Endless Conversations
Was it just me or did everyone feel like after each mission it was almost mandatory to speak with every character? Keeping characters happy, mad, sad, anxious, etc. all depended on what speech skills were used during conversations. As well as speaking to each character quite often. The trick was the player never knew how often he or she had to speak with each NPC. Without an indicator to speak with individuals, it became a chore hunting each NPC down and going through endless speech sessions with them. As I just mentioned, an indicator could much improve this mess and allow the player to know who’s up for a conversation at any given time.















