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Hi all,

The player should be able to designate one of their characters as the "Face" character for NPC interactions. I want my Fighter to lead so if combat starts she is in front or my Rogue to lead if I'm checking for traps, but should an automatic dialogue begin I want my Warlock with Deception/Persuasion to be doing the talking. It's annoying to have to swap to a different character every time I want to start a conversation, and infuriating when the conversation starts automatically and I get stuck with the wrong character leading the dialogue.

Thanks,
Tgnome57

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+1

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I was suggesting similar. Party leader but then we need to be able to switch party members during dialogue so my rogue can deceive, my cleric persuade, my fighter intimidate. It sucks right now when one character accidentally triggers a dialogue and I'm stuck with that particular character.

And, I also want characters to share dialogue. So if my Drow talks to Shadowheart, my Gith should have been present, and when my Gith talks to Shadowheart I shouldn't repeat the same exact dialogues.

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old hand
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Larian mentioned this in a interview or to hell youtube vid months back. They are working on introducing a option for your companions/co-op partners to have a say in conversations. I don't remember the details or if they even gave any more in-depth info.

Last edited by fallenj; 22/04/21 03:58 AM.
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Originally Posted by fallenj
Larian mentioned this in a interview or to hell youtube vid months back. They are working on introducing a option for your companions/co-op partners to have a say in conversations. I don't remember the details or if they even gave any more in-depth info.

Hype! This sounds awesome! laugh


Hoot hoot, stranger! Fairly new to CRPGs, but I tried my best to provide some feedback regardless! <3 Read it here: My Open Letter to Larian
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For singleplayer, absolutely!
For multiplayer that sounds like it will be gamey/cheesy. Like, player A holds off giving an answer to the drow priestess for 3 minutes straight just for the persuasion-cavalry to arrive to flex their charisma all over the villain.

"Party-faces" always seem to me like I am actually playing as a mafia clan or street gang of murderhobos. Everyone is a (brutal or not) murderer in one way or another EXCEPT that one guy who is "clean" and suave (he only kills when he can get away with it/only kills "bad guys"). Like regular people would not eventually find out or the party's reputation would not precede them at some (high-level) point, and people woudln't keep the Flaming Fist on speed dial, grabbing their cell phone scroll of message tight in their back pocket whenever you're within a 1-mile radius.
A forced mechanic in MP would instantly break my immersion and turn me off the whole conversation system, when it does not actually matter what your roll because of loaded dice (hopefully forever optional) and +6 bonuses from optimal character building due to "party-face" characters teleporting across the map or interjecting themselves into conversations they have no business being in.

tl;dr a forced "face-character" option in MP would turn MP into an even bigger optimization-fest than it already is, please make it optional.
Edit: voting on conversation outcomes is probably the ONE feature I miss from Divinity OS (1)

Last edited by Sarevok Jr.; 24/04/21 09:03 PM.
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But you are a party of adventurers. Always forcing 1 person to do the talking is silly.

If my rogue is standing right there and can bluff better, why wouldnt the rogue step up and take over?

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What I think is that it should be where the Player Controlled Character is acting as the initial face BUT you can often choose another party member to do a check.
For example, say we have to persuade someone to let us pass without shooting us, if Astarion is nearby we should be allowed to let him make the check and convince the guy to not attack. This coupled with the aforementioned ability for companions to have a say in conversation would make the party feel more like a party where everyone is cooperating and contributing.


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