Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Dynamic opinions
Re: New Feature: Dynamic opinions[message #333828] Sat, 21 June 2014 03:54 Go to previous messageGo to previous message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Way I see it, unlike many other features, opinions don't require micromanagement, bah, they work better if Player just lets them happen in the background (with exception of IMP occasionally butting in, but that can be ignored too). The more out of control, the better. Sometimes one accident of friendly fire can launch a spiral of hate, sometimes mercs work together like a clockwork, what can you do? Giant party to celebrate victory? Sure, but that's it. On Player's side, he just has to react to results of events - separate enemies, keep buddies together for optimal performance. Fact that opinion values can be traced back to specific events only enrich a game narration. Charlie_May has a point however about MeLoDY breaking suspension of disbelief.

In vanilla all used opinion values were hidden from Player, only feedback being occasional whining and threats to quit (and that's only for few buddies/foes, those with ~+10/-10 modifiers were hidden without looking into game files). Figuring out likes/dislikes was part of fun (before Internet broke everything).

At the moment MeLoDy is only source of feedback about opinions, but with upcoming dynamic opinion dialogue its significance will be partially lifted from the website. Maybe they should start taxing you for using their services and show event modifiers with a delay (one day to process every event)? Another idea - show detailed values only if deputy or snitch (shameless snitch pitch Razz) is present in squad (someone who actually keeps track of opinion events and can pass them to MeLoDy analysts), otherwise only show estimated values?

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