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Doesn't making all the mages insane make the mage debate pointless?


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#226
DreamerM

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Sidney wrote...

Offhand my first guess were flippers. It does sort of approximate the structure of a whale fin with the vestigal hands inside the flipper. Not sure why I'd want that as a weapon.


Oh they call him flipper, flipper, faaaster then liiiiightning....no one, you see.....is smarter then he....

#227
TEWR

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Foolsfolly wrote...

Oh god those are the ugliest damn daggers I've ever seen in a game. What the hell is up with that? That from the Item Pack? Gah.

Gah. Just ridiculous.

I want to slap the person who designed them. "These are weapons not hand fans for elderly southern women during Prohibition!"


Or we should've busted them out using Anders' Mage Resistance connections. Though I would want the option of calling her an idiot for getting caught.


By Anders' Mage Resistance you mean a few token lines about a Resistance we never meet, even when playing Pro-Mage and a few off hand references to a manifesto which must read something like "Blow up things to take away any chance compromise, die a martyr, and assume the mages win."

Pithy net comment aside the Resistance should have played at least a part of the story line. Likewise the fraternities should have had a part to play.

And the Gallows should have opened up at some point, especially in Act 2 since it's very likely your sibling is there.


Yes, the mage resistance should've been shown and talked about more. And I would've liked to have read Anders' Manifesto in its entirety as a Codex. Maybe Act 1 you get a little bit, Act 2 more is added to it, and by Act 3 Anders has completed it.

Maybe it shows his change in persona, but maybe at the same time makes valid, albeit crazy and weird, points. Talk about Meredith and how much of a tyrant she is!

I mean.... seriously....

#228
KnightofPhoenix

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Foolsfolly wrote...
By Anders' Mage Resistance you mean a few token lines about a Resistance we never meet, even when playing Pro-Mage and a few off hand references to a manifesto which must read something like "Blow up things to take away any chance compromise, die a martyr, and assume the mages win."

Pithy net comment aside the Resistance should have played at least a part of the story line. Likewise the fraternities should have had a part to play.


Act 2 Qunari should have been scrapped entirely, and should have been about the underground mage resistance and inter-mage / templar politics and dynamic. If you side with Templars, you help Meredith crack down hard on the mage underground, as you investigate / interrogate (because I want a PC that doesn't only kill) and help find evidence of Resolutionist involvement, which serves as a catalyst for Meredith to stamp down on it very hard.

If playing pro-mages, you help organize an underground movement, by bribing and persuading common folk to help and trying to deal with inter-mage divide. Resolutionists show up as well and despite your best efforts, they are still found out and you are left trying to defend the resistance as much as possible from Meredith's preemptive clamp down. You end up more or less succesfully, in the sense the resistance was not completely wiped out though severily weakened. Of course, you lose your status as noble.

Ideally, either choice should change Act 3 quite a bit. Though still lead to Anders going nuts.

Modifié par KnightofPhoenix, 26 juin 2011 - 07:03 .


#229
Foolsfolly

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With all the story elements they have the codex give us (like the weakened Veil which one codex says is common knowledge, but apparently not common enough for a single NPC or companion to ever mention it or for the Templars to think 'maybe we should move the Circle away from this weakened Veil') why, oh why, wasn't Anders' Manifesto one of them?

#230
KnightofPhoenix

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Foolsfolly wrote...

With all the story elements they have the codex give us (like the weakened Veil which one codex says is common knowledge, but apparently not common enough for a single NPC or companion to ever mention it or for the Templars to think 'maybe we should move the Circle away from this weakened Veil') why, oh why, wasn't Anders' Manifesto one of them?


Because it's about...the essence of a story and abstract concepts and not really its content...

Maybe the idol / thin veil is supposed to represent human laziness and unwillingness to develop characters properly.

#231
TEWR

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I think the Qunari could've been connected to the Mage-Templar conflict, as they did bring Saarebas with them.


Then using your ideas, that becomes another driving force for why the Arishok wages war on the city.


I mean, you do need to get named Champion by Meredith somehow. And of course, do so in a way that isn't that of a mass murderer. Rouse a militia consisting of Darktown refugees and depending on choices many elves or just those that listen to Merrill (depending on if Kelder is dead or alive)


It just wouldn't make sense for Meredith to name a pro-mage Hawke Champion of Kirkwall without the Qunari as a reason. She's the only one who can. Orsino isn't the power in the city and the Viscount is just a figurehead.

Modifié par The Ethereal Writer Redux, 26 juin 2011 - 07:07 .


#232
KnightofPhoenix

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Why does Hawke need to be champion when its useless? Scrap it, it's not about a rise to power.

Make it about mage / Templar and be done with it.

#233
DreamerM

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The Ethereal Writer Redux wrote...

Yes, the mage resistance should've been shown and talked about more. And I would've liked to have read Anders' Manifesto in its entirety as a Codex. Maybe Act 1 you get a little bit, Act 2 more is added to it, and by Act 3 Anders has completed it.


