On my first playthrough, I decided to romance Merrill despite all the bug. I was nice to her all game and avoided using her when there're choices involving demon and the like. As a result I got max friendship with her before I went on the Mirror Image companion quest. Anyway, during the quest, I decided not to give her the Arulin'holm. Consequently, when I went to her house she basically told me to shove off. That said and done, when I went back to my manor however, there Merrill was, totally forgotten about the conversation we just had 5 minutes ago and literally just jumped into my bed...if that wasn't bad enough, once I reached Act 3, she acted as if I had given her the Arulin'holm even though I didn't.
So I went and messed around with the developer console since I'm playing on the PC version, and found that how the quest turned out has ABSOLUTELY nothing to do with your decision, only the arbitrary value of the friendship/rivalry system, which would have been fine if all your choices are reflected on the scale, but the way Bioware lock the value after you reach 100% basically just invalidated the whole thing. Which brings me to the question, is this really intentional? Or is it just another one of Bioware's "streamlining" design decision they've made for DA:2?
Modifié par Naitaka, 15 mars 2011 - 01:02 .





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