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Dialogue Boxes (W.L.B. Spoiler)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Excellent, spooky atmosphere. Building up tension slowly and surely. A clatter here, a spider there, coaxing the player into checking their back every time they activate a console.

Then the door locks shut. An innocent murdered. The diaries scattered around. Something else is here. Something cunning. Clever.

Then the taunting, the screeching, the voice of your fears. You push on. Knowing they are watching you, mocking your every step. Singing. Laughing.

Finally, you confront the demon. He stands before you, shimmering in the dark. This blasphemous being of pure light.

And then your screen's filled by that dialogue box as the mobs tear you apart. Tension and atmosphere ruined by the artistic equivalent of a Pakled leaping in front of you screaming 'DURRRRRRR' in your face.

We had the new UI voiceover element that was used to amazing effect in the buildup. Why couldn't this have been used for the final encounter? Or at least, have the villain hold off on attacking until the speech had been delivered?

Still the best mission in the game, by far.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I've tried setting up a dialog box so that it closes when combat starts, but this feature is causing me a little trouble. If you play the episode, stop just outside the room right when the dialog pops. The enemy shouldn't aggro until you finish the dialog, or run up closer to him.
    Been investigating ways to force this dialog box to close when a fight starts. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    The dialogue pop up window was the only dissapointment in my opinion, I hope you can solve this issue in time for future mission releases. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Slightly related:

    I LOVE the new quick text boxes that pop up, instead of the full communication UI that you have to click away.

    I would like to see them refined a little more so they aren't just floating out there. Maybe like a hud popup from the top of the screen, like a little holoprojector or something. But still, much better than the popups of DOOOOOOOOOM.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Slightly related:

    I LOVE the new quick text boxes that pop up, instead of the full communication UI that you have to click away.

    I would like to see them refined a little more so they aren't just floating out there. Maybe like a hud popup from the top of the screen, like a little holoprojector or something. But still, much better than the popups of DOOOOOOOOOM.

    Agree with this !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    jheinig wrote: »
    I've tried setting up a dialog box so that it closes when combat starts, but this feature is causing me a little trouble. If you play the episode, stop just outside the room right when the dialog pops. The enemy shouldn't aggro until you finish the dialog, or run up closer to him.
    Been investigating ways to force this dialog box to close when a fight starts. :)

    I'll keep that in mind next time.

    As for workarounds, maybe the villain could throw up a barrier to the last encounter just before he makes his speech? Preventing the fight from starting unless a terminal doohickey is activated?

    Hope to see the new UI used more often, though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Yeah, AWSOME mission! Rivaling even the klingon barge of the dead mission!

    You get 10 extra points for sound effects and speech!

    You get 10 extra points for the new small dialogue pop-ups!

    (you get -1 point for handing out flashlights with batteries that are running low.. ;) )
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I didn't have the problem they are describing but I just wanted to personally thank you for your work Jheing, I admit at times I regretted my subscription to STO but these new missions and seeing the quality of yours and the rest of the teams work has made me happy I got the lifetime subscription.

    I personally loved the dialoge boxes and hope more info can be delivered this way opposed to the dialogue boxes we currently have.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    jheinig wrote: »
    I've tried setting up a dialog box so that it closes when combat starts, but this feature is causing me a little trouble. If you play the episode, stop just outside the room right when the dialog pops. The enemy shouldn't aggro until you finish the dialog, or run up closer to him.
    Been investigating ways to force this dialog box to close when a fight starts. :)

    Don't worry, we have faith :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Everybody seems to be pimping this week's episode! Damn RL for taking me away from the game this weekend... :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    This mission was AWESOME!! The best yet! Every detail, every plot point made sense. This was a genuinely creepy episode, and it felt like STAR TREK. It felt like I was in an episode of Star Trek, going around, discovering something rather than just fighting all the time. If Cryptic continues like this, if Cryptic makes more episodes and refines episodes to this quality, it will make STO amazing!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    So I went back to do it on an alt, solo this time. And everything worked perfectly.

    The main difference being that Gein said his speech and then ran up a ramp to a platform overlooking the main room. Only then could he be attacked.

    Really nice fix. Makes an excellent mission even better! :D

    (At least I presume it was a fix and not just the way it always worked for solo players.)

    Edit:

    Scratch that. Went in with yet another solo alt and the combat started mid-speech as before. :(

    Maybe if Gein can be tweaked to not aggro until he's gone up the ramp, it could work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    jheinig wrote: »
    I've tried setting up a dialog box so that it closes when combat starts, but this feature is causing me a little trouble. If you play the episode, stop just outside the room right when the dialog pops. The enemy shouldn't aggro until you finish the dialog, or run up closer to him.
    Been investigating ways to force this dialog box to close when a fight starts. :)

    Are you the new dev, that was interviewed on one of the podcasts?

    If what lies beneath was your creation, way to come in swinging!
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