Re-entering Warden's Keep
#26
Posté 11 décembre 2009 - 07:51
I thought Warden's Keep would be like the Wizard's Tower DLC for Oblivion; a true base of operation.
Bioware, please please please let us re-enter it!
I'm trying to use the toolset to get me inside - at the moment i am ending up in a black void (i am assuming beyond the boundary of the tileset) but that is not a good way to go about it... open the doors!!!
#27
Posté 11 décembre 2009 - 07:52
I thought Warden's Keep would be like the Wizard's Tower DLC for Oblivion; a true base of operation.
Bioware, please please please let us re-enter it!
I'm trying to use the toolset to get me inside - at the moment i am ending up in a black void (i am assuming beyond the boundary of the tileset) but that is not a good way to go about it... open the doors!!!
#28
Posté 11 décembre 2009 - 07:56
#29
Posté 11 décembre 2009 - 07:56
#30
Posté 12 décembre 2009 - 09:36
Tereval wrote...
Oh and Paperghost, could they have had a little pop up window? sure, but I disagree about it being a bad design choice.
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.
but it's done in such a ludicrous way - ding, area now gone. someone literally switches a 1 to a 0 in terms of removing it, and you don't see it, don't hear about it (until you mouse over the box), don't experience it and any characters at the town that had potential are all gone, bam, never to return.
it would be tangible IF they'd approached it like they did with the village defence. that was absolutely spot on with regards knowing something was (in no uncertain terms) about to go down, and you knew once you left without helping there would be dire consequences.
not "select your party / leave area / area gone".
perhaps if you went to leave the area, they could have thrown in a cutscene with random darkspawn running into the village - you fight them off, one of the knight guys tells you this is the first of many and the town is about to be lost BUT you can stand and fight as long as you can. might have been useful to ground you in the ways of fighting early on, or they could have applied some sort of reward for fighting well (gold reward for x amount of villagers "saved" for every few minutes of fighting done before you finally hit some kind of retreat button.
The possibilities were there, how they decided to go about it is baffling.
also, open the keep!
#31
Posté 12 décembre 2009 - 10:09
I honestly thought that the Keep would be something like the Keep in NWN2. It's a pity that this great potential was just wasted. In my opinion, it cheapens the whole deal, and had I known about this, I would have stayed away from this particular DLC. It seems cheap and lazy, and definitely not worth the price. I would have had more fun going out for pizza and beer with friends for that money.
It could be a money grubbing device, that's about the only logical answer I can come up with. Want the Keep open? Buy our next DLC, and see the wonders of the keep. Warden's Keep was one of the few impulse buys I made. And as usual, it was a bad idea. From now on, I will do my normal stuff, and wait patiently until I hear a good many reviews.
Lothering, now that's different. I didn't know what to make of the doomsaying of everyone, that's par for the course in these kind of games. But after my PC went to Denerim, she remembered that she forgot to give the man in Lothering the Blackstone conscription.
Back on the world map I saw that the black cloud coming from Ostagar had drawn considerably closer to Lothering. It was Uh-oh time, and I had my PC hightail it to Lothering in a hurry.
Edited: Dang-Darn Spelling!
Modifié par Sabriana, 12 décembre 2009 - 10:11 .
#32
Posté 12 décembre 2009 - 11:05
Sabriana wrote...
I agree with the Warden's Keep complaint. That was a shock, to discover that my pc can't enter again. Now I have a quest in my journal that I can't possibly finish. It seems I missed a 'secret', but it will stay missing, forever.
I honestly thought that the Keep would be something like the Keep in NWN2. It's a pity that this great potential was just wasted. In my opinion, it cheapens the whole deal, and had I known about this, I would have stayed away from this particular DLC. It seems cheap and lazy, and definitely not worth the price. I would have had more fun going out for pizza and beer with friends for that money.
It could be a money grubbing device, that's about the only logical answer I can come up with. Want the Keep open? Buy our next DLC, and see the wonders of the keep. Warden's Keep was one of the few impulse buys I made. And as usual, it was a bad idea. From now on, I will do my normal stuff, and wait patiently until I hear a good many reviews.
That's what I thought too, it's totally wasted just sitting there, why not let us in to finish our side-quests and get missed items!
#33
Posté 16 décembre 2009 - 05:51
Khan The Wanderer wrote...
Bioware, please please please let us re-enter it!
Agreed!
#34
Posté 16 décembre 2009 - 06:01
If you spared the warden blood mage like i did he is still in there researching to help the wardens and you can't even talk to the man because you cant re-enter the keep. Dryden and his family set up shop outside like a bunch of Gypsies instead of setting up inside where it's warm.
In the end the released a half finished DLC, and they should expand on it pronto, and at no extra cost to the customer. The only DLC that they have released thus far that I thought was worth it was the Stone Prisoner one. If their DLC's are going to be like Warden's Keep I would rather wait for a full expansion of this game or mods from the modding community.