And then there's a scene (or maybe just party banter) where Anders is trying to talk Verric into printing it. Verric may say yes but only if he gets to edit it first. He says it has potential, but needs more structure, more... dazzle. Anders says he worked for years on this and insists it run as-is. Verric says too bad then. Then Anders asks what kind of edits he had in mind. Verric hands him back his manifesto, covered in notes in red ink. He says he looks forward to Anders's second draft.

#234
Foolsfolly

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KnightofPhoenix wrote...

Foolsfolly wrote...
By Anders' Mage Resistance you mean a few token lines about a Resistance we never meet, even when playing Pro-Mage and a few off hand references to a manifesto which must read something like "Blow up things to take away any chance compromise, die a martyr, and assume the mages win."

Pithy net comment aside the Resistance should have played at least a part of the story line. Likewise the fraternities should have had a part to play.


Act 2 Qunari should have been scrapped entirely, and should have been about the underground mage resistance and inter-mage / templar politics and dynamic. If you side with Templars, you help Meredith crack down hard on the mage underground, as you investigate / interrogate (because I want a PC that doesn't only kill) and help find evidence of Resolutionist involvement, which serves as a catalyst for Meredith to stamp down on it very hard.

If playing pro-mages, you help organize an underground movement, by bribing and persuading common folk to help and trying to deal with inter-mage divide. Resolutionists show up as well and despite your best efforts, they are still found out and you are left trying to defend the resistance as much as possible from Meredith's preemptive clamp down. You end up more or less succesfully, in the sense the resistance was not completely wiped out though severily weakened. Of course, you lose your status as noble.

Ideally, either choice should change Act 3 quite a bit. Though still lead to Anders going nuts.


Please apply for a writing job at BioWare.

...and then see if you can't get me hired. :innocent:

But seriously, I love the Qunari focused Act 2. But perhaps a rising action that has something to do with the finale was more in order. I'd really have preferred your Act 2 to the current Act 2.

And I don't say that lightly since I love the Qunari storyline and the Arishok. But that act offers nothing to the overall story. And it's quite a large chunk of the game.

#235
TEWR

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But it could be. The whole damn game needs to be reworked so the Mage-Templar conflict and being Champion of Kirkwall are related to one another.


Plus, we need our heroes to have titles. The Warden was the hero of Ferelden, we need Hawke to be another hero! =P

#236
TEWR

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Foolsfolly wrote...

KnightofPhoenix wrote...

Foolsfolly wrote...
By Anders' Mage Resistance you mean a few token lines about a Resistance we never meet, even when playing Pro-Mage and a few off hand references to a manifesto which must read something like "Blow up things to take away any chance compromise, die a martyr, and assume the mages win."

Pithy net comment aside the Resistance should have played at least a part of the story line. Likewise the fraternities should have had a part to play.


Act 2 Qunari should have been scrapped entirely, and should have been about the underground mage resistance and inter-mage / templar politics and dynamic. If you side with Templars, you help Meredith crack down hard on the mage underground, as you investigate / interrogate (because I want a PC that doesn't only kill) and help find evidence of Resolutionist involvement, which serves as a catalyst for Meredith to stamp down on it very hard.

If playing pro-mages, you help organize an underground movement, by bribing and persuading common folk to help and trying to deal with inter-mage divide. Resolutionists show up as well and despite your best efforts, they are still found out and you are left trying to defend the resistance as much as possible from Meredith's preemptive clamp down. You end up more or less succesfully, in the sense the resistance was not completely wiped out though severily weakened. Of course, you lose your status as noble.

Ideally, either choice should change Act 3 quite a bit. Though still lead to Anders going nuts.


Please apply for a writing job at BioWare.

...and then see if you can't get me hired. :innocent:

But seriously, I love the Qunari focused Act 2. But perhaps a rising action that has something to do with the finale was more in order. I'd really have preferred your Act 2 to the current Act 2.

And I don't say that lightly since I love the Qunari storyline and the Arishok. But that act offers nothing to the overall story. And it's quite a large chunk of the game.



Many people on these forums should apply to Bioware Image IPB

#237
KnightofPhoenix

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Foolsfolly wrote...
Please apply for a writing job at BioWare.

...and then see if you can't get me hired. :innocent:


I'd much much much rather apply to CDProjektRED. In fact, that would be awesome.

But seriously, I love the Qunari focused Act 2. But perhaps a rising action that has something to do with the finale was more in order. I'd really have preferred your Act 2 to the current Act 2.

And I don't say that lightly since I love the Qunari storyline and the Arishok. But that act offers nothing to the overall story. And it's quite a large chunk of the game.


Exactly. I really feel it was just there because Bioware knew most found Qunari to be interesting. So they just shoved them in.

I really did enjoy Act 2 but other than making Hawke stumble into being champion, which is entirely useless, it did not serve much point in the game.

#238
DreamerM

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KnightofPhoenix wrote...

Why does Hawke need to be champion when its useless? Scrap it, it's not about a rise to power.

Make it about mage / Templar and be done with it.


