Not sure I quite like it that way. First, the temptation to reload will be too damn high, at least for me, as I sadly dont have enough time to play it several times, so I ll try to squeeze the most out of one playthrough and if that means savescumming, well, I'm down to it. Second, in adult situations, pretty much nobody tells you yes or no straight away, unless your demands are not entirely unreasonable. For example, I've been pestering my supervisor here in the European Parliament, trying to prolong my stay, trying this approach or that and have yet to receive a straight answer (and no, it's not a guaranteed refusal, I know it as a fact). So I'd much prefer if the results werent immediately evident and instead relied on player's deduction skills and other side factors.Immediately evident. It will be very clear when a person doesn't buy your arguments or bullshit. Nothing over the top, normal reactions.
Give 10 people the same script (what to say in a conversation with a potential client) and you'll get very different results reflecting their skill level.Your skill level increases positive reaction and reduce negative reaction, which is pretty much how it works in real life. Give 10 sales reps the same script (i.e. the same lines to say) and the results will be very different because the skillsets are different. What you say matters, of course, but how you say it matters more.
You sure of it? But they say same thing. So logically it shouldnt matter much how they say.
In your example you're a humble beggar dealing with an indifferent bureaucrat. There aren't many arguments you can make there and there's nothing you can offer to the bureaucrat, so there's nothing there to react to. He is just delaying the decision, probably because there's some paperwork involved.Not sure I quite like it that way. First, the temptation to reload will be too damn high, at least for me, as I sadly dont have enough time to play it several times, so I ll try to squeeze the most out of one playthrough and if that means savescumming, well, I'm down to it. Second, in adult situations, pretty much nobody tells you yes or no straight away, unless your demands are not entirely unreasonable. For example, I've been pestering my supervisor here in the European Parliament, trying to prolong my stay, trying this approach or that and have yet to receive a straight answer (and no, it's not a guaranteed refusal, I know it as a fact). So I'd much prefer if the results werent immediately evident and instead relied on player's deduction skills and other side factors.Immediately evident. It will be very clear when a person doesn't buy your arguments or bullshit. Nothing over the top, normal reactions.
In your example you're a humble beggar dealing with an indifferent bureaucrat. There aren't many arguments you can make there and there's nothing you can offer to the bureaucrat, so there's nothing there to react to. He is just delaying the decision, probably because there's some paperwork involved.Not sure I quite like it that way. First, the temptation to reload will be too damn high, at least for me, as I sadly dont have enough time to play it several times, so I ll try to squeeze the most out of one playthrough and if that means savescumming, well, I'm down to it. Second, in adult situations, pretty much nobody tells you yes or no straight away, unless your demands are not entirely unreasonable. For example, I've been pestering my supervisor here in the European Parliament, trying to prolong my stay, trying this approach or that and have yet to receive a straight answer (and no, it's not a guaranteed refusal, I know it as a fact). So I'd much prefer if the results werent immediately evident and instead relied on player's deduction skills and other side factors.Immediately evident. It will be very clear when a person doesn't buy your arguments or bullshit. Nothing over the top, normal reactions.
When you're dealing with a potential client, for example, you have a lot more "tactical" options and you see the reaction right away (so you know when to backtrack and when to push forward). In fact, this reaction is vital and helps you determine the line of attack. It would be nearly impossible to sell anything without it.
Not just Kerghan it was all over the place, together with changes to NPC basic reaction value (as you repeatedly failed to persuade them their reaction would decrease, their circles going from green to yellow and they could even attack you; sometimes having high reaction from the beginning like being lady debutante with 20 Beauty gave you better lines right away, although very very rarely it happened).I think it's possible to pull the new system off. Aside from AoD's own achievement with Lorenza, Arcanum did this with Kerghan
I meant no offense.I beg your pardon, sirrah? Beggar yourself .
It has nothing to do with your position but with the power dynamic.He has much to gain, and so do I, and there are others vying for that sweet sweet spot. I didn't say I was craving the window-cleaner vacancy, have I now?
