Companion Approval/Disapproval Seems Arbitrary - 27/10/20 05:13 AM
While there are some actions that I can predict will result in some characters being upset or happy (i.e. Wyll if you choose to side with the goblins against the Tieflings), I'm often surprised when I select a dialog choice and somehow that results in 3/4 of my companions disapproving. Prior knowledge of how my companions will react to some of my choices really would influence my choice or at least make the choice more compelling. For example if I'm really trying to buddy up to Gale, I'd like to at least be able to guess at when I'm approaching a moment where my decision might impact our relationship. The problem is that there aren't any contextual clues that provide hints that what I'm about to do will have important consequences - instead it feels kind of like tip-toeing through a minefield and any wrong step can arbitrarily result in "Gale Disapproves" without any intention on my part.
I can think of a few solutions, but what I don't want to see is an obvious "this will make Gale dislike you" warning. I don't want my hand held THAT much. Give me just enough information to make relationship management something like a minigame and reward players for paying attention.
Then again, maybe I haven't paid attention enough and those clues are already there?
I can think of a few solutions, but what I don't want to see is an obvious "this will make Gale dislike you" warning. I don't want my hand held THAT much. Give me just enough information to make relationship management something like a minigame and reward players for paying attention.
Then again, maybe I haven't paid attention enough and those clues are already there?