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What is the one quest that you'd change the outcome to...


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#1
galelabriel

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 if you had the ability to do so? I don't know if there is a topic like this already or not, but I was just interested in knowing if any of you have thought about a different outcome to a certain quest in the game that you thought would have been better - in your own opinion, of course. 

For me it has always been the Crazy Lady/Conner scenario. I played through several times thinking that it had to be either A. Use of blood magic to sacrifice Mommy or B. Hunt down and kill the Demon/Boy. I never believed that actually leaving there to travel to the Tower Circle for the help of the Mages would result in a positive outcome for anyone. 

I feel like my Grey Warden needs to make the tough decision at times. Leaving is not an option. One of them has to die, IMO - of course. So I always felt that if you actually left to enlist the help of the Mages and then returned that something worse should have happened. I'm not exactly sure of what, though. lol. KInd of like when you leave the Redcliffe Village and say that you'll be back. (I forgot to do something in Lothering once, when I left and came back the villagers were dead... oops!)

Edit: maybe the demon boy kills crazy lady and Teagan has to kill the demon and when you get back all that's left is the Bann and the Arl. Then he sends you on the quest for the Urn. 

Modifié par galelabriel, 16 octobre 2013 - 03:24 .


#2
lyriumaddict104

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I've actually wanted to kill the Arl before but that was the only thing that I couldn't make happen. Having a way out is one of the major reasons I like Origins, because it doesn't make every decision have severe consequences for the sake of punishing the character for trying to do good for once. Life is hard but it doesn't have to be a total b!tch all the time. Part of me likes the game world not having real-time consequences. Although, I was worried that crossing the lake, which was to take a day, might put everyone else back at the castle in jeopardy but unlike yours, to most of my characters, any alternative to killing a child or performing blood magic, was worth the risk. I'm not advocating abusing the child but if they were that afraid of another attack, I say they should have kept him awake or distracted for as long as possible until the Warden got back. They did say that they'd have Jowan and Bann Teagan do their best to watch over Connor. Yet, I was glad when nothing more evil had happened in our absence. I felt like we had gone through enough by that point, in fighting to defend the village the first night, killing all the undead in the castle to save whomever was left, taking a day's travel to reach a new destination to seek help from people who could decide to refuse us, fighting for that new group's survival in the real Tower and through the Fade, against demons, blood mages and abominations, only to have a day's travel just to get back to the castle to tell them the mages would help. Maybe all that extra fighting and butt-weary traveling is payment enough for Warden and Co.
Also, especially as a mage, I'm glad the Warden can have the option to go to the Tower. He/she would likely have had the Harrowing fresh on his/her mind, as well as more of a reason to expect help from his/her own "kind".
Although, I like the fourth option too, only kill Arl Eamon as well. Then I could get out of doing the Sacred Ashes quest. I couldn't refuse that even for a character I felt wouldn't have helped Andrastrians, for any reason, find the resting place of their holiest saint/wife of god. There wasn't an easy solution to completing that quest for someone who hated the Chantry and barely tolerated humans.

#3
Riverdaleswhiteflash

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I think something bad should have happened to Redcliffe if you take the Circle option as well, unless you explicitly state that you're leaving party members behind. (Which should lock you out of using anyone except your current four-person line-up until you sort this out, not counting Wynne if you unlock her during the lockout period.)

#4
Guest_Faerunner_*

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On the other hand, the scare factor worked pretty well to keep players from choosing the mage option. Let's be honest. How many people really chose to seek out the mages without first reading a spoiler that said it would turn out okay, or maybe for some reason wanted to leave mayhem in their wake?

I don't see the real harm in having an option for a relatively happy ending for those that want it. Again, it's very hidden since I don't think many people guessed Connor wouldn't attack, and still more players ignore meta knowledge in favor of staying in-character, so plenty of people already make the "one person has to die" choice regarding Isolde and Connor. For those who sometimes get tired of having to pick their poison, I think having the option to have a decent ending isn't so bad.

What annoys me is "I think the game should go this way, so they should force all players to pick the way I would by fixing the quests to turn out this way." Personally, I ****ing hate Loghain, but you don't see me saying he should have died in the Joining just because I don't like him.

#5
Secretlyapotato

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I would have perfered the Dalish questline didn't have that magic cure ending, it could have been a little more interesting if there was no hope and you were forced to choose between the two.

#6
Riverdaleswhiteflash

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Faerunner wrote...

On the other hand, the scare factor worked pretty well to keep players from choosing the mage option. Let's be honest. How many people really chose to seek out the mages without first reading a spoiler that said it would turn out okay, or maybe for some reason wanted to leave mayhem in their wake?

I don't see the real harm in having an option for a relatively happy ending for those that want it. Again, it's very hidden since I don't think many people guessed Connor wouldn't attack, and still more players ignore meta knowledge in favor of staying in-character, so plenty of people already make the "one person has to die" choice regarding Isolde and Connor. For those who sometimes get tired of having to pick their poison, I think having the option to have a decent ending isn't so bad.