My point was that you have no arguments that might force him to make a decision because other than your hard work you have nothing to offer (which is a typical employee-employer relationship). For example, would your hard work result in a guaranteed promotion for your boss? Would you leaving put him in a very difficult position and threaten his job security? I'm guessing not. Plus many bosses tend to underestimate their employee's contribution and have their own bosses to answer to and explain their decisions in regard to their employees, so he isn't in a rush to prolong your stay.So its exactly right attitude for him not to say yes or no, to wait and assess his options and pick the one he can benefit from the most.
No, but they react. Not talking about some face reading shit, but normal human reaction. Dismissive gestures, looking disappointed, annoyed, interested, excited, attentive, etc. Not when dealing with an employee because it's a different game and a different relationship, but when dealing with someone making a proposition.As for your second argument, it just reinforces my point, no? Nobody says yes or no in any tactical negotiations straight after you've uttered your first line...
Of course. That's why you probe their position, looking for weak points. Nobody says yes or no, agree or disagree, but their reaction speaks for them....nobody is giving away their agenda through immediate reactions and in fact, "I agree" is the last word you'd want to say in talks over a contentious subject.
To study a very specific type of negotiations, the type of negotiations done by career bureaucrats who make decisions that rarely affect them directly. Dealing with people who are affected by their decisions is a very different game.It might be somewhat different in the marketing field, I've never actually sold anything in my life, but I'm relying on my seven year-long attendance & reporting on highest lvl inter-party and inter-state affairs in Brussels. You can hardly find a better place to study negotiations.
In your example you're a humble beggar dealing with an indifferent bureaucrat. There aren't many arguments you can make there and there's nothing you can offer to the bureaucrat, so there's nothing there to react to. He is just delaying the decision, probably because there's some paperwork involved.Not sure I quite like it that way. First, the temptation to reload will be too damn high, at least for me, as I sadly dont have enough time to play it several times, so I ll try to squeeze the most out of one playthrough and if that means savescumming, well, I'm down to it. Second, in adult situations, pretty much nobody tells you yes or no straight away, unless your demands are not entirely unreasonable. For example, I've been pestering my supervisor here in the European Parliament, trying to prolong my stay, trying this approach or that and have yet to receive a straight answer (and no, it's not a guaranteed refusal, I know it as a fact). So I'd much prefer if the results werent immediately evident and instead relied on player's deduction skills and other side factors.Immediately evident. It will be very clear when a person doesn't buy your arguments or bullshit. Nothing over the top, normal reactions.
When you're dealing with a potential client, for example, you have a lot more "tactical" options and you see the reaction right away (so you know when to backtrack and when to push forward). In fact, this reaction is vital and helps you determine the line of attack. It would be nearly impossible to sell anything without it.
I beg your pardon, sirrah? Beggar yourself . He has much to gain, and so do I, and there are others vying for that sweet sweet spot. I didn't say I was craving the window-cleaner vacancy, have I now? So its exactly right attitude for him not to say yes or no, to wait and assess his options and pick the one he can benefit from the most.
As for your second argument, it just reinforces my point, no? Nobody says yes or no in any tactical negotiations straight after you've uttered your first line, nobody is giving away their agenda through immediate reactions and in fact, "I agree" is the last word you'd want to say in talks over a contentious subject. No, you get a hint on what the other party would like to see done the other way, you counter it with your own paradigm, and so on until a consensus has been found. It might be somewhat different in the marketing field, I've never actually sold anything in my life, but I'm relying on my seven year-long attendance & reporting on highest lvl inter-party and inter-state affairs in Brussels. You can hardly find a better place to study negotiations.
How about you try negotiating in situations where both parties' money is at stake instead of tax budgets from a faraway country.I'm relying on my seven year-long attendance & reporting on highest lvl inter-party and inter-state affairs in Brussels. You can hardly find a better place to study negotiations.
