have made it better, had it handled ability checks in a different way?
Actually I read your post wrong, had they handled ability checks in a proper way, then using abilities would be an active player choice and not an I WIN button handed on a plate.
Your proposed solution?No, but taking them off doesn't help anything. It's just a lazy bandaid fix.That's because those games handle ability checks in a completely retarded manner.Not indicating the ability that is being used on the dialogue check is p. dumb.
Depends on what kind of game it is. Putting stuff like [Intelligence] or [Wisdom] next to dialogue options in PST would have made the game worse, and more specifically completely destroyed various "dialogue puzzles", like the Unbroken Circle of Zerthimon, which actually required the player to pay attention and understand the problem being discussed.
So, putting those tags in the game would have made it better, had it handled ability checks in a different way?
Actually I read your post wrong, had they handled ability checks in a proper way, then using abilities would be an active player choice and not an I WIN button handed on a plate.
Not indicating the ability that is being used on the dialogue check is p. dumb.
I disagree. In PS:T, dialogue puzzles are made stronger by the fact that although stats are necessary for completion (character skill over player skill), player skill and concentration isn't made uneccesary.
For a game like Torment, hidden tags are best, methinks. There's a time and a place for both solutions. In P:E where it's a diverse field of attributes that are meant for quick solutions to dialogue, tags are better.
For a game like Torment, hidden tags are best, methinks. There's a time and a place for both solutions. In P:E where it's a diverse field of attributes that are meant for quick solutions to dialogue, tags are better.
No but seriously Grunker even if the skill was autowin, why would you need to see it displayed?