Guess I got lucky then, in one playthrough I only picked the top option, in another playthrough I only picked bottom option, I was capable of getting all the scenes in both other than the fragment NPC who was very buggy anyway. (think I came across like 3-4 NPC's who were buggy, nothing wrong with them just they'd say dialogue that clearly didn't match my choices)
Fragment guy more or less just requires that you're not Kind and that you haven't saved Faye in P1, otherwise he's a pretty simple guy, just hanging out trying to bone, probably not much of a care in the world what happens since he's willing to part with a fragment for a quickie. Do you have an example of the other odd dialogue or the NPC involved?
Yeah I've seen the power ups, but like I mentioned in a few posts ago my experience with them is the personality system kinda sucks as it is. You don't know what NPC options do what, so even when I was trying to aim for specific personality traits it was kinda just a crapshoot. And unless you're min-maxing most of the personality trait power ups suck in addition to being totally RNG when you get them.
Yea I don't know, from a story perspective, I like the idea of not knowing what each interaction will do, but from a min-maxing perspective, I would really like to know what I'm agreeing to before I make a decision.
1) Let players see what their current personality traits are at (and indicate in someway which is the defining trait at that moment that is being used for cutscenes)
2) Have NPC dialogue options indicate what personality trait they will give. This will be very helpful for people trying to aim for one personality trait, whether it be for an ending, because they want to use a power up, or just to get certain cutscenes from other NPC's.
3) This one might be controversial. Have personality trait specific NPC choices be greyed out with what they require to unlock it. I don't want to have to do 7 playthroughs of this game just to discover than an NPC in level 4 has a secret sex scene but only if Justice personality is defining trait, I'd rather just know it exists so I can choose to go after it in a future playthrough if I'm interested rather than having to blindly hope I stumble into a NPC who just so happens to have a unique cutscene but only if you talk to a specific sequence of NPC's in order to get the exact amount of a personality trait you need for that to be your defining one.
1) On one hand I understand, it'd be pretty helpful to get the outcomes you want if you were to know your values at any given moment and know if/when an NPC will react a certain way depending on those values. But on the other hand, there's a sort of charm to the whole "it's not about the destination, it's about the journey" approach to not knowing a bunch of meta knowledge.
2) I'd argue that this one's a bit too meta, if not for the fact that some interactions will raise one stat while lowering several others (or vice versa).
3) I'm really on the fence about this one, it sounds like a good idea, but NPC dialogue seems more like it's reacting to the things you've done as a whole and making you live with the consequences of your actions, rather than shoving everything you've previously done to the side just because your Optimism is relatively high. It'd just feel a bit strange, go around killing every NPC, talk to the sole survivor, choose to do an Optimism check and completely avoid the fact that you're a serial killer. Even massive RPGs don't show you every option whether it's available or not, right?
Ah, that's good to hear I'm glad thats a feature, a second "genocide" playthrough might be interesting. Hopefully that will have a pop up in the future, I was very confused on what the point of being able to kill NPC's was.
I think the only times a value is changed without telling you is if you let a stun animation play out completely, or you kill NPCs. This does seem a bit strange, just continuity wise.