Originally Posted by Crimsomrider
It is quite immersion breaking and punishing because:
  • The main character is the one involved in all situations and making all the decisions, not the companions.
  • You do not gain any approval when using companions in conversations
  • The companion's AI personality often clashes with the choices of your main character and the flow of the story
  • You have to play stupidly by bringing your ranged main character into melee range to be chosen for the dialogue
Fully agree!

Originally Posted by Crimsomrider
It really shouldn't require so much tedious tactical work for the main character to be the main character. So please... make the automatic dialogue system prioritize the main character. The only time a companion should be chosen is if the main character is downed or dead, but otherwise let me be the main character of the story. Or at least an option to take over a conversation.
+1 !
Excellent suggestion!

I also remember having to reload and trying to reposition my characters before the final blow in combat just to make sure my Tav would be the one having the conversation afterward. For all the reasons given in the OP.
At the top of my head, I remember most vividly the case with Rugan (conversation triggered after the big fight with gnolls), or I should said most conversations that start after a fight.

Originally Posted by Crimsomrider
Just by playing the game, it becomes obvious that when it comes to dialogue proximity, there is a clear 2m radius that makes an NPC ignore any party member within it and instead initiate dialogue with the closest companion outside of that radius. I wish this proximity dialogue would be severely reduced and optimized so these things don't happen.

The video also shows fairly well how the current system feels pretty awkward. Basically both dialogues start at the same time? How weird. And the main character couldn't be more in Mayrina's face.

Originally Posted by mrfuji3
And/or they should allow you to freely switch who is talking during dialogue.
+1
That would be great!

Originally Posted by UnknownEvil
My opinion is still that conversations should include all the party members that are part of an encounter. Like now one is talking and the rest stands around drooling or somesuch...
+1
That would be the ideal option in my opinion.

Originally Posted by UnknownEvil
Imo there are 2 ways to do this properly.

1.
The player controls who ist speaking and what is said. That would give the player full control over the outcome of each conversation. In this scenario i would go the way i always talk about:

Handle the whole party as speaker. This way you get the feeling that everyone is listening and everyone is participating.
An example conversation could look like this (i used part of the convo with the 3 ogres as base)

Ogre: Be you friend or food? The mark is Her measure: Show us the brand of the Absolute.

1.You're quite eloquent for an Ogre
2.I bear no such brand.
3.[DECEPTION] I'll do you one better - I'm one of the Absolutes chosen disciples.
4.[LAE'ZEL] How dare you raise your voice to me, lowly creature. Attack.
5.Attack
Love that!