So the social skills determine how you say things, not your ability to find the right words? (like in Fallout where you have new or extended dialogue options) I always assumed that Charisma was what should determine how you say the things that you come up with your skills. How does that new system work whith streetwise for example?Your skill level increases positive reaction and reduce negative reaction, which is pretty much how it works in real life. Give 10 sales reps the same script (i.e. the same lines to say) and the results will be very different because the skillsets are different. What you say matters, of course, but how you say it matters more.
Pretty much.So the social skills determine how you say things, not your ability to find the right words?Your skill level increases positive reaction and reduce negative reaction, which is pretty much how it works in real life. Give 10 sales reps the same script (i.e. the same lines to say) and the results will be very different because the skillsets are different. What you say matters, of course, but how you say it matters more.
Charisma is a modifier.I always assumed that Charisma was what should determine how you say the things that you come up with your skills.
Same way as Persuasion. You can't con a person simply by saying the right words. You have to make him believe you. That's a skill.How does that new system work whith streetwise for example?
Okay, but shouldn't your streetwise level also determine if you can say the right words or not? (because this skill represents if you understand how things work in some "circles")Same way as Persuasion. You can't con a person simply by saying the right words. You have to make him believe you. That's a skill.
But that already happened in AoD, with the skill checks that only show up if you pass a lore/streetwise/impersonation/etc check. You know, where the dialogue option has a green [lore success] next to it. Don't see any reason why those wouldn't work fine with the new system too.Okay, but shouldn't your streetwise level also determine if you can say the right words or not? (because this skill represents if you understand how things work in some "circles")Same way as Persuasion. You can't con a person simply by saying the right words. You have to make him believe you. That's a skill.
So like the failure dialogues from Fallout New Vegas?What I'm trying to say (and that's just my opinion) is that those skills should cover not just how to say things but also what to say. But it's more work I guess.
f9In that case, you have a XX% chance of success in dialog check.
True, but a person with more persuasion, intelligence or streetwise would choose a different line. They are nor offered scripts by anyone when they are trying to convince someone.Give 10 people the same script (what to say in a conversation with a potential client) and you'll get very different results reflecting their skill level.You sure of it? But they say same thing. So logically it shouldnt matter much how they say.
It engages the player more and makes it easier to recover from making a mistake (in AoD you could do well and pass 3-4 checks, then fail the final check and 'lose' the conversation).How is the 2nd system different exactly?
The new system applies to dialogues only not actions text-adventure style.You just added some complexity when the situation allows it, but when a combat skill like [crit] is used will you have multiple choices and how will that work exactly?
I don't think so. Essentially, you'll be offered very specific options, let's say appeal to loyalty, appeal to self-interest, appeal to self-preservation (just one specific example). So it will be about reading the character and figuring out which way he/she's leaning. Overall, we tried something similar in 3 conversations in AoD (Lorenza, Azra, praetor investigating Senna's murder) and the players seemed to like it.Also it will not end as reading the characters in conversation, but reading the writer/designer.
No more than controlling your character in combat does. You determine how to fight, which attacks to use and when, and the character's skills determine your success chance.On the conceptual level I don't like it as it's weakening the character agency in favor of player's.
In reality your options are very limited, so it is the skill that counts not the line. Sales isn't about the perfect pitch but about dealing with objections which are the same, which means the answers are more or less the same too. It's too expensive, not sure it's gonna work, tried it before, using something else now, need to think about it, etc. Basically, the client will attempt to disengage and end the conversation and your job is to keep him in the conversation. If the guy says it's too expensive, what are you gonna say? Some clever line showing your intelligence and deep thinking? He can afford it otherwise you wouldn't be talking to him, so it's a polite way of saying "I'm not sure", and there are only 3 good ways to handle it.True, but a person with more persuasion, intelligence or streetwise would choose a different line. They are nor offered scripts by anyone when they are trying to convince someone.Give 10 people the same script (what to say in a conversation with a potential client) and you'll get very different results reflecting their skill level.You sure of it? But they say same thing. So logically it shouldnt matter much how they say.