
I have become well acquainted with Old Tegrin...

metatheurgist wrote...
I applaud your patience, I have never seen that encounter and I've played a few times.
sylvanaerie wrote...
Saw it once a long time ago. And yep, I'm well acquainted with Old Tegrin. Wish he'd go back to Orzammar.
DarthGizka wrote...
I thought the thing with the four sylvans was a standard feature connected to the story - that is, one of those things you get after gaining the support of new allies. Or perhaps related to poetree.
It's a tough one. You are placed squat in the middle of the circle of sylvans and everyone will get root-grabbed. Leliana died before anyone could do anything about it... Since then I always take precautions when travelling in the risky region - either giving Leliana the blood-gorged amulet to boost her HP, or taking an HP monster like Sten instead of her on the Imperial Highway.
DarthGizka wrote...
This isn't about Old Tegrin - you'll meet him dozens of times once the normal random encounters are exhausted. This is about an extremely rare encounter called Strange Wood. I've never had it so far, and I've been around the block quite a few times.
Other encounters seem to be rare, too. For example, the one with the four shades I had only in my very first playthrough and never again.
I question the wisdom of burying content like that so deeply that 99% of all players will never see it, even if they play the game several times. In a similar vein, several quest strands require that you talk to your companions in camp, not out on the road. If you never go there or are not diligent enough about talking to them again and again and again then you'd never know that there was stuff to be missed. Thank the Maker - and all contributors - for the wiki.
DarthGizka wrote...
This isn't about Old Tegrin - you'll meet him dozens of times once the normal random encounters are exhausted. This is about an extremely rare encounter called Strange Wood. I've never had it so far, and I've been around the block quite a few times.
Other encounters seem to be rare, too. For example, the one with the four shades I had only in my very first playthrough and never again.
I question the wisdom of burying content like that so deeply that 99% of all players will never see it, even if they play the game several times. In a similar vein, several quest strands require that you talk to your companions in camp, not out on the road. If you never go there or are not diligent enough about talking to them again and again and again then you'd never know that there was stuff to be missed. Thank the Maker - and all contributors - for the wiki.
No, it isn't fair, and it doesn't make sense. In KotOR you had to enter the Ebon Hawk in order to travel, at the very least. In DA:O you only have to visit the camp once; after that there is little reason to do so beyond the only "Enchantment!" in Ferelden and some special items stocked by Bodahn. So you have reason to go there perhaps two or three times per playthrough, especially as you cannot even level and equip your companions properly while you are there. Not to mention that the poor excuse for a party chest is in a different location where the map and the party selector don't work either.LoneWolf8588 wrote...
Well, I think it is fair to miss on companion quests if you refuse to talk to them in camp. Or I may be biased since after playing other BW games in the past (KOTOR, KOTOR 2, ME Trilogy) it is standard to talk to your companions at your "base" so to speak.
Modifié par DarthGizka, 10 février 2014 - 12:08 .
DarthGizka wrote...
In DA:O you only have to visit the camp once; after that there is little reason to do so beyond the only "Enchantment!" in Ferelden and some special items stocked by Bodahn. So you have reason to go there perhaps two or three times per playthrough, especially as you cannot even level and equip your companions properly while you are there.
DarthGizka wrote...
No, it isn't fair, and it doesn't make sense. In KotOR you had to enter the Ebon Hawk in order to travel, at the very least. In DA:O you only have to visit the camp once; after that there is little reason to do so beyond the only "Enchantment!" in Ferelden and some special items stocked by Bodahn. So you have reason to go there perhaps two or three times per playthrough, especially as you cannot even level and equip your companions properly while you are there. Not to mention that the poor excuse for a party chest is in a different location where the map and the party selector don't work either.LoneWolf8588 wrote...
Well, I think it is fair to miss on companion quests if you refuse to talk to them in camp. Or I may be biased since after playing other BW games in the past (KOTOR, KOTOR 2, ME Trilogy) it is standard to talk to your companions at your "base" so to speak.
I don't have to refuse to talk to them in camp, and in fact I can't. If they have their mind set on talking then they will do so, as you well know. However, why would I suspect that talking to them in camp might offer new dialogue options if there is no indication of that at all when I talk to them elsewhere? "Can we talk later?" or "Let's go to the pub when we're done here", something like that.
In other games you get an indication when an interlocutor has something new to say, or when they might want to talk to you. New or changed dialogue options are even highlighted, and options leading to changed options are displayed differently as well. Of course, in the sorry mess of the DA:O engine and its toolset that would not be easy to do, especially as they seem to have had mostly code slaves on the team and very few programmers. In many ways the underlying game (ruleset, engine) has regressed to a point long before KotOR, and no one seems to have given a flying meow for anything that is not strictly related to audio and visuals, like playabililty.
Regardless of the limitations of the engine, there is no reason to restrict certain companion dialogue to an unrelated place which the player need not visit except once, and without any indication that people should go back there regularly in order to go through all dialogue options with a fine-toothed comb. Over and over and over again. Not to mention memorise everything because otherwise you wouldn't know whether the third option in the second sub-dialogue is new or not, and even then it might be difficult to distinguish between having seen it in the current playthrough or only in one of your former lives.
There is also a fundamental fallacy in an approach that gives you dozens or hundreds Old Tegrins in a row and then serves up a Strange Wood.
Modifié par LoneWolf8588, 10 février 2014 - 10:36 .
DarthGizka wrote...
Some people have a strict policy of not feeding companions to the wolves; this makes the free healing of 'injuries' moot.
Loading screens flash by so fast that it is impossible to read anything most of the time (playing on an i7-4930MX with twin SSDs). In any case I've never been able to read anything useful there so far. But then I've played the game only for a couple hundred hours... Perhaps there is still hope.
Free healing of complications resulting from death - a.k.a. 'injuries' - is not a very big attraction if you don't let your companions die in the first place. I'm not the only one who uses that rule.Corker wrote...
I beg your pardon?DarthGizka wrote...
Some people have a strict policy of not feeding companions to the wolves; this makes the free healing of 'injuries' moot.
Wrong. Not all people necessarily know what is written in the loading screens since for some of them they flash by too fast to read.(regarding loading screens that flash by too fast to read)
So because your machine is fast, no one else could ever know that there were reasons to go to camp?
Then you must have been lucky enough to see a screens that contained useful information. Cudos.I read a lot of useful things on the loading screens, particularly on my first playthrough. Which was also my first cRPG. Which was also my first video game that wasn't Atari Super Breakout or Solitare. Yet I had no trouble understanding that camp was a place that was useful to go to sometimes.
Modifié par DarthGizka, 11 février 2014 - 03:03 .