Saddest thing is, this is basically the "Thor" or "Half Blood Prince" of video-game plots. The whole point of the Champion is to set up how the Mage/Templar war began....so that it can be the plot of DA:3. That and the invading Qunari. And the Tevinter Magisters.

Rest assured, if mages are being butchered all over Thedas, the Magisters are going to have something to say about it. Not out of compassion, but there's an opportunity for them here to unite all the surviving magic-users in the world under their banner and raise a force of arcane cannons strong enough to restore the Imperium to it's former glory...

And our wild cards: Flemmeth and Morrigan and their oh-so-secret agendas.

So yeah. Whole game. Teaser for the next one. I call it The Avengers syndrome...

#239
Foolsfolly

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KnightofPhoenix wrote...

Foolsfolly wrote...

With all the story elements they have the codex give us (like the weakened Veil which one codex says is common knowledge, but apparently not common enough for a single NPC or companion to ever mention it or for the Templars to think 'maybe we should move the Circle away from this weakened Veil') why, oh why, wasn't Anders' Manifesto one of them?


Because it's about...the essence of a story and abstract concepts and not really its content...

Maybe the idol / thin veil is supposed to represent human laziness and unwillingness to develop characters properly.



It's about doing something new and innovative like starting storylines with no intent finishing them. Or hiding important facts in hidden text books instead of intrigrating it into the story.

"What's that? You don't remember hearing about the weakened Veil? What are you retarded it was like in that hidden codex entry and completely explains why so many mages are insane. Gah, learn to read largely inane walls of text inside your video game instead of hoping anything plot important will ever be mentioned by a character!"

#240
Foolsfolly

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So yeah. Whole game. Teaser for the next one. I call it The Avengers syndrome...


I call it shoddy storytelling. Especially since the entire game doesn't tell us anything we didn't already know by the advertisements for the game.

I really did enjoy Act 2 but other than making Hawke stumble into being champion, which is entirely useless, it did not serve much point in the game.


The whole 'Rise to Power' thing was complete PR BS. The Warden could become best friends with the King of a nation, could be the consort to the King/Queen, or even Queen. And then go on to be the arl of Amaranthine.

Considering every origin has you start off as lower than arl/Queen/Consort that's quite the rise to power.

DA2's rise is a guy who's nobility, reclaims that nobility, gets labeled Champion without ever setting out for that goal, and then stumbles around for an act without having any authority or power what so ever.

#241
DreamerM

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Foolsfolly wrote...

The whole 'Rise to Power' thing was complete PR BS. The Warden could become best friends with the King of a nation, could be the consort to the King/Queen, or even Queen. And then go on to be the arl of Amaranthine.


Not to mention all the hype that the Champion was "the Most Important Person the History of Thedas" and that this game will forever change how you understand the DA universe.

In short, hype was that the Champion would make the Warden look like a walk-on role.

How did that end up, guys?

#242
TEWR

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Well it certainly changed how I understand the DA universe all right.

#243
Harid

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Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.

#244
Foolsfolly

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Harid wrote...

Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.


Or when they're stressed.

Edit:

But, come on, who ever gets stressed? It's all the Templars' fault for stressing them out. And the tax collector, and their mother in law, and their parents, and the Chantry, and poverty, and...

Modifié par Foolsfolly, 26 juin 2011 - 07:38 .


#245
DreamerM

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Foolsfolly wrote...

Harid wrote...

Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.


Or when they're stressed.


Or when the Plot Says So.

#246
TEWR

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DreamerM wrote...

Foolsfolly wrote...

Harid wrote...

Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.


Or when they're stressed.


Or when the Plot Says So.


Or when they're offered cookies.



It seems like anything makes a mage have the willpower of a fat man around cakes and pies and turkeys and other food items.

Modifié par The Ethereal Writer Redux, 26 juin 2011 - 07:41 .


#247
Foolsfolly

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So it's decided then.

DA2 taught me that being a mage was no different than being sociopathic walking bomb.

Thedas is changed forever!

#248
Harid

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The Ethereal Writer Redux wrote...

DreamerM wrote...

Foolsfolly wrote...

Harid wrote...

Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.


Or when they're stressed.


Or when the Plot Says So.


Or when they're offered cookies.


I love this.

#249
DreamerM

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The Ethereal Writer Redux wrote...

DreamerM wrote...

Foolsfolly wrote...

Harid wrote...

Well, I learned Blood Magic can do everything, and mages have no willpower when the veil is weak.


Or when they're stressed.


Or when the Plot Says So.


Or when they're offered cookies.


Or when they're threatened with torture/rape/enslavement/Tranquility/discomfort/boredom/cabin fever.

Modifié par DreamerM, 26 juin 2011 - 07:45 .


#250
KnightofPhoenix

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Foolsfolly wrote...

So it's decided then.

DA2 taught me that being a mage was no different than being sociopathic walking bomb.

Thedas is changed forever!


And being part of the Chantry means you're an incompetent idiot.

Next time Bioware wants me to care about this goddam continent when a blight or the Qunari come, they might need to do a better job.