DD39C89C-1C46-4F28-BDB7-49 Posted June 16, 2020 Share Posted June 16, 2020 In many places there are NPCs who speak something, sometimes interesting, sometimes trivial, it's good background. But some NPCs repeat their dialogue annoyingly too often. Mostly in camps and cities, we hear those staying near merchant or crafting. For example: * near merchant at Camp Resolve _(Wyld Hunt Valiant)_ * or leather crafting at Lily of the Elon _(Order of Shadows Agent)_. There should be longer repeat interval for those dialogues. Link to comment Share on other sites More sharing options...
Sigmoid.7082 Posted June 16, 2020 Share Posted June 16, 2020 No idea what you mean... I **need** to know and be constantly reminded that If Mordremoth could attack the Mother Tree in the Grove, it can attack anywhere. Link to comment Share on other sites More sharing options...
DD39C89C-1C46-4F28-BDB7-49 Posted June 16, 2020 Author Share Posted June 16, 2020 I didn't quote those on purpose, and oh... again... In game I turn off sound near those places. Link to comment Share on other sites More sharing options...
Memoranda.9386 Posted June 16, 2020 Share Posted June 16, 2020 I can see how from a lingerers perspective it could be annoying, but from a design choice it makes sense that the dialogue would be a quick loop. As that is a way for more players to hear it. This would make the city/camp seem more "alive." Link to comment Share on other sites More sharing options...
DD39C89C-1C46-4F28-BDB7-49 Posted June 16, 2020 Author Share Posted June 16, 2020 Quick loop would be case if dialogues were global (but still this would be a bad design), I'm not sure about background dialogues, but quests' dialogues are personal, those are not played for everybody at the same time. To let all players hear all dialogues, those in background should have the same mechanics as quests' dialogues - only a player doing quest hear it. So there is no need to repeat dialogue if a player already heard it. Some repetition could be done only after long time. Currently those dialogues are boring and annoying. To make city alive, there should be more dialogues, or much shorter phrases (those could be even random generated). Link to comment Share on other sites More sharing options...
kharmin.7683 Posted June 16, 2020 Share Posted June 16, 2020 > @DD39C89C-1C46-4F28-BDB7-49C86BA96CAD said: > To make city alive, there should be more dialogues, or much shorter phrases (those could be even random generated). Well, I know that there is a TON of dialogue in Divinity's Reach. One just needs to explore the entire city. Sure, if one stays in the same place then one will hear the same dialogue on loop. Link to comment Share on other sites More sharing options...
Taril.8619 Posted June 16, 2020 Share Posted June 16, 2020 I don't know if you've heard, but life is a trial, Koda the judge and kodan the jury. Link to comment Share on other sites More sharing options...
DD39C89C-1C46-4F28-BDB7-49 Posted June 16, 2020 Author Share Posted June 16, 2020 > @"kharmin.7683" said: > Well, I know that there is a TON of dialogue in Divinity's Reach. One just needs to explore the entire city. Sure, if one stays in the same place then one will hear the same dialogue on loop. That's exactly what's the problem. A place often has only one dialogue. Current mechanic is ok only walking through a city, because we pass many places with different dialogues. One place should has more/random dialogues, or a dialogue should be played only once. Link to comment Share on other sites More sharing options...
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