Doesn'tmeananything
Learned
- Joined
- Jun 12, 2015
- Messages
- 91
Any interaction with an in-game system ultimately boils down to a certain layer of abstraction; that wasn't the point, though. It is with persuasion where this gap is the largest not only in terms of quantity but quality as well.
Probably unhappy with the rather static nature of dialogue skill checks, they implemented a more involving, if abhorrently inelegant, solution. I wish they'd have used their new writing resources to introduce various states of persuasion checks for each quest with thoroughly diverse outcomes (to justify putting points into something that is more often than not a simple non-combat way of getting experience and items), and remove the mini-game entirely.
Probably unhappy with the rather static nature of dialogue skill checks, they implemented a more involving, if abhorrently inelegant, solution. I wish they'd have used their new writing resources to introduce various states of persuasion checks for each quest with thoroughly diverse outcomes (to justify putting points into something that is more often than not a simple non-combat way of getting experience and items), and remove the mini-game entirely.