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Specific Least Favorite Story Moment


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#76
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I don't know, I kind of had the same thing happen...sort of...with Isabella, if you shag her one time, then end the relationship, then go all lovey dovey with Merrill, it's mentioned Isabella still stays with you at the end.

I'm still trying to figure that one out myself.

Modifié par wastelander75, 01 juin 2011 - 09:32 .


#77
Mixtos

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One I absolutely despise is when you do your damndest to free Grace from the Circle - perhaps even going as far as killing the group of templars that arrive at the scene - she'll still blame you when she gets caught.

She says something to the the effect of "What did you expect? You gave us no time to escape and no food!". It seems so odd that a group of maleficarum who burned down the Starkhaven Circle would expect a speedy rescue from anybody. As for the food... unless they started lobbing stale loafs of bread at the templars as they were chased across the beach, I don't think food would have helped them escape.

In short, she shouldn't suck at escaping.

Modifié par Mixtos, 01 juin 2011 - 09:49 .


#78
Sanarion

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Yeah. I can sorta justify her getting mad at you if you lie to the templars, or turn her in, but when you're supportive of her from the start, it's...kinda strange. I get that you killed her love, but if you offered to kill Thrask, killed Karras, and basically had her back from square one, there was no reason for her to flip out.

#79
Foolsfolly

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wastelander75 wrote...

I don't know, I kind of had the same thing happen...sort of...with Isabella, if you shag her one time, then end the relationship, then go all lovey dovey with Merrill, it's mentioned Isabella still stays with you at the end.

I'm still trying to figure that one out myself.


It's a bug not a story moment.

#80
Uzzy

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I rather enjoy being the most Pro-Templar Hawke possible, even wearing Templar armour throughout all of Act 3, and still have Anders treating me as an 'associate'. I mean, come on, I'm taking him with me to go kill some apostates, tranquil Fenyriel etc and he just follows along. That made a load of sense.

#81
Corto81

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In reverse order then:

5. Sister Petrice Walking Away
- My Hawke goes mental after the Seerabas ambush and says he should kill her
- she says "LOL No" and walks away

4.  Bethany Dying in Deep Roads
- just completely out of the blue, poorly done, never felt a thing for it

3. Anders Blowing Up Chantry
- went from a funny guy in DAA to an obsessive whiner
- no matter what you do he goes bananas at the end

2. Not Being Able to Ditch Anders
- I hated him, I never had him in my party
- yet at the end he's "my bro" and everyone treats him like that

1. Orsino
- I believe everything's been said on this in numerous threads and posts all across the boards
- "ROFL" is about the best comment to desribe it

LEAGUE OF ITS OWN:
- MageHawke -  couldn't complete the playthrough, that's how ridiculous it was.
I just kept laughing at pretty much ANY encounter - since most of them are about Mages vs Templars.
How the hell did a writer like Gaider not think of this?
Seriously, David Gaider was the Lead Writer. Dude's awesome. Usually.
No idea what happened to him here.

Modifié par Corto81, 02 juin 2011 - 12:04 .


#82
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Corto81 wrote...

How the hell did a writer like Gaider not think of this?
Seriously, David Gaider was the Lead Writer. Dude's awesome. Usually.
No idea what happened to him here.


I do. It's called an 18 month deadline. You know most writers take at least 2 sometimes 3 years to flesh out a good story in a book. Stephen King for example, usually takes 4 to 5 per. Imagine trying to cram al you can storywise within a year and a half instead of 3 or 4. 

#83
Foolsfolly

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4. Bethany Dying in Deep Roads
- just completely out of the blue, poorly done, never felt a thing for it


Terrible. Just terrible. I did a "Hawke looses everything in Kirkwall" run and that moment just sucked. It wasn't emotional.

