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stranger
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OP
stranger
Joined: Aug 2021
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One thing that is kinda annoying is when you finish a fight or bump into some new NPCs and the dialogue kicks in, and the NPCs are talking to one of your party members instead of your main character. It's like hey dangit, I'm supposed to be the main hero (or villain) of this story, let me do the talking unless I specifically designate somebody else in my party to do the talking.
Please fix.
Have a great day !
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veteran
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veteran
Joined: Oct 2020
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member
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member
Joined: Aug 2021
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I hate this on DOS2 I hate this in here, I will hate this feature forever in any game. This breaks any immersion, it's frustrating. And they can do this since there are some NPCs that only will talk with the MC. So, please Larian, don't do the same thing you did on DOS2, remove this completely. I just hope they hear us since I can see around there are more ppl annoyed by this.
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old hand
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old hand
Joined: Nov 2020
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I think its a holdover from how they are meant to be fully playable characters, but honestly, let us pick who is being the face in the conversation.
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enthusiast
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enthusiast
Joined: Oct 2020
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Sometimes I think it's whoever is closer to the person. Just experienced this with that tiefling by the telescope. Finished the fight with the bugbear and she started talking to Gale. So I reloaded and made sure I was closer. Moved everyone else.
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member
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member
Joined: Nov 2020
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YES! It happened to me few times. In my case it's always Lae'zel for some reason.
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addict
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addict
Joined: Aug 2021
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I think I've also seen cases where it's just a display bug. The dialog will start with one of the companions shown, but after a few cuts, it's back on my main.
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member
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member
Joined: Aug 2021
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I never got it returned to my main, and yes, It's like DOS2, the companion who is the closest of the npc will be their target to start the conversation after the fight ends.
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veteran
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veteran
Joined: Feb 2020
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Probably another "multiplayer" and "origin character" issue.
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veteran
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veteran
Joined: Dec 2020
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"We are all stories in the end. Just make it a good one."
Doctor Who
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veteran
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veteran
Joined: Oct 2020
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I think it would cool for characters who haven't decided you were in charge to make dialogue choices based on their own alignment, but I don't think that would be practical.
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enthusiast
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enthusiast
Joined: Apr 2021
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Were you using your main character at the time, or still controlling one of your companions after a fight? Because they'll usually talk to the currently-controlled character. I don't mind this at all, personally. If that happens, I RP the answer as the companion would answer it, which sometimes leads to hilarious results.
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apprentice
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apprentice
Joined: Jan 2014
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It would be great if perhaps there would be an option to select (ideally before starting the game) which would allow players to pick whether conversations would be started with the closest target or always with the main player character in single player campaigns.
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veteran
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veteran
Joined: Oct 2020
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Were you using your main character at the time, or still controlling one of your companions after a fight? Because they'll usually talk to the currently-controlled character. If that is true, then system must have ben somehow updated ... Since as far as i know, every NPC i have seen allways started talking to closest friendly PC it found. I don't mind this at all, personally. If that happens, I RP the answer as the companion would answer it, which sometimes leads to hilarious results. It might not be a problem from roleplay perspective ... But it can block you out huge deal of aproval from some characters, if that is happening often ...
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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member
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member
Joined: Oct 2020
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Yeah, this is very annoying and should be fixed
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veteran
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veteran
Joined: May 2019
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Probably another "multiplayer" and "origin character" issue. Yup. Sure sounds like it. And +1 to the OP that it is stupid and should be fixed.
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veteran
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veteran
Joined: Jul 2014
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I think its a holdover from how they are meant to be fully playable characters, but honestly, let us pick who is being the face in the conversation. Well, that and the focus on multiplayer. Still, they could put a check in place where for the NPC to start a conversation there needs to be a flag pointing that the target is a player character, even in multi.
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veteran
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veteran
Joined: Mar 2020
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It still won't fix the problem. The fact that you can talk to any NPC in the game with every character in your party but the game will treat everyone exactly the same.
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veteran
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veteran
Joined: Aug 2014
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It should be a choice, really.
If I play the strong silent type for my main, I wouldn't want to have to do ALL the talking. Let the more charismatic companion be the face of the party and take care of unimportant small talk and roll those skill checks.
I actually like that NPC's can initiate dialogue with anyone because it's more realistic that way, but there should be a way to change character for both dialogue and skill checks.
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veteran
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veteran
Joined: Mar 2020
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It should be a choice, really.
If I play the strong silent type for my main, I wouldn't want to have to do ALL the talking. Let the more charismatic companion be the face of the party and take care of unimportant small talk and roll those skill checks.
I actually like that NPC's can initiate dialogue with anyone because it's more realistic that way, but there should be a way to change character for both dialogue and skill checks. It should be the question is is it possible within the limits of a video game rpg
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