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Help a Fellow Keeper: Common Issues/Ask a Question


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#3526
Caja

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The reason that you're running into problems is because if you do the dark ritual the Warden always kills the arch demon. No one else can. That's the rub. Everything else in your world state is doable aside from Alistair killing the AD.

I don't quite understand this. Alistair can kill the the archedemon, too, since he is also a Grey Warden. It has to be a Grey Warden wo kills the AD but it doesn't have to be the Warden.



#3527
Amy326

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I don't quite understand this. Alistair can kill the the archedemon, too, since he is also a Grey Warden. It has to be a Grey Warden wo kills the AD but it doesn't have to be the Warden.


That is indeed the case IF they don't do the dark ritual. Look it up. If you do the dark ritual with anyone(warden, Alistair, loghain) it is always the players warden who kills the arch demon. If you do not do the dark ritual any of the Wardebs can take the killing blow.

#3528
hotdogbsg

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Anyone else having a problem with Varric's narration? 

 

Always cuts off with me after a few seconds although the slideshow keeps playing.



#3529
Caja

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It's not that I don't believe you but technically it shouldn't matter IMO which Grey Warden kills the Archdemon. But I looked it up and the Wiki states:

If Morrigan's offer was accepted, the Warden will automatically make the killing blow.

My take on it is that it probably creates a more dramatic feeling for the player that way.



#3530
AshenEndymion

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It's not that I don't believe you but technically it shouldn't matter IMO which Grey Warden kills the Archdemon. But I looked it up and the Wiki states:

My take on it is that it probably creates a more dramatic feeling for the player that way.

 

The Warden is in it for the glory of killing the Archdemon and living, or the Warden has a lot of faith in Morrigan...  Those are really the only reasons for convincing someone else to do the DR and taking the killing blow on the Archdemon instead of letting them do it...

 

I always wondered why one of my Wardens, who convinced Loghain to do the DR, didn't have Loghain kill the Archdemon.  You know, because Morrigan might have been wrong about the whole "survival' thing...


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#3531
Brian Mills

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Very possible, in my opinion.

 

The working assumption during the Closed Beta was that the tiles for choices which were in the early build of the Tapestry were probably the ones that will affect things in DA:I (because they knew they would be needed). Throughout Beta, however, people have been asking for more tiles to be added because they want the Tapestry to reflect their full DA experience.

 

There's a few factors here - 

 

The way we expected players to use the Keep changed over the course of its development, so the tiles we show also changed, adding & removing them as needed. As mentioned, other choices were added based on fan feedback, either to better capture some possible outcomes, or to track plots that were specifically called out as missing.

 

There are some tiles we don't actually need to show in the Keep for us to know the answers to - for example, Morrigan's human baby can be "solved" for on our end by checking if you did the Dark Ritual and also romanced her.  The tile isn't specifically needed here, but it does help make things more clear when you edit your world state, and also helps show another outcome that players might otherwise not be aware of for that plot.  Another example mentioned above is the Orlesian Warden - even if we don't have a tile explicitly showing they were used, we can still do some logic here by checking if the Warden is dead at the same time Awakenings choices were performed.


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#3532
AbsolutGrndZer0

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There's a few factors here - 

 

The way we expected players to use the Keep changed over the course of its development, so the tiles we show also changed, adding & removing them as needed. As mentioned, other choices were added based on fan feedback, either to better capture some possible outcomes, or to track plots that were specifically called out as missing.

 

There are some tiles we don't actually need to show in the Keep for us to know the answers to - for example, Morrigan's human baby can be "solved" for on our end by checking if you did the Dark Ritual and also romanced her.  The tile isn't specifically needed here, but it does help make things more clear when you edit your world state, and also helps show another outcome that players might otherwise not be aware of for that plot.  Another example mentioned above is the Orlesian Warden - even if we don't have a tile explicitly showing they were used, we can still do some logic here by checking if the Warden is dead at the same time Awakenings choices were performed.

 

Okay, but there is still a glaring issue with that, at least last I checked.  The Orlesian Warden cannot have romanced Morrigan, therefore should not be able to go through the Eluvian with her.  Yet, if your Origins Warden romanced her, then despite being dead, the Keep still allows you to go through the Eluvian with her.  Unless you intend it for a "We want to do what you did in your playthrough, not what makes sense for a valid world state" then it needs to be changed...

 

Also, I've said before and will say again since it ties into what can be done in game vs. what's possible in the Keep (and I am not talking about modded games, like females romancing Morrigan, I understand why that won't be done in the Keep, and i'm not asking for it to)... I had a playthrough where I KILLED THE DOG.  Then I went back to Ