I really liked it, but each to their own, right? Also, I haven't gotten there yet for playthrough #2, so we'll see...
But, I may be wrong in this, but could you not just activate the console and run the Circle of Magi quest debug thing? That lets you jump to certain plot points and places... Haven't tried myself, and it might be a little bit unstable to do it, but worth a try for those who are frustrated? I guess if you did that, you'd miss out on the stat increases...
The Missing Manual has instructions to help you do this, if you're interested
Every objective reviewer should deduct one star for the Fade Prison.
Débuté par
68italianwarlord
, nov. 26 2009 08:51
#76
Posté 27 novembre 2009 - 11:39
#77
Posté 28 novembre 2009 - 03:56
I don't mind the Fade itself too much. I found the puzzle more annoying then anything the first time, challenging in difficulty level the second (character was under leveled do to some strange things I did in origin/Ostagar and skipping Loathering), and sort of fun-puzzle wise the third (although I think I have it all mapped out now).
I just mind the loading times. You switch areas quite a few times if you're after the stat boosts, and although my computer runs pretty well, I think, after even just an hour of constant area switches, my loading times increase to a minute, two minutes, three minutes... ugh. For that alone, I almost want a bypass. Orzammar's the same way, but at least there's party interaction and fights that are a bit more tactical there.
I just mind the loading times. You switch areas quite a few times if you're after the stat boosts, and although my computer runs pretty well, I think, after even just an hour of constant area switches, my loading times increase to a minute, two minutes, three minutes... ugh. For that alone, I almost want a bypass. Orzammar's the same way, but at least there's party interaction and fights that are a bit more tactical there.
#78
Posté 28 novembre 2009 - 04:00
If only the Fade was more like Psychonauts mind journeys, now that would be pure awesome. But as it is it was a cool distraction, since this part was mostly exploration and the only parts that needed more stabbity was when I already had my stone form.
#79
Posté 28 novembre 2009 - 04:02
They need to add a "See Ending" button and cut out all the tedious part of the game. Like running around to differnent places and kill things to progress. It is so repetitive.
>.>b
>.>b
#80
Posté 28 novembre 2009 - 04:09
The Fade and Deep Roads are my favourite parts. I have a save just before encountering the Sloth Demon so i can replay it when i feel like it.
#81
Guest_Lemonio_*
Posté 28 novembre 2009 - 04:10
Guest_Lemonio_*
seriously?
i loved the fade part
it was loads of fun
i loved the fade part
it was loads of fun
#82
Posté 28 novembre 2009 - 04:22
As I said in another thread, the Fade Prison should have focused more on your and the companion's dreams instead of those boring NPCs whose shapeshifting forms you have to find. Like if each companion you take with you have their own areas where you visit key moments in their lives and stuff.
More work for developers, yes, but more enjoyment and replayability for the players and no "We ran out of shapeshifting forms but we need five dream areas to complete this cool pattern, so um... Here's this puzzle with various interpretations of doors." areas.
It's not that I don't like this sequence as it is, but I can imagine people getting sick of it very fast, especially on multiple playthroughs.
More work for developers, yes, but more enjoyment and replayability for the players and no "We ran out of shapeshifting forms but we need five dream areas to complete this cool pattern, so um... Here's this puzzle with various interpretations of doors." areas.
It's not that I don't like this sequence as it is, but I can imagine people getting sick of it very fast, especially on multiple playthroughs.
#83
Posté 28 novembre 2009 - 04:26
Yeah, heck I say cut their side quest in favor of doing them in the fade.
#84
Posté 28 novembre 2009 - 04:41
Huh. I like the fade prison. I usually do it first, and I've been through it three times now, I think, still not tired of it.
#85
Posté 28 novembre 2009 - 04:45
It's the stat boosts that make it worthwhile for me. And Alistair going "Heeeey!".
#86
Posté 28 novembre 2009 - 04:47
They should have done deep roads and the fade like the dungeons in Torchlight and Diablo 1/2.i know that would be very difficult to implement,but that way you never have the same dungeons as your playthrough before that
#87
Posté 28 novembre 2009 - 04:50
The Fade was a long part of the game, but I thought the game was meant to be long.
#88
Posté 28 novembre 2009 - 05:07
The fade? How come lots of people don't like the Fade? I really liked it...
#89
Posté 28 novembre 2009 - 05:12
It takes 20 minutes and you get a bunch of boosted stats. Really, 20 minutes and thats it.
#90
Posté 28 novembre 2009 - 05:15
I actually thought the whole tower area was boring until I got to the fade. I really enjoyed that area.
It probably helped that I hadn't trained Fireball or Crushing Prison on Morrigan, so I got to play around with those spells for the first time.
It probably helped that I hadn't trained Fireball or Crushing Prison on Morrigan, so I got to play around with those spells for the first time.
#91
Posté 28 novembre 2009 - 05:30
I am in play through 5 right now and i also wouold like to bypass the fade portion but for me it is not about the fade itself, i am speaking more to lack of choice. The way i figure it is that you should be able to roll a mental resistance check and if you can pass it you fight the demon right there, bypassing the fade entirely. The check should based upon the skill level you are playing, and should provide a dialog option such as;
1) attempt a mental resistance check.
2) default option (entering the fade)
The player should be able to pass the check with say level 2 persuasion and 20 cunning on easy and it could scale as the difficulty goes up. If the player chooses option 1, and have the stats to pass depending on thier skill level they should be able to fight the demon right there and move on.
I enjoyed the fade portion and still do even though this is playthrough 5 but i can see people's points, you either like it or you don't and the option should be there to skip it if you build your character to do so.
My concern is that there are 2 places in the game where the player has little choice in how the game is done, and those are the fade and the Ser Catherine encounter as you free Anora. In a game full of choices to have two specific events that the outcome is decided before the fight even starts is contradictory of the over all game. In every other encounter whether it is Conner at Redcliffe, or the werewolf encounter in the Breclyn forest the player is given options as to how they want to solve the problem. If you can beat Ser Catherine while rescuing Anora she should be dead and gone from the game, i would like to see an option where if you defeat her you send her head to Loghain in a bag with a note "nice try" or some such.
For a game to tout itself with freedom of the player to decide who.what, when, and most importantly how a problem is solved to have these 2 "canned" events detract IMHO from the game.
Asai
1) attempt a mental resistance check.
2) default option (entering the fade)
The player should be able to pass the check with say level 2 persuasion and 20 cunning on easy and it could scale as the difficulty goes up. If the player chooses option 1, and have the stats to pass depending on thier skill level they should be able to fight the demon right there and move on.
I enjoyed the fade portion and still do even though this is playthrough 5 but i can see people's points, you either like it or you don't and the option should be there to skip it if you build your character to do so.
My concern is that there are 2 places in the game where the player has little choice in how the game is done, and those are the fade and the Ser Catherine encounter as you free Anora. In a game full of choices to have two specific events that the outcome is decided before the fight even starts is contradictory of the over all game. In every other encounter whether it is Conner at Redcliffe, or the werewolf encounter in the Breclyn forest the player is given options as to how they want to solve the problem. If you can beat Ser Catherine while rescuing Anora she should be dead and gone from the game, i would like to see an option where if you defeat her you send her head to Loghain in a bag with a note "nice try" or some such.
For a game to tout itself with freedom of the player to decide who.what, when, and most importantly how a problem is solved to have these 2 "canned" events detract IMHO from the game.
Asai





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