What annoys me is "I think the game should go this way, so they should force all players to pick the way I would by fixing the quests to turn out this way." Personally, I ****ing hate Loghain, but you don't see me saying he should have died in the Joining just because I don't like him.


Hey, I provided a credible way out in my scenario. It's just that I thought the Warden should be required to actually work for it.

#7
dainbramage

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Defiling the urn means you have to defile all the dust. No pinch for Eamon, he dies. Instead of the knights of redcliffe you're supported by the reavers of haven, and champion and reaver are now mutually exclusive specs (of course, it'd be nice if you actually had to unlock specs every playthrough...).

Second choice would be OP's. As is I usually punch out isolde and kill connor because they both ****** me off.

#8
keeneaow

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How do you kill Connor ? (i wanna kill that brat too)
and, can i still get a free spell from desire demon if i kill the brat ?
( i always have jowan kill isolde through ritual)

Modifié par keeneaow, 19 octobre 2013 - 05:01 .


#9
sylvanaerie

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If you kill Connor, you don't enter the Fade (that's the whole point of killing him), so no deal with the Demon.  All it can do for you is unlock Blood Mage anyway, no 'free spells'.  The one time I did go that route, I allowed Isolde to kill him.  It seemed more merciful for the kid, more traumatic for her.

I usually let Jowan do his blood magic ritual, RPing there isn't enough time to get across the lake (even though I know there are no consequences to it).  There should have been an either-or in that situation.  Either Isolde or Connor must die, or crossing the lake means you come back to find everyone but Eamon dead, and Connor gone off to find other 'playgrounds'. 

Not a big fan of the whole Deep Roads thing myself.  I'd love to be able to just tell the dwarves, "If you can't pull your heads out of your asses long enough to see there's a bigger trouble on the horizon, then die like the mouth-breathing knuckle-draggers you are".  

Seriously, you should be able to just tell any of the treaty peoples "Hey, I'm sick of this crap.  If you're not gonna help, just move over and get out of my way."

I've reached the point in my game where I don't need to summon any armies during the final walkthrough in Denerim anyway.

Modifié par sylvanaerie, 19 octobre 2013 - 11:09 .


#10
keeneaow

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if you do the "i need dome hoaxing before i make a deal",
and say "keep it simple, something to improve my skill"
you get an extra spell

#11
Riverdaleswhiteflash

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dainbramage wrote...

Defiling the urn means you have to defile all the dust. No pinch for Eamon, he dies. Instead of the knights of redcliffe you're supported by the reavers of haven, and champion and reaver are now mutually exclusive specs (of course, it'd be nice if you actually had to unlock specs every playthrough...).


That wouldn't work. Half the reason for going to Eamon is his political clout, and Kolgrim has the opposite of that. Recruiting the Reavers would have been nice, but you'd need another noble as an alternative to Eamon.

#12
Angrywolves

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nah to all the previous responses.
I don't know if there are any quests I would have be different.
Some situations I would have change.
Save the Couslands.
Save Iona.
Perhaps lead a group of Lothering survivors to Redcliff.
Stuff like that.

#13
galelabriel

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Faerunner wrote...

On the other hand, the scare factor worked pretty well to keep players from choosing the mage option. Let's be honest. How many people really chose to seek out the mages without first reading a spoiler that said it would turn out okay, or maybe for some reason wanted to leave mayhem in their wake?

I don't see the real harm in having an option for a relatively happy ending for those that want it. Again, it's very hidden since I don't think many people guessed Connor wouldn't attack, and still more players ignore meta knowledge in favor of staying in-character, so plenty of people already make the "one person has to die" choice regarding Isolde and Connor. For those who sometimes get tired of having to pick their poison, I think having the option to have a decent ending isn't so bad.

What annoys me is "I think the game should go this way, so they should force all players to pick the way I would by fixing the quests to turn out this way." Personally, I ****ing hate Loghain, but you don't see me saying he should have died in the Joining just because I don't like him.


Thanks for replies everyone. What you say is fine as well, Fae. I never meant for my topic to sound like the last paragraph you wrote. I have some Wardens who choose to go to the Tower for help now. It's just the first time I did that, I had expected things to turn out worse. I was wrong, of course, and that's ok. It does end up giving the player 3 choices there of how to handle the situation. I was just wondering how others viewed certain situations in the game. 

#14
dainbramage

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Riverdaleswhiteflash wrote...

dainbramage wrote...

Defiling the urn means you have to defile all the dust. No pinch for Eamon, he dies. Instead of the knights of redcliffe you're supported by the reavers of haven, and champion and reaver are now mutually exclusive specs (of course, it'd be nice if you actually had to unlock specs every playthrough...).


That wouldn't work. Half the reason for going to Eamon is his political clout, and Kolgrim has the opposite of that. Recruiting the Reavers would have been nice, but you'd need another noble as an alternative to Eamon.


Maybe Teagan becomes the new Arl, and he calls the landsmeet? With Connor either dead or becoming a mage, he would presumably be next in line.