#35
Posté 16 décembre 2009 - 06:20
I really don't think they'll let it sit there, what with Avernus and all keeping on with his research and the Dryden family messing about there. At least, I hope not! Its got so much potential. I'd love to be able to re-enter it.
Ps. Anyone notice how when you bring Shayle there, the ravens follow her around? Priceless!
#36
Posté 16 décembre 2009 - 06:26
I'm with the majority on this one, I think that Warden's Keep, as it is currently, is a big chunk of wasted potential. I honestly thought that once cleared / completed it would become our base of operations. I guess I can understand why not, but to not even be able to re-enter once we've left?
They make it pretty clear what's going to happen to Lothering, but with Warden's Keep it doesn't make sense. It's like the Chewbacca defense and I just don't get it.
#37
Posté 16 décembre 2009 - 06:34
#38
Posté 16 décembre 2009 - 07:07
but lothering? wasnt therea warning? i'm pretty sure when you tried to leave lothering it said something about not being able to come back. at least somehow i knew i had to do all quests before leaving lothering,
#39
Posté 16 décembre 2009 - 07:17
Crrash wrote...
like everyone i agree on wardens keep.... couldn't finish one of the quests because of it...
but lothering? wasnt therea warning? i'm pretty sure when you tried to leave lothering it said something about not being able to come back. at least somehow i knew i had to do all quests before leaving lothering,
From what I remember, when ou leave Lothering, you can return back, during a certain period of time. Only after you advance in game, you cannot go back to it
#40
Posté 16 décembre 2009 - 10:02
Modifié par T-Kay, 16 décembre 2009 - 10:02 .
#41
Posté 18 décembre 2009 - 11:14
#42
Posté 18 décembre 2009 - 11:35
yeah, but i remember something saying i couldn't come back if i left and because of that i did all of the quests there first. and yeah i had to finish the first treaty quest for lothering to closeLiniarian wrote...
Crrash wrote...
like everyone i agree on wardens keep.... couldn't finish one of the quests because of it...
but lothering? wasnt therea warning? i'm pretty sure when you tried to leave lothering it said something about not being able to come back. at least somehow i knew i had to do all quests before leaving lothering,
From what I remember, when ou leave Lothering, you can return back, during a certain period of time. Only after you advance in game, you cannot go back to it
#43
Posté 18 décembre 2009 - 11:50
#44
Posté 18 décembre 2009 - 12:22
If the blight crept across the land and you had to try and skirt round it, different ways, or areas become closed, actually being able to miss goals, becuase you where too slow.
Would make things interesting. eg: Turn up at redcliffe first and you get there just as the boy becomes possessed, the village is safe, but events take a different pace becuase you caught the possession early. Get to Redcliffe last, and most of the village is gone, and there are a lot more undead.
Also this would make cause and effects a lot different. If you saved the circle before redcliffe and tried to run to the circle for help against the possession then it takes you less time, than running to the circle to save it. The difference is containing the boy, or ending up having to pick up the pieces of a second zombie outbreak
Of course such games would never be that easy to write, and understandably some things cannot be done without twice as much time to do them, and twice as much budget
#45
Posté 25 décembre 2009 - 04:22
Paperghost wrote...
but it's done in such a ludicrous way - ding, area now gone. someone literally switches a 1 to a 0 in terms of removing it, and you don't see it, don't hear about it (until you mouse over the box), don't experience it and any characters at the town that had potential are all gone, bam, never to return.
it would be tangible IF they'd approached it like they did with the village defence. that was absolutely spot on with regards knowing something was (in no uncertain terms) about to go down, and you knew once you left without helping there would be dire consequences.
not "select your party / leave area / area gone".
also, open the keep!
Agreed on all counts. Lothering disapperaing is awesome and makes the situation more dire and real, but a definitive heads up would have been great so we could finish all quests there!
And yes, open the keep!
Happy Holidays all!
#46
Guest_MizsyX_*
Posté 25 décembre 2009 - 07:24
Guest_MizsyX_*
This was just one of many to come money makers for EA/Bioware, really a shame. Some bloke at home could probly made the same thing for free with the toolset.
#47
Posté 25 décembre 2009 - 07:33
And Lothering, I do think it's a nice touch it gets destroyed. However, the first time I just completed every sidequest there anyways, so... didn't lose anything. Ha,
#48
Posté 25 décembre 2009 - 07:50
The Angry One wrote...
Levi Dryden: "Hey there Warden, we done fixed up that keep."
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?"
LMBO. This post was beautiful.
As for Lothering, it was definitely a slight shock seeing the skull and crossbones there. It definitely added to the urgency of the blight. I kept waiting for other locations to get wiped out.
Modifié par Robbya, 25 décembre 2009 - 07:55 .
#49
Guest_MizsyX_*
Posté 26 décembre 2009 - 12:58
Guest_MizsyX_*
#50
Posté 07 janvier 2010 - 05:12





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