Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Also quote from the latest news about this topic:
Clicking on the appropriate icon or character is the worst experience in the game. This needs to change, because it feel really bad to follow the story when you always miss the beginning of the dialogue.
Also not be able to choose who is doing the talking in a party feels weird.
"To give you an example, if you run around a corner and bump into someone unexpectedly, you’re the person who’s going to have the conversation." this example only works if you are alone, once your friends round the corner, are they just supposed to stand there quietly, not saying anything while you fumble, even though one of them might be a smooth diplomat? makes no sense. please let us pick who leads the discussion.
As for the checks, why can't both players roll the dice? They're part of the same group after all, and this often works in tabletop games where everything happens simultaneously. The current setup gives the impression that you're playing solo and streaming to someone else.
Even when compared to Wasteland 3 (where the highest skill in the group is considered) or JA3 (where all characters voice their opinions despite the highest skill being taken into account), the dialogue in BG3 feels less immersive and dynamic. I hope these aspects can be improved to enhance the gaming experience.
The way it's currently set up, any origin character my friend chooses remains silent for the entire journey, failing to reveal their character. Moreover, if they control more than one character, I don't see the second one in the dialogues either. It would be really appreciated if this issue could be addressed as a priority. Making all characters in a player's control feel more involved in dialogues and narrative decisions would significantly enhance the co-op experience in my opinion.
Why not give the opportunity to pass speech checks based on the stats of ALL party members? Especially considering that in single-player mode, characters communicate quite vividly with each other and overall feel like those much-advertised DISTINCT PERSONALITIES. In a story-driven project, the chance to FULLY enjoy the story when playing co-op is trending towards zero. I sincerely hope this is something you're planning to address.
I completely agree. As a GM and player for TRPGs, and generally as a video game player, it creates a dissonance for me that the game ignores other players who are not "chained" to the main character. As we know, in co-op, you can't "chained" another player's characters to your own. As a result, their entire storyline character (Origin) doesn't even participate in the dialogues, and we lose an amazing plot thread. It's very disappointing. I hope that the developers find a way to enhance the co-op experience by allowing all characters to engage fully in the narrative.
Oof, I have a lot of beefs with dialog, but I didn't even realize that only the origin character chained to the speaker has the ability to interject in the conversation. Both me and my partner did the same dialog with a certain npc and I was wondering why Shadowheart spoke up the second time we did it, but not the first, I thought it was a bug. How disappointing to know we are potentially missing an interesting story bit or dialog line from (x) character because the one chained to them isn't the one who clicked on the NPC.
Everything so far has been pushing us to go through the same NPC dialog multiple times, first with one character, then with another, potentially even reloading if we need to, which is ridiculous and not how we want to play at all. It's just that we paid for the game and would like to see the content that makes sense for us to be able to see given that all us characters are present for the convo.
Everyone is standing there in front of the npc. In real life, it would be a group conversation. All companions should be able to interject if they have a scripted line, everyone should be able to do a skill check (if not everyone, then we should pick the person or it should automatically be the one with the highest skill), everyone should be able to contribute something related to their class/race if they are present. If my warlock partner clicks on the NPC druid, but I as another druid am standing next to him, the game should react with that druid familiarity as if I was the one who clicked on the npc. I'm right there, my partner warlock might say hi, but of course I would also say hi, fellow druid here -druid secret handshake- lol. ESPECIALLY in cases where its a triggered dialog. We've had to reload so many times because one of us accidentally stepped into something we would have chosen the other character for if we realized.
If I was on another part of the map, then of course that would be different, it wouldn't make sense to contribute to the dialog. but anyone within a reasonable distance should be included, as they would be in reality, or in tabletop.
100% this. I'm a Druid healer with medicine and I can't examine the boar corpse cause Lae'zel walked in front... Game pls.
Or watch some footage of it at least?
Dialogue's aren't isolated between one character and the NPCs, the entire party can roll knowledge/insight checks based on what they hear and actively participate.
Getting to decide who says which line or attempts what skill check is crucial for a party based RPG.