Re-entering Warden's Keep
#1
Posté 05 décembre 2009 - 04:45
Would be nice if there was some warning with Lothering too, I missed a couple quests there having no idea it would be destroyed. You don't have to give away the plot that the town will be destroyed, just make it so we have to complete the quests there before destroying it!
Most of us don't like missing out on even the smallest of side quests!
#2
Posté 05 décembre 2009 - 04:46
All they do is talk about incoming darkspawn and how people fleeing
#3
Posté 05 décembre 2009 - 04:49
#4
Posté 05 décembre 2009 - 05:24
#5
Posté 05 décembre 2009 - 05:55
Mindbreak.net wrote...
Why on earth would they close off Warden's Keep after you finish the quest? What's the big deal of letting us back in to pick up the items and side-quest we missed the first time? I mean it's already loaded on the computer - please fix this Bioware and let us back in!
Would be nice if there was some warning with Lothering too, I missed a couple quests there having no idea it would be destroyed. You don't have to give away the plot that the town will be destroyed, just make it so we have to complete the quests there before destroying it!
Most of us don't like missing out on even the smallest of side quests!
Wardens Keep..yes.
Lothering...what parts of;
"Lothering is lost my friend"
"Where preparing to evacute"
"Theres nothing left to stop the Darkspawn overunning us now that the army has gone north"
etc etc etc
...was not clear?
I hate games where theres a "end comming to the world"...but you can take a nap for 6 months and nothing has changed,
A applaud Bioware for making time count to some extent in this game.
#6
Posté 05 décembre 2009 - 05:58
I think it would be interesting to come back and find it as a warzone... MOAR KILLING!!!Viglin wrote...
Mindbreak.net wrote...
Why on earth would they close off Warden's Keep after you finish the quest? What's the big deal of letting us back in to pick up the items and side-quest we missed the first time? I mean it's already loaded on the computer - please fix this Bioware and let us back in!
Would be nice if there was some warning with Lothering too, I missed a couple quests there having no idea it would be destroyed. You don't have to give away the plot that the town will be destroyed, just make it so we have to complete the quests there before destroying it!
Most of us don't like missing out on even the smallest of side quests!
Wardens Keep..yes.
Lothering...what parts of;
"Lothering is lost my friend"
"Where preparing to evacute"
"Theres nothing left to stop the Darkspawn overunning us now that the army has gone north"
etc etc etc
...was not clear?
I hate games where theres a "end comming to the world"...but you can take a nap for 6 months and nothing has changed,
A applaud Bioware for making time count to some extent in this game.
#7
Posté 05 décembre 2009 - 06:19
Viglin wrote...
Mindbreak.net wrote...
Why on earth would they close off Warden's Keep after you finish the quest? What's the big deal of letting us back in to pick up the items and side-quest we missed the first time? I mean it's already loaded on the computer - please fix this Bioware and let us back in!
Would be nice if there was some warning with Lothering too, I missed a couple quests there having no idea it would be destroyed. You don't have to give away the plot that the town will be destroyed, just make it so we have to complete the quests there before destroying it!
Most of us don't like missing out on even the smallest of side quests!
Wardens Keep..yes.
Lothering...what parts of;
"Lothering is lost my friend"
"Where preparing to evacute"
"Theres nothing left to stop the Darkspawn overunning us now that the army has gone north"
etc etc etc
...was not clear?
I hate games where theres a "end comming to the world"...but you can take a nap for 6 months and nothing has changed,
A applaud Bioware for making time count to some extent in this game.
not really making time "count" as such, the moment you leave and come back - bam, it's gone.
and to be fair, rpg games since year zero typically have a ton of people in lots of towns / villages warning of "bad things on the way". It's such a typical plot / narrative device that to present you with what looks like an entire town of stuff to do doesn't seem any different to any other village in a game that warns of impending doom.
yes, people warn of incoming destruction. but that happens throughout games such as this, and there's really nothing in there that attempts to distinguish THIS one from any of the others with regards the town immediately vanishing once you leave. for a town about to be smashed into pieces, nobody is giving much of an impression that they're all fleeing for their lives. loads of people drinking in the bar and passing the time away, villagers hanging around gossiping, some random woman who mentions making traps (which at that point in the game I couldn't do anything with, but reasonably assumed it was something designed to be come back to *after* you'd left and met certain conditions to be able to then do something with it).
All in all, not a great design decision imho.
#8
Posté 05 décembre 2009 - 06:29
The keep isn't that damaged it was just infested, they aren't rebuilding just clearing out. The drydens for one probably would like actual buildings, its snowy there and I suspect it would get cold standing outside all the time.
The quest was interesting if shallow and again wasted potential on the story there. They should and could flesh it out a lot better than this.
#9
Posté 05 décembre 2009 - 06:31
Lothering disappearing is one of the few tangible feelings that the blight is spreading, that the world is in danger. The town vanishes, its gone, people die, and you cannot return there. Its an attempt to show the world is not a static bubble that stays entirely the same from start to finish.
#10
Posté 05 décembre 2009 - 06:34
#11
Posté 05 décembre 2009 - 07:15
It is artificial but I like that at least something happens to Lothering.
#12
Posté 05 décembre 2009 - 08:16
Tereval wrote...
Theeeadd
Lothering disappearing is one of the few tangible feelings that the blight is spreading, that the world is in danger. The town vanishes, its gone, people die, and you cannot return there. Its an attempt to show the world is not a static bubble that stays entirely the same from start to finish.
I actually like it too and besides you have plenty of time till it happens. You can start all of the important quests, as long as you don't finish one, you can do what you like. Only after big events things changes... so to speak.