2. Not Being Able to Ditch Anders
- I hated him, I never had him in my party
- yet at the end he's "my bro" and everyone treats him like that


You can totally ditch Anders in Act 2 after his companion quest. He still hangs around Kirkwall and still blows up the Chantry but he's no longer hanging around you.

How the hell did a writer like Gaider not think of this?
Seriously, David Gaider was the Lead Writer. Dude's awesome. Usually.
No idea what happened to him here.


Assumes that Mr. Gaider is the sole writer and came up with all this. I have no idea what his sections of actual writing were nor what impact he had on the story. Remember these things are done by a group of people.

But I agree that Mage Hawke should have had a very different experience. Instead there's a few lines of dialogue with no real change of anything.

#84
Mickespel

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To easy to be an apostate in Kirkwall, that is a big blunder. Compare this to Baldurs Gate II, Shadows of Amn. In BGII, arcane spellcasting are illegal in the capital Athkatla, at least on the streets of the city. Mages was fine but as soon as an unlicensed mage cast a spell, the Cowled Wizards teleported in to deal with the offender. The licence fee was rather high so for some time at least, I stuck my mages on an archery script and had them deal with threats with their slings or darts, Nalia dual classed as a thief used her bow thou. Good times.

Apostates should be masters at masking what they are, thus avoid: Robes, staves and public spellcasting. Use items not related to mages like armor and physical combat weapos, carry a bow or a sword to decrease suspicion. Really, They removed the ONE spell school that would make perfect sense for an apostate, the Arcane warrior.

#85
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Mickespel wrote...
Really, They removed the ONE spell school that would make perfect sense for an apostate, the Arcane warrior.


That class was awesome. I missed having that in DA2.

#86
Foolsfolly

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An apostate spec would have been cool. Arcane Warrior has Lore Weight on it that makes it less useful. It's a forgotten Elven school currently only being taught by The Warden. Perhaps that Elven Keeper from Awakenings too.

#87
Medhia Nox

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Ander's "Look what I did!" moment of blowing up the Chantry. I had almost checked out of the story by then (and admittedly it's the ending) - but after that, I was completely divorced from caring at all about DA: 2.

#88
Raygereio

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Foolsfolly wrote...
An apostate spec would have been cool. Arcane Warrior has Lore Weight on it that makes it less useful. It's a forgotten Elven school currently only being taught by The Warden. Perhaps that Elven Keeper from Awakenings too.

In DA:O, there was this one cultist-guy when you were searching for the ashes that was an Arcane Warrior. Granted he's dead and so is pretty much everyone that poor guy knew, but point is that technically that spec was known by more non-elves.

#89
DragonSailor

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Playest wrote...

"[He's] gone just like the Warden"
"That is no coincidence"
"So do we proceed with the original plan"

I was so mad..i screamed at my TV

"THATS HOW YOUR GOING TO END THE GAME REALLY!??"
"WHAT THE HELL DOES THAT EVEN MEAN"


Second that. I wasn't even aware the warden had disappeared. Where would I have gone - wouldn't I be recognizable? But anyway, I also agree with the whole Orsino thing. But since so many have touched on that, I won't.

Next after that, my least fav moment could be summed up in the lack of control/lack of the ablity to persuade and intimade. I knew the second after Isabella told me about the relic, that she was lying when she said she'd let me hand it back to the Qunari. But did I get an option to lie to her? No. Steal it back from her? No. Or even run after her? No. In fact, no matter what I chose (and believe me, I tried both options),  it was made clear to me that Isabella had to run off with the idol and I had to fight the Arishok.

If there's one downloaded content I'd like to see, it's a mission with the option to hunt down that stupid, sorry *insert bad word here* and stab her in the back like she did me.

#90
Foolsfolly

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Raygereio wrote...

Foolsfolly wrote...
An apostate spec would have been cool. Arcane Warrior has Lore Weight on it that makes it less useful. It's a forgotten Elven school currently only being taught by The Warden. Perhaps that Elven Keeper from Awakenings too.

