I just realized something in the mage origin makes absolutley no sense
#1
Posté 13 décembre 2009 - 07:02
How the hell do they have a cave ... inside of a tower? What the hell? Caves are naturally occuring things in land
The tower is clearly not built into the side of a mountain or anything , it clearly has no surrounding land around it , its in the middle of the ocean for craps sake
So they either :
A.Had a cave floating in the air above the ocean (Wow , thats impossible)
B.Made a man made cave on purpose and then made it their stockroom? (Wow, thats really stupid)
#2
Posté 13 décembre 2009 - 07:03
#3
Posté 13 décembre 2009 - 07:06
#4
Posté 13 décembre 2009 - 07:07
#5
Posté 13 décembre 2009 - 07:08
Uhm... tower on island means land beneath water? Or... something like that...
cglasgow wrote...
The problem is that the cave entrance is on the second floor.
Exactly , and that means it would have to have been floating in the air above the water , or be a (stupid and for no real reason) man made cave
#6
Posté 13 décembre 2009 - 07:10
#7
Posté 13 décembre 2009 - 07:11
#8
Posté 13 décembre 2009 - 07:12
#9
Posté 13 décembre 2009 - 07:13
#10
Posté 13 décembre 2009 - 07:15
I know that when leaving the cave, I'm definitely using the same door I used to enter it. Or so it seems.There's no reason to assume otherwise.
#11
Posté 13 décembre 2009 - 07:16
#12
Posté 13 décembre 2009 - 07:17
#13
Posté 13 décembre 2009 - 07:21
#14
Posté 13 décembre 2009 - 10:28
Endurium wrote...
Anything's possible I suppose. This isn't Ultima IX where insides and outsides made sense.
Ugh. Pagan and Ascension ruined that awesome series. Now I'm all nostalgic for Ultima IV-VII.
I really wish future Bioware games would have buildings that you can actually enter as part of the zone. Just make the roof transparent and in you go. Something as big as the Circle Tower could be an exception, but do we really need loading screens for each piddly shack?
#15
Posté 13 décembre 2009 - 10:30
#16
Posté 13 décembre 2009 - 10:35

It has small mountains surrounding the borders of the tower so it might be there where the cave is.
(uhh spelling!)
#17
Posté 13 décembre 2009 - 10:37
#18
Posté 13 décembre 2009 - 10:38
Korva wrote...
Ugh. Pagan and Ascension ruined that awesome series. Now I'm all nostalgic for Ultima IV-VII.
I really wish future Bioware games would have buildings that you can actually enter as part of the zone. Just make the roof transparent and in you go. Something as big as the Circle Tower could be an exception, but do we really need loading screens for each piddly shack?
My favourites are the "exit to *area*" instead of "exit to world map" which then cause me to have to go through another area before going to camp. Yet I can walk from camp right back to that new area.
Some examples:
The Dalish Camp and Brecilian Forest
The Ruined Temple and the Drake's Lair
Orzammar and Frostback Mountains
I can walk from my camp to the Brecilian Forest. However, should I want to go back to camp, I am forced to walk all the way through the Dalish Camp to get back to my own camp, moving my camp spot. From here, if I want to go back to the Brecilian Forest, I have to either walk through the Dalish Camp, or risk a random event...apparently bandits attack people right in the middle of the Dalish Camp!
At least I learned early on that Orzammar has "The Deep Roads" and once I'm permitted to enter there, I can just exit to the Deep Roads to get to my camp faster. It is amusing, though. The few times I exited Orzammar via the Fristback Mountains, each time I went directly back to Orzammar I got a random event. I mean, seriously, how many times is that merchant going to show up and pester me?
#19
Guest_Yenaquai_*
Posté 13 décembre 2009 - 10:42
Guest_Yenaquai_*
My guess? Maybe there's a staircase leading down into the caves, or there really is some magical portal leading to it.
I found it funny too, though.
#20
Guest_Magnum Opus_*
Posté 13 décembre 2009 - 10:50
Guest_Magnum Opus_*
I either just don't pay any attention to things like "caves being on the second floor of a tower in the middle of a lake" any more for a Bioware game because I know that they're not going to line up right -- nor are they really supposed to, implementation-wise -- or when I do notice, I assume that the area transition simply glossed over the mile-long passageway connecting the two places because there were no plot points or fights in there.
One of my first rules toward maintaining a happy illusion regarding any game world, whether it be Bioware's plot-based ones or Bethesda's more sandbox-ish designs, is "Don't think about that too much". There'll always be things that don't make much sense, strictly speaking.
#21
Posté 13 décembre 2009 - 10:51
#22
Posté 13 décembre 2009 - 12:15
Maria Caliban wrote...
The Circle doesn't have any teleport magic.
*mana clashes Maria*
#23
Posté 13 décembre 2009 - 12:47
#24
Posté 13 décembre 2009 - 01:32
Maria Caliban wrote...
The Circle doesn't have any teleport magic.
So they say.... <insert 'Twilight Zone' music here....., or perhaps 'Jaws'?>
Gawd, imagine the uproar amongst the templars and the chantry, if the mages somehow or other acquired/secretly had such a possibility.
But seriously, looking at the concept art, it certainly does look like an explanation for the cave.
#25
Posté 13 décembre 2009 - 01:34





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