Ok, I'll keep this reasonably short, since we all know what this is about, right?
You finish a battle, and the NPC immediately starts a dialogue automatically with the companion who's the closest to his current position.
You reach a hotspot with an automatic trigger and same happens.
Same when you are druid in beast form and everyone talks over you as if you weren't even there.
I hate it, you hate it, everyone hates it.
It's something that was pointed as an annoyance since the very first days of EA, but we all had more urgent things to debate/complain about and this minor issue was always sidelined. As I was saying few days ago in another thread "You have to pick your battles at some point" etc, etc.
Still, this is something that needs to be addressed and doesn't even take much work to correct.
Premise:
- Especially in single player ALL NPCs, in any circumstance, should ALWAYS start the dialogue with the Main Character as a priority over anyone else.
- As second best alternative (and maybe the "problem solver" in multiplayer, too) the player(s) should be able to *mark* one character in the party as the "Face/Party leader".
Only exceptions when dialogue can start with other characters:
1- The player prompts the dialogue with the companion on purpose.
2- the trigger for the dialogue happens with the MC hidden/dead/significantly out of range.
This should be the baseline of the system. Not a new thing, just a refinement of what we have now mechanically.
Then, on top of it, it would be IDEAL if the rest of the party could be involved at will when there are skill checks to make during dialogue.
The basic form of this feature would involve just using the character skill value to make the check/roll (see Kingmaker/Wrath of the Righteous)
The "luxurious" one that may be more up to Larian's taste, could go the extra mile and have every companion offering a voiced line with a comment about how they "got this" for us ("Let me handle this" and so on).
Bonus points (and extra budget spent) if the comment is occasionally contextual to the specific situation rather than generic and used all over the game.
The way I envision the expensive version would be more or less like this:
- You pick the Intimidation option.
- Wyll is the best at intimidating in your party.
- Your character glances at his side (you can make few variations of this and make it mostly a systemic thing, rather than handcrafting each individual animation)...
- Wyll nods, makes a half step forward and does his intimidation attempt, saying whatever he has to say to the interlocutor.
- Regardless of how it goes, the dialogue goes back to you (assuming there's still a dialogue going on after).
Did I forget to address something?