In DA:O, there was this one cultist-guy when you were searching for the ashes that was an Arcane Warrior. Granted he's dead and so is pretty much everyone that poor guy knew, but point is that technically that spec was known by more non-elves.


Perhaps that cult (which weren't they originally guardians of the Ashes?) had elven Arcane Warriors and through the years the elves kept the training going. Sounds reasonable enough....I don't know about the timeline though. Will need to hit up the wiki for that (won't do it though because this just BS talking).

I imagine if they wanted to they could simply introduce a tribe of Dalish that have been in seclusion that maintain the spec. They could even guard a Big Scary Mystical Weapon or some such if the plot required it.

But the Arcane Warrior spec has that lore weight on it. It needs a reason to be there. Blood Magic doesn't need one so much, although I do wish we still had to deal with a demon or book to get it (I wonder if that book quest in Act 2 was originally meant to teach Blood Magic...)

#91
Patchwork

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I agree that a apostate melee spec would have solved some problems. Most of the new staff designs look like they should be used to hit and stab people anyway so why not provide the animations to do just that?

Modifié par Ser Bard, 02 juin 2011 - 02:23 .


#92
Foolsfolly

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Ser Bard wrote...

I agree that a apostate melee spec would have solved some problems. Most of the new staff designs look like they should be used to hit and stab people anyway so why not provide the animations to do just that?


It wouldn't solve anything. The moment you start the game you'd be unable to use any Apostate skills (if it's a spec like Blood Mage, Arcane Warrior, Force Mage, etc.). You'd still have to use Fireball, Temptest and anything else until then. So while you might wear some armor later on and have subtle spells most people will still be raining fire and freezing goons in front of Templars in the middle of the street.

It fixes nothing.

It would be a fun spec to add in other games though.

#93
Mickespel

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Foolsfolly wrote...

Ser Bard wrote...

I agree that a apostate melee spec would have solved some problems. Most of the new staff designs look like they should be used to hit and stab people anyway so why not provide the animations to do just that?


It wouldn't solve anything. The moment you start the game you'd be unable to use any Apostate skills (if it's a spec like Blood Mage, Arcane Warrior, Force Mage, etc.). You'd still have to use Fireball, Temptest and anything else until then. So while you might wear some armor later on and have subtle spells most people will still be raining fire and freezing goons in front of Templars in the middle of the street.

It fixes nothing.

It would be a fun spec to add in other games though.


There are some item mods around that add items without class restrictions. Mages can use swords and daggers right now, most likely a bow as well but there where no bow in the mods I tried. Lift the restrictions and use standard attack in sensetive areas until the spec becomes avalible. Also, buff spells can be cast out of sight and kept going in fights, just reduce the visials of them a bit to allow the templars to ignore them.

#94
Foolsfolly

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Mickespel wrote...

Foolsfolly wrote...

Ser Bard wrote...

I agree that a apostate melee spec would have solved some problems. Most of the new staff designs look like they should be used to hit and stab people anyway so why not provide the animations to do just that?


It wouldn't solve anything. The moment you start the game you'd be unable to use any Apostate skills (if it's a spec like Blood Mage, Arcane Warrior, Force Mage, etc.). You'd still have to use Fireball, Temptest and anything else until then. So while you might wear some armor later on and have subtle spells most people will still be raining fire and freezing goons in front of Templars in the middle of the street.

It fixes nothing.

It would be a fun spec to add in other games though.


There are some item mods around that add items without class restrictions. Mages can use swords and daggers right now, most likely a bow as well but there where no bow in the mods I tried. Lift the restrictions and use standard attack in sensetive areas until the spec becomes avalible. Also, buff spells can be cast out of sight and kept going in fights, just reduce the visials of them a bit to allow the templars to ignore them.


That still doesn't fix the problem. That's a player role-playing a mage that's unwilling to use magic in public. That can be done right now in DA2. Just wear the most armor looking robes you can find, always run up to melee range with your staff, and never cast magic in Kirkwall.

