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#211 |
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It's noticeable to an extent, his head is leaning down when he's stunned. But it's seriously for like a split second. If you aren't as close to the statue that currently has the Painting as possible without making it move again, then he'll get his composure back and you'll miss it.
If it could be prolonged for even just like 10 seconds or something, that would be plenty of time to grab it and run out of the room.
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"Rodents, I wouldn't wonder. *Big* rodents." Last edited by Jathom95; 12-08-21 at 14:53. |
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#212 | |
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#213 |
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I'll bring it up with Sasho. I don't know if this is a level file or animation thing. This will be after we look into the backward gallop though.
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#214 |
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My guess is the second since it's controlled physically rather than being a scripted event, such as a cutscene or trigger.
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#215 |
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Hey Late, when you're not busy with Sasho and the controls, I'm wondering if this would be possible for the next version of the Text Patch.
One complaint I remember reading a while back about the dialogue system was that there wasn't much context to it. It wasn't obvious what choices actually did oftentimes until you actually selected it. Sometimes choices led to you getting more info. Etc. But a lot of this isn't relayed by the game itself. If the choices themselves are the same text that shows up when Lara is actually speaking it, then I had the idea to do something like this. I'll use the convo with meeting Bouchard as an example, the names are tentative: (Kind) Easy, Bouchard. I lost that friend yesterday. Now I'm wanted for his murder. (Rude) Don't jerk me around Bouchard! So the idea is that it's better relayed to the player what the choice actually entails. Giving it that little bit of context alerts you that a certain choice, in this case the second one, might be risky to pick. And if there's more information to be gained rather than skipping ahead through with another choice, it could be something like below. From the same convo: (Ask) Passports! Since Lara is being given extra context here about just what she's delivering to Renne, and it isn't important to the overall conversation, that fits nicely. If a choice instead ends dialogue more quickly, it could be like this: (Blunt) Why not have one of your men deliver your... passports? (As in straight to the point. Not totally happy with that one but it's all I can think of at the moment) This would take a bit of going through each of the choices and seeing just what each one is and the consequences, but I think this will greatly enhance the context surrounding those choices. Especially for anyone playing for the first time. Here's a different conversation example, with Carvier. (Blunt) Who was the commission from? (Ask) Obscura Paintings? Edit: Amended examples with suggestions by LateRaider below to see how this would look. Gotta say, I'm loving this idea more every second.
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"Rodents, I wouldn't wonder. *Big* rodents." Last edited by Jathom95; 13-08-21 at 02:29. |
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#216 |
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That's not a bad idea, actually. I'd need shorter words so the subs don't get too long, though. And I think I'd put it in parentheses instead.
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#217 | |
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Edit: Got some shorter context words for ya. Still tossing ones around for the "straight to the point" one. (Nice) (Mean) (Ask) (Skip)
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"Rodents, I wouldn't wonder. *Big* rodents." Last edited by Jathom95; 12-08-21 at 21:52. |
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#218 |
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it would be cool if we could make them all 4 letters or less but i think Blunt is the nicest way to phrase "straight to the point" while being concise. I think I'd do:
Kind Rude Ask Blunt i just need to do the luddick convo to ensure i've figured it all out
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#219 | |
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"Rodents, I wouldn't wonder. *Big* rodents." |
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#220 |
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So, it looks like TR aod is getting worked on. The console release is plagued by controller issues, to bad it can't be fixed.
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