Kulyok Posted June 30, 2014 Share Posted June 30, 2014 So, I'm writing a small mod(very slowly) and I would like to introduce some dialogue options that would depend on CHARNAME's wisdom and persuasion skills(intelligence, wisdom and charisma, that is). I know that most modern games show these options as [intimidate] Listen to me, Republic scum! or [Persuade] Come to the dark side, we have cookies! - so that the players are aware that they have a chance to use their persuasion skills, or influence the situation somehow. In Baldur's Gate, however, that usually doesn't happen. But I know that some players would like to see extra options marked, because these are usually the most interesting ones. Should I do it? Or am I going all wrong about all this, and I shouldn't implement any wisdom/charisma/intelligence-related options at all? (In which case I might delete a few, and I would not use any [WIS] or [CHA] tags). Tell me what you think, please. Link to comment
kreso Posted June 30, 2014 Share Posted June 30, 2014 Fwiw, I loved Torment dialogue options, so T-up for implementing this. CHA and WIS scores are so useless in BG that it's a shame more mods like this don't exist imo. P.S. I wouldn't mark the options as "WIS" (I don't like this.) but would prefer something such as this (left picture ofc ). Then, if WIS>some value you get "x". Link to comment
ericp07 Posted June 30, 2014 Share Posted June 30, 2014 I recommend against marking the choices in that way, as it breaks immersion in the case of BG/BG2. Link to comment
Jarno Mikkola Posted June 30, 2014 Share Posted June 30, 2014 I would recommend that you keep the requirements etc but you shouldn't actually show them or an [Aspect] in game. Better yet, if you are good enough, you should show your hand by giving two "almost" same dialog options one being there if the character passes the requirement while the other being there if it does not, the difference is that one fails while the other succeeds. Come to the dark side, we give gifts! (Cha ≥ 10) :outcome fail. Come to the dark side, we have cookies! (Cha < 10) :outcome pass. I have never take bribes, but cookies, ouh yes sir. Link to comment
erik Posted June 30, 2014 Share Posted June 30, 2014 Just have extra options show up if you fit the requirements. Please. Having wise party members step in and offer you the wiser options if you choose the wis<6 "Uh, guess I'll give you my artifact sword for sharpening" option could be entertaining. Or the other way round. Link to comment
jcompton Posted June 30, 2014 Share Posted June 30, 2014 I bet you can guess where my vote just went. Link to comment
lynx Posted June 30, 2014 Share Posted June 30, 2014 I'm with kreso and everyone else. Link to comment
jastey Posted June 30, 2014 Share Posted June 30, 2014 Oh shoot. I typed a reply without posting, then voted, and the typing was gone. Sorry - I would like the reply options to be marked, because it is not common for BG to have different outcomes to reply options for different stats and I would like to know I am trying my luck (in BG, it's more like "reply options don't show if you don't have the requirements, so that would be what I am expecting - if I see it, I have a chance of using it successfully). Since it's BG, "persuade" would leave me clueless as I wouldn't know which stat it checks, so I voted for "[WIS]...". Link to comment
Cahir Posted June 30, 2014 Share Posted June 30, 2014 Don't know if this is possible, but maybe these additional dialogue options could have different font color? It will eliminate immersion breaking markings while indicating that some social skills were used at the same time. Link to comment
lynx Posted June 30, 2014 Share Posted June 30, 2014 no, you can't change the color. I wouldn't be bothered by a clue tag, but no so explicit/specific as Jastey suggests. It's too tempting to powergame through otherwise. Specifics are needed only for lazy dialog writers, where the same reply is repeated several times and some have stat checks attached. Link to comment
Twani Posted June 30, 2014 Share Posted June 30, 2014 Don't mark them. The few in the game- like the githyanki not attacking you if you hand in the silver sword- aren't marked, so new ones shouldn't be marked. ...At least, I don't mark mine when I have them. Hm. Link to comment
Kulyok Posted July 1, 2014 Author Share Posted July 1, 2014 I think I have my answer, then. Thank you all very much. Link to comment
Thimblerig Posted July 1, 2014 Share Posted July 1, 2014 Well, sounds like you've made your decision, but for what it's worth, I prefer having extra dialogue options for high social and mental stats. Dialogue is a social character's bag, baby - and they're taking a hit in their physical stats to get high charisma and wisdom, so... Link to comment
Dakk Posted July 1, 2014 Share Posted July 1, 2014 I'm for marking. It feels like that extra dialogue (and mental stats needed to get them) are "wasted" otherwise. Link to comment
Demivrgvs Posted July 1, 2014 Share Posted July 1, 2014 I'm torn between [PERSUADE] and [WIS], but I probably prefer the latter. I'm sympathetic to those saying that displaying the stat "looks bad", I sorta feel the same, but at the same time for most players it would feel more satisfying imo to actually know they are using those precious stat points they invested into INT/WIS/CHA. Btw, showing a tag shouldn't necessarily means a successfull result, but just that you are trying to convince, persuade or intimidate relaying on a particular stat. Anyway, regardless the implementation, this will be super cool. I and Arda dreamed of doing this within an eventual Quest Revision, but I fear such a mod will never see the light. I really really hope you manage to work on it, especially because I know you are a very good writer. Link to comment
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