A big step forward regarding dialogue checks lies in the disposition system.
Is it a big step forward? Have you thought about it?
Its a sleight of hand to pacify/shift the fault to the whiners who couldnt pass a check deep in a dialogue tree in AoD - and thought this unfair.
Now its gonna go like this: fail, pass, pass, fail (dispo drops on fails too btw...) -> cumulative dispo not reached -> no luck, try again lol
Streamtard comes to Steam forums to cry. Vince: "you just couldnt reach the dispo threshold, its not my fault, im already giving you points for half wins!"
Aod used to be like this, in a sequence:
SUCCESS
(your_skill >= threshold?)
5 >= 5? ===> pass
3 >= 3? ===> pass
7 >= 7? ===> pass ===> WIN
FAIL
5 >= 5? ===> pass
3 >= 3? ===> FAIL ===> TOTAL FAIL, go to prison, collect shit, dont see 7 check
7 >= 7? ===> ---
Now its like this:
PASSING ALL CHEGGS
(sum_of_cheggs >= dispo_threshold?)
3 + 5 + 7 >= 15? ===> DISPO REACHED, pass
FAILING 3
0 + 5 + 7 >= 15? ===> DISPO FAIL, but you have seen the 7 check/dialogue node lol
The are basically Biowarian choices. They are massively harder to design and write too (to be actually good, and not trivial in difficulty).
And practically they behave like the AOD check (imma gonna show it later on the Sharpface dialogue)
And all YOU get out of it, is the ILLUSION of a chance to win. (if its actually a challenging dialogue and not 1+1+2)
Sharpface dialogue basically boils down to AOD like checks.
Whats worse, there is a path in there that fails you even if you have the stats to win lul!
You remember how in ye olden days, guessing the right dialogue choice to win was fun and choosing the wrong option led to death? Yeah, like that.