Posted September 15, 2018
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* Provide services when talked to
* Whose conversation triggers effects other than dialog, like setting a quest flag (must talk to this person to continue), or starting a cutscene (like one that results in the party being sent to jail). This would cut down on the frustration considerably.
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Also, I thought of another idea: The ability to cancel dialog when talking to somebody. This could be especially useful if, after reading some long-winded dialog from an NPC, you accidentally talk to them *again* (this has happened to me a lot with JRPGs, for example).