The Warden's Keep i totally agree, its an unbelievable waste of potential! It's called "Warden's Keep" and you are a Warden, aren't you?! You made it a safe place again and no one else has a claim to it, right? You've come to terms with the Drydens (big Family....), now this three lonely Figures are lingering in front of the closed Keep like Gypsies. You never hear again of you mad but with a twinge of regret Scientist (Mage). And the **** hits the Fan if you think, you can come back later to get the unique Sword and Armor later because your inventory is full atm...
And the Idea to gathering your Army optional at the Keep instead of Redcliff would be awesome... would make the DLC worth its price...
#13
Posté 05 décembre 2009 - 08:21
Me: "That's nice, can I see it?
Levi Dryden: "You'd never guess it was inhabited by undead looking at it now!"
Me: "Okay, I'll go in then."
Levi Dryden: "Well you can't."
Me: "Why not? It's my keep."
Levi Dryden: "We.. er... sealed the entrances you see."
Me: "Why!?"
Levi Dryden: "Well Warden, I said to my cousins, I said. We can spend weeks or months actually fixing up the place, getting rid of the cobwebs, fixing the furniture, give it a new paint job, take out and burn the bodies... or we could just not do it and say we did. Then we seal the entrance and nobody will ever know!"
Me: "... and you freeze your asses off out here instead then?"
Levi Dryden: "Yes!"
Me: "You're an idiot."
Levi Dryden: "Thank you, Warden."
Me: "Are you even listening to me?"
#14
Posté 06 décembre 2009 - 08:04
#15
Posté 06 décembre 2009 - 08:12
DeathWyrmNexus wrote...
I think it would be interesting to come back and find it as a warzone... MOAR KILLING!!!Viglin wrote...
Mindbreak.net wrote...
Why on earth would they close off Warden's Keep after you finish the quest? What's the big deal of letting us back in to pick up the items and side-quest we missed the first time? I mean it's already loaded on the computer - please fix this Bioware and let us back in!
Would be nice if there was some warning with Lothering too, I missed a couple quests there having no idea it would be destroyed. You don't have to give away the plot that the town will be destroyed, just make it so we have to complete the quests there before destroying it!
Most of us don't like missing out on even the smallest of side quests!
Wardens Keep..yes.
Lothering...what parts of;
"Lothering is lost my friend"
"Where preparing to evacute"
"Theres nothing left to stop the Darkspawn overunning us now that the army has gone north"
etc etc etc
...was not clear?
I hate games where theres a "end comming to the world"...but you can take a nap for 6 months and nothing has changed,
A applaud Bioware for making time count to some extent in this game.
That's the next DLC.
Ostagar, I mean.
Modifié par Bryy_Miller, 06 décembre 2009 - 08:12 .
#16
Posté 06 décembre 2009 - 05:06
#17
Posté 07 décembre 2009 - 02:50
Paperghost wrote...
and to be fair, rpg games since year zero typically have a ton of people in lots of towns / villages warning of "bad things on the way". It's such a typical plot / narrative device that to present you with what looks like an entire town of stuff to do doesn't seem any different to any other village in a game that warns of impending doom.
yes, people warn of incoming destruction. but that happens throughout games such as this, and there's really nothing in there that attempts to distinguish THIS one from any of the others with regards the town immediately vanishing once you leave. for a town about to be smashed into pieces, nobody is giving much of an impression that they're all fleeing for their lives. loads of people drinking in the bar and passing the time away, villagers hanging around gossiping, some random woman who mentions making traps (which at that point in the game I couldn't do anything with, but reasonably assumed it was something designed to be come back to *after* you'd left and met certain conditions to be able to then do something with it).
I agree completely. And I do like the fact that Lothering DOES get destroyed, adding to the dire-ness of the situation. I just want the game developers to create a way to complete all the quests before that happens.
Same with Warden's keep. I never checked the portrait on the way out. So unless they re-open it, I miss out on those items! At least allow us access back into the keep, I mean it's already loaded on our hard drives, why on earth close it off ?!?!
#18
Posté 08 décembre 2009 - 06:43
#19
Posté 08 décembre 2009 - 06:49
#20
Posté 08 décembre 2009 - 06:54
#21
Posté 08 décembre 2009 - 07:16
Forsakerr wrote...
i was disapointed also when i found out i could nt enter it again after i completed it , they advertise it as a base of operation (or at least they did dont know if they changed it) hard to be a base of operation with tents ,couples of NPCs two merchants and a wandering dog , i felt it was a letdown
Very true!
I also felt it was even a bigger letdown after I had the highdragon raid my party camp and people felt unsafe!
I really did thought Levi would upon your next visit suggest having your party members set up base there at least that would give the party members you do not use somewhere plausible to be besides them magically not exsisting for a while..except for Zev who can somehow use magic and pop up whenever he wants..friggin ninja assassin he is
Modifié par SharpneI, 08 décembre 2009 - 07:16 .
#22
Posté 11 décembre 2009 - 06:06
#23
Posté 11 décembre 2009 - 07:22
The wardens keep thing is not so clear. If they want us to leave the leave the guy in the tower alone for now that is ok. Lock the tower. But they should have had the keep interior reset at the same time as the courtyard. I guess it was a bit too much work for them based on the cost? But I think it would have been nice to have the keep as a possible camp. And I think that should have been included with the purchase price.
#24
Posté 11 décembre 2009 - 07:38
#25
Posté 11 décembre 2009 - 07:42
"Okay, missed some quests so I'll just go back and...oh...Naw dang..."
Definitely added impetus to the game.





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