Originally Posted by LordCrash
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1. We need a key that cycles through your characters (e.g. Tab).

Controlling each of your characters doing while different things is a pain right now. This would eliminate all of that issue.

Agreed. But that isn't that easy because it had to work in co-op as well while you don't control every character.

Then it would simply cycle you to the next available character (one that is controlled by you).

Originally Posted by LordCrash
Originally Posted by Stabbey

Just doubling the options gives you 4 times the workload.


Making the answers less extreme would already help a lot. There is just no need for a "very angry" and a "very nice" answer for each and every topic. Why not making a "nice" and a "not so nice" answer? Or an "angry" and "less angry" answer for another dialogue...

Nobody says that if you are limited to two answers/options (because of time/workload constraints) you had to choose the two most extreme positions. That's just bad writing/design imo, black and white as I've said.

This is exactly what I was going for. I should have been more clear in the original post.

The dialogue that triggers when one of your characters wins a fight without the other participating is a great example of both characters having an appropriate response to the given situation. Dialogue such as "Carrying the team on my shoulders." on the other hand...