Charm and Speech-Checks

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kampfbock

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I love the idea behind speak-checks, being able to resovle your problems by other means than just brute force, but the way most games implement them is the most primitive and lazy form i can imagine. And Bannerlord chose to go the easy and boring route.

Leveling up a value like charm and then raising success chance accordingly, is not an immersive or fun system. It is no fun to level up the skill and it is no fun to suceed with it, once you become a silver-tongued devil. By solving my problems with speech, i am effectively eliminating an engaging gameplay mechanic (combat), so from a game design standpoint, it would stand to reason to make dialogue as engaging as combat. But clicking something purely based on percentages is not fun. It affords no thinking, it affords no skill, all it afforded was mindless grinding of an arbitrary value and again, the process of grinding it is no fun.

A good speech mechanic would reward the player for engaging with the world and its characters. It would reward me for knowing the character i am speaking to on a deeper level, to know his secrets and motivations. Old Fallout games did this the right way. You were forced to collect information about the world and its characters to solve problems with speech.

For this to work, we would need characters to actually be unique and not just poorly made cardboard copies. There would need to be storylines attached to them, that the player can discover. Some aspects of this are already teased in the game, like the relationships and traits, but those feel empty and meaningless right now. Still they could serve as basis for deeper character interactions.
Of course i know many characters in this game are randomly generated, thus it is impossible to attach fixed storylines to them. But there are alot of not random characters, like the nobles. Or if we want to include the random characters as well, their storyline could be equally randomly generated.

Charm and its influence could still be included in such a system. But it would be a secondary factor. Primarily your success would be decided by choosing the ''right'' answer, To stick with the familiar concept of percentages, this should grant you a good chance of succeeding (~50-%60%), but if you have high speech this should be further increased. There certainly would be more entertaining ways to give a skill like charm unique and engaging gameplay mechanics, but for simplicities sake, i stuck with its traditional use.
 
This is useful feedback from which you can think a lot in order to improve the game.
Of course i know many characters in this game are randomly generated, thus it is impossible to attach fixed storylines to them. But there are alot of not random characters, like the nobles. Or if we want to include the random characters as well, their storyline could be equally randomly generated.
that's a big deal.

We need to find a way to bring together a character's random generation system with a background creation system.

Although the background can be written through the years of growth of a generated PG.
So the background would include the past of your family and clan.
depending on the traits of the family closest to him and the initial traits of the boy, the traits during the growth could change (a violent father, or not very close to the son, taken from duty, or perhaps who takes on responsibility, or who introduces everyone etc ..).
Furthermore, eventual court meetings in childhood can forge relationships of various kinds which will be important in the future.
Furthermore, I think they must be real characters, with a system of needs that make their travels and journeys necessary.
This way, several things may happen along the way.
And on the basis of all the background (childhood, growth and present), the traits and the various relationships must be answered correctly.
sometimes there may be multiple correct answers and sometimes none.
And some of these can lead to additional consequences and quests.

In short, an entire system of needs that leads to methods to satisfy them and to the response of a context that generates relationships, traits and consequences.
It's a very complicated system, almost like a separate game.
I wish they implemented something like that, but I don't know if they can do it.
 
Personality system. It can go as deep or as simple as you want. Right now you can use traits like merciful, honourable, etc..
Then when talking, you can steer the conversation towards topics/answers/question you think the person would appreciate.
Of course, this is a simple system where being generous goes will with a generous person, etc... perhaps too simple?


You could use he basic 4 values of the Mayers-Briggs personality test... for a total of 16 combinations into which every human on the planet falls.
 
Personality system. It can go as deep or as simple as you want. Right now you can use traits like merciful, honourable, etc..
Then when talking, you can steer the conversation towards topics/answers/question you think the person would appreciate.
Of course, this is a simple system where being generous goes will with a generous person, etc... perhaps too simple?


You could use he basic 4 values of the Mayers-Briggs personality test... for a total of 16 combinations into which every human on the planet falls.

No i like it very much, i would say it hits that sweet spot between super immersive, but probably too hard to implement and less immersive but still simple to do^^
It would make traits more important and thats a major plus. At the moment they are another feature that does not work, hopefully that will change soon.
 
speech checks are broken, it's a gimmick that ends up forcing save scumming... I thoroughly dislike the way it was implemented.
 
speech checks are broken, it's a gimmick that ends up forcing save scumming... I thoroughly dislike the way it was implemented.

You can save scum everything, and if that is what ppl choose to do, so be it, if that is fun for them, i dont mind it. It is not fun for me, so i do not do it. It just boils down to discipline on the players part.
Even if there was no possibility to savescum, maybe something like an ironman mode and even if they fixed the system, it would still feel bland and boring, just like new fallout games speech feels boring, because percentage clicking is not engaging or immersive.
 
You can save scum everything, and if that is what ppl choose to do, so be it, if that is fun for them, i dont mind it. It is not fun for me, so i do not do it. It just boils down to discipline on the players part.
Even if there was no possibility to savescum, maybe something like an ironman mode and even if they fixed the system, it would still feel bland and boring, just like new fallout games speech feels boring, because percentage clicking is not engaging or immersive.
PERCENTAGE SPEAKING IS RIDICULOUS... That's it. What they should've done is some logical system, if you answer accordingly towards a Lord's personality, it's a done deal. Only RNG tolerable there is towards if you'll have to bribe the guy or not and the amount, at least that's my take on this.
 
PERCENTAGE SPEAKING IS RIDICULOUS... That's it. What they should've done is some logical system, if you answer accordingly towards a Lord's personality, it's a done deal. Only RNG tolerable there is towards if you'll have to bribe the guy or not and the amount, at least that's my take on this.
whats even going on with the bribe system? Did i just miss something, because the only option to bribe, which i am aware of, is to get entry to the keeps on low clan tier. Is there another use for it currently?
 
whats even going on with the bribe system? Did i just miss something, because the only option to bribe, which i am aware of, is to get entry to the keeps on low clan tier. Is there another use for it currently?
I think it is, at least atm, the monstrosity there is the fact that perk that gives bribe buff is just useless because by the time you reach that perk you'll already have access to every single ****ing castle, so it's a pretty WTF thing haha

The "bribe" I'm talking there is through barter, they'll ask for money to join your kingdom sometimes.
 
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