So what is the problem, you may ask?
Well, you go through all this hardship and history to reclaim an ENORMOUS and fortified keep, only to find that when you leave, you CAN'T ENTER AGAIN.
What's the point in reclaiming a keep you aren't going to use? Am I to understand that we retook that huge structure in order to have merchants camp outside of it with a little chest to hold your stuff in? Why not move those merchants and the storage INSIDE, clean the place up like it was suggested that it would be, and then maybe have a few followup/upkeep quests similar to what we had in Baldur's Gate II? As a spiritual successor to the game in question, I find it hard to imagine how that could be overlooked. I mean, really.
What's keeping these jackasses from just travelling in MY camp? The enchanters certainly don't have a problem doing travelling with me. Why can't the merchants at the keep get a cart and carry that tiny chest with all my stuff in it? There's literally no point in them being at the keep. It's COLD there and they're standing around in the harsh weather for.. what?
Furthermore, since it is mentioned at least three times that there is a labyrinth of caves in which to navigate in order to even reach the keep, why would a merchant and a blacksmith want to sign on to work at an abandoned, empty keep that absolutely no customers will ever reach other than the heroes? Why even ask the guy to sign on at the keep? Why not have him, as I said, sign on to your travelling caravan? That makes more sense.
I'll eat my words if it turns out they eventually reopen the keep, but I haven't seen anything to indicate that they will.
Modifié par Xaemoon, 09 novembre 2009 - 11:34 .





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