That doesn't fix the problem, it's just a player role-playing. The problem that no one acknowledges Mage Hawke using magic in Kirkwall is still there and most players will continue to cast magic right in front of the Templars in the Gallows without any ill effect.

#95
Huntress

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CalJones wrote...

The whole of Best Served Cold was messed up. As a pro-mage supporter, you end up wiping out all the moderate mages and templars - the very same guys you should be helping. And the worst thing about it is that you do it at Orsino's behest, not Merediths.

It felt like a quest that had originally been intended to be done for Meredith but was repurposed at the last moment due to lack of time and cut content. I don't know if that's the case but it certainly felt that way.

I just hated the fact that at the two meetings (the one in Hightown and the one in the warehouse) you infiltrate, no one bothers to actually talk to you - they just make assumptions and attack. You'd think they would at least think "oh hey, there's the guy who killed the Arishok, we better find out what he wants" but no, they all rush to commit suicide by Hawke. Gah!


Yes thats so mess up, To me it should have been if you suport mages, talk to Orsino, and ONLY do his quests that is NOT about  killing normal people that just want to be free from meredith, killing crazy blood-mages and broken up templars is ok, killing normal mages and templars is not..
If you Side with Meredith you can kill the group that is ploting against Meredith and NOT killing the templars that want to stop people from helping mage, or capturing run away mages so on and so forth.

About the Arishock and Isabela, Hawk should had the option to tell him, that isabela deserve the same options as the elves.. If you had Arshock respect he should leave without Isabella, if not, well pewpew time! but no, you are not even given that option, and have to kill that awsome character. None of my hawk's will ever give Isabela  to the Arishock, she is what ever you want to call her but, she is not a bad character, and I like her very much.

This are few of the things that really bothers me hehe, but I still like the game, hopefully they'll be able to repair some of the damage.. dought it! but, I can dream :P

#96
embrace eternity

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When Knight Commander Meredith told me I was "tolerated as an Apostate" (act 3) by The Authorities (her) because of the help I had been to Kirkwall.
I'll do Kirkwall another service RIGHT NOW "lets step outside", but alas I didn't have that opportunity

#97
In Exile

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wastelander75 wrote...

I do. It's called an 18 month deadline. You know most writers take at least 2 sometimes 3 years to flesh out a good story in a book. Stephen King for example, usually takes 4 to 5 per. Imagine trying to cram al you can storywise within a year and a half instead of 3 or 4. 


Did you think DA:O had a good story? It took 4 years to develop the game, but the story had to be ready before the development started. So it was very likely done in a single year.

At the rate DA2 recycled areas, correcting these issues just meant recording more dialogue (or getting new dialogue!).

Best served cold is a quest you get from Orsino and it ends with every mage trying to kill you. It's when Act III becomes completely incoherent.

#98
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In Exile wrote...


Did you think DA:O had a good story? It took 4 years to develop the game, but the story had to be ready before the development started. So it was very likely done in a single year.


I think storywise DA:O was exceptionally well implemented. True, there were parts of the plot that seemed to drag on just a little too long (Circle Tower Fade Realm area = Waaaay too long!!!), but as far as it being a coherent, cohesive, and immersive tale, absolutely.

I do have to respectfully disagree that the story only took a year for DA:O. I'm pretty sure Brent Knowles presented the story, or rather the general story draft ideas, well before the game was even greenlit.

Edit: And what I mean by this, is that I'm pretty sure it takes time for ideas to get off the ground considering that it's a (at that time) brand new IP for BioWare. , a team is put together, programmers leads etc, allocation of resources, etc etc. During that whole pre-production phase, I'm pretty sure it took a couple of years, if more, to give Mr. Knowles enough time to really get the storyline and story itself down pat. 

Modifié par wastelander75, 02 juin 2011 - 08:26 .