Approach to dialogue and quest design?
Verfasst: 29.06.2016 14:49
I read in the Q&A sheet that Speechcraft is now a more important skill as leveling it up gives you more options during dialogue which is great to see, so my first question is if also other Stats or Skills might affect dialogue choices in some way? Like having a certain skill level in Smithing opens up a new option with an NPC regarding the subject of Blacksmithing.
My second question is regarding quest design, how open ended are they? There is this popular image thrown around by people that show the difference in general quest design in recent Fallout games. And while I would absolutely not blame SureAI not to go the full length like Obsidian did, is there a possibility that some quests can have more outcomes depending on choices or have different solutions to them?
Thanks and looking forward to the release of the mod! It's been a long 4 years since the first announcement of a sequel to Nehrim and I am hyped as hell!
Edit: Also a very weird limitation, you are not allowed to post URLs or images in your first post but after posting it am free to edit it to include those things. I can see why, just found it funny.
My second question is regarding quest design, how open ended are they? There is this popular image thrown around by people that show the difference in general quest design in recent Fallout games. And while I would absolutely not blame SureAI not to go the full length like Obsidian did, is there a possibility that some quests can have more outcomes depending on choices or have different solutions to them?
Thanks and looking forward to the release of the mod! It's been a long 4 years since the first announcement of a sequel to Nehrim and I am hyped as hell!
Edit: Also a very weird limitation, you are not allowed to post URLs or images in your first post but after posting it am free to edit it to include those things. I can see why, just found it funny.