Modifié par dainbramage, 20 octobre 2013 - 10:39 .


#15
Riverdaleswhiteflash

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dainbramage wrote...

Riverdaleswhiteflash wrote...

dainbramage wrote...

Defiling the urn means you have to defile all the dust. No pinch for Eamon, he dies. Instead of the knights of redcliffe you're supported by the reavers of haven, and champion and reaver are now mutually exclusive specs (of course, it'd be nice if you actually had to unlock specs every playthrough...).


That wouldn't work. Half the reason for going to Eamon is his political clout, and Kolgrim has the opposite of that. Recruiting the Reavers would have been nice, but you'd need another noble as an alternative to Eamon.


Maybe Teagan becomes the new Arl, and he calls the landsmeet? With Connor either dead or becoming a mage, he would presumably be next in line.


Ok, that could work.

On the other hand, having to unlock every spec in every playthrough would have messed with my ability to create a mostly Chaotic Good Blood Mage (which is completely consistent with the lore, btw) and a mostly Lawful Good Berserker Reaver (which I just thought was funny.)

Modifié par Riverdaleswhiteflash, 20 octobre 2013 - 07:17 .


#16
shirespartan

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I would have liked to have the option to have Uldred join my party rather than kill him at the end of the circle quest, or at least join forces in some way to oppose the templars, same for Jowan.

Playing as a blood mage having a party of Morrigan, Jowan and Uldred would be absolute class.

#17
keeneaow

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There was a pride demon in deep roads, mage asunder i think,
he should have drop some really nice stuff, or as shire hobbit says, join

#18
Riverdaleswhiteflash

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shirespartan wrote...

I would have liked to have the option to have Uldred join my party rather than kill him at the end of the circle quest, or at least join forces in some way to oppose the templars, same for Jowan.

Playing as a blood mage having a party of Morrigan, Jowan and Uldred would be absolute class.


Joining Uldred would have gone very poorly. We are talking about an army of abominations here.

Joining Jowan? That absolutely should have been an option. The concept was even there, except that Bioware cut it due to lack of time.

#19
Neverwinter_Knight77

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I just wish you could "soften" Morrigan in the same way that you "harden" Alistair and Leliana.  You know, make her not lose approval from various things.

Morrigan and Sten disapprove of some "but thou must" (see TV tropes) situations in the game, which is really quite puzzling and illogical.  For example, defending Redcliffe so that you can enter the castle.

#20
Riverdaleswhiteflash

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Neverwinter_Knight77 wrote...

Morrigan and Sten disapprove of some "but thou must" (see TV tropes) situations in the game, which is really quite puzzling and illogical.  For example, defending Redcliffe so that you can enter the castle.


The only two that come to mind saving are the Circle and the one you mentioned, and there are alternatives to both options.

Edit: Well, there's also the one where Sten objects to the ashes, but to be fair that really does look like a goose chase from his perspective at the time he's objecting.

Modifié par Riverdaleswhiteflash, 01 novembre 2013 - 10:53 .


#21
Mikoto8472

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Hmmm.

I'd have liked to have been able to turn Morrigan over to the Templars. Seeing that insufferable female wearing pretty little Circle robes and confined to the tower would have been amusing. (Of course that means no dark ritual at the end but that's fine, I reject it anyway and feed Loghain to the Archdemon.)

#22
Riverdaleswhiteflash

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Mikoto8472 wrote...

Hmmm.

I'd have liked to have been able to turn Morrigan over to the Templars. Seeing that insufferable female wearing pretty little Circle robes and confined to the tower would have been amusing. (Of course that means no dark ritual at the end but that's fine, I reject it anyway and feed Loghain to the Archdemon.)


She could credibly have escaped. She can turn into a bird and fly, apparently, and the Circle Tower isn't built to contain mages who can do that.

#23
Mikoto8472

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That's true, but the Templars would have a phylactery to follow. In the very least the prospect of being chased all the way across Thedas might keep her out of my Warden's hair.

Truthfully she sits in camp for my entire game. I don't take her on quests or anything because just about everything I do nets disapproval from her. If my Warden is non-mage she gets briefly into my party to deal with Connor's demon in the Fade but that's it.

#24
Riverdaleswhiteflash

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Mikoto8472 wrote...

That's true, but the Templars would have a phylactery to follow. In the very least the prospect of being chased all the way across Thedas might keep her out of my Warden's hair.


I doubt it. This is really important to her plans. Besides, she might destroy her phylactery, or be lucky enough to have an opening to escape before it was made. She's a major character, the templars are not. That's a massive advantage, plot-wise.

Truthfully she sits in camp for my entire game. I don't take her on quests or anything because just about everything I do nets disapproval from her. If my Warden is non-mage she gets briefly into my party to deal with Connor's demon in the Fade but that's it.


I do the same, but mostly because you don't get to use her powers to do anything awesome. Seriously, her awesome power completely sucks in this game.

#25
Neverwinter_Knight77

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You mean her shapeshifting?  I never use it.  I wish you could re-spec her.