I haven't noticed any long-term ramifications yet. The quests seem to be simple forks.
There are immediately visible ramifications for some, such as an area changed based on your decision.
The one thing I would personally like to be expanded upon, above all else (bug fixes aside), is quest options. More quests with A or B options, more quests with visible ramifications. Obvious long term repercussions would be nice, but I would be happy with simply having more quests where I can affect the outcome.
Right now 95% of questing is just following the story, which is fine since it's a great story, but could stand to be more "dynamic" all the same. The other 5% tends to be absolutely wonderful, with "shades of grey" rather than clear "good vs evil" choices to be made -- just like real life, where hard choices tend to mean choosing the perceived lesser of two evils. I live for that other 5%, where I get to spend a few moments battling with my sense of morality before making a decision.
I really hope consequences of choices will start to show, at least big ones. I am not talking about "tell her that her lover was just playing with her, or leave her in the illusion that he really cared" kind of side quests, but...
These choices should definitely have a consequence later on.
I haven't noticed any long-term ramifications yet. The quests seem to be simple forks.
There are immediately visible ramifications for some, such as an area changed based on your decision.
The one thing I would personally like to be expanded upon, above all else (bug fixes aside), is quest options. More quests with A or B options, more quests with visible ramifications. Obvious long term repercussions would be nice, but I would be happy with simply having more quests where I can affect the outcome.
Right now 95% of questing is just following the story, which is fine since it's a great story, but could stand to be more "dynamic" all the same. The other 5% tends to be absolutely wonderful, with "shades of grey" rather than clear "good vs evil" choices to be made -- just like real life, where hard choices tend to mean choosing the perceived lesser of two evils. I live for that other 5%, where I get to spend a few moments battling with my sense of morality before making a decision.
I haven't noticed any long-term ramifications yet. The quests seem to be simple forks.
There are immediately visible ramifications for some, such as an area changed based on your decision.
The one thing I would personally like to be expanded upon, above all else (bug fixes aside), is quest options. More quests with A or B options, more quests with visible ramifications. Obvious long term repercussions would be nice, but I would be happy with simply having more quests where I can affect the outcome.
Right now 95% of questing is just following the story, which is fine since it's a great story, but could stand to be more "dynamic" all the same. The other 5% tends to be absolutely wonderful, with "shades of grey" rather than clear "good vs evil" choices to be made -- just like real life, where hard choices tend to mean choosing the perceived lesser of two evils. I live for that other 5%, where I get to spend a few moments battling with my sense of morality before making a decision.
I would agree with this if they found a way to make phasing not an issue for grouping. As it is now people have a hard time just joining up and doing quests together due to the whole phasing thing.. adding more options would end up making the phasing problem a bit worse.
Basically I'd like to see more choices combined with the option to enter another person's phase of the quest. Which others have mentioned in other group related threads.
I haven't noticed any long-term ramifications yet. The quests seem to be simple forks.
There are immediately visible ramifications for some, such as an area changed based on your decision.
The one thing I would personally like to be expanded upon, above all else (bug fixes aside), is quest options. More quests with A or B options, more quests with visible ramifications. Obvious long term repercussions would be nice, but I would be happy with simply having more quests where I can affect the outcome.
Right now 95% of questing is just following the story, which is fine since it's a great story, but could stand to be more "dynamic" all the same. The other 5% tends to be absolutely wonderful, with "shades of grey" rather than clear "good vs evil" choices to be made -- just like real life, where hard choices tend to mean choosing the perceived lesser of two evils. I live for that other 5%, where I get to spend a few moments battling with my sense of morality before making a decision.
I would agree with this if they found a way to make phasing not an issue for grouping. As it is now people have a hard time just joining up and doing quests together due to the whole phasing thing.. adding more options would end up making the phasing problem a bit worse.
Basically I'd like to see more choices combined with the option to enter another person's phase of the quest. Which others have mentioned in other group related threads.One idea to address the issue of group members getting sent to separate phases:
Upon grouping, members vote on a designated 'Speaker' for the group. The speaker can only initiate dialogue if all group members are within range of the NPC. All members see the dialogue, but only the speaker can select responses.
Now all members will always end up in the same phase. The only remaining nuisance is a speaker speeding through dialogue you want to read. But human communication is a good solution to that one.
I haven't noticed any long-term ramifications yet. The quests seem to be simple forks.
There are immediately visible ramifications for some, such as an area changed based on your decision.
The one thing I would personally like to be expanded upon, above all else (bug fixes aside), is quest options. More quests with A or B options, more quests with visible ramifications. Obvious long term repercussions would be nice, but I would be happy with simply having more quests where I can affect the outcome.
Right now 95% of questing is just following the story, which is fine since it's a great story, but could stand to be more "dynamic" all the same. The other 5% tends to be absolutely wonderful, with "shades of grey" rather than clear "good vs evil" choices to be made -- just like real life, where hard choices tend to mean choosing the perceived lesser of two evils. I live for that other 5%, where I get to spend a few moments battling with my sense of morality before making a decision.
I would agree with this if they found a way to make phasing not an issue for grouping. As it is now people have a hard time just joining up and doing quests together due to the whole phasing thing.. adding more options would end up making the phasing problem a bit worse.
Basically I'd like to see more choices combined with the option to enter another person's phase of the quest. Which others have mentioned in other group related threads.One idea to address the issue of group members getting sent to separate phases:
Upon grouping, members vote on a designated 'Speaker' for the group. The speaker can only initiate dialogue if all group members are within range of the NPC. All members see the dialogue, but only the speaker can select responses.
Now all members will always end up in the same phase. The only remaining nuisance is a speaker speeding through dialogue you want to read. But human communication is a good solution to that one.
You could always use the SWTOR system players get to each pick their own choice and that's the one that their "version" is saved with(aka the people yelling at them later kind of thing lol) but then the game rolls and randomly picks one of the players who it plays out for the quest.
I always loved that system cause I could be a super good guy and still get to see some evil things now and then lol.
And thats why a "sliding scale" of morality, or swtor style evil/good point collection would be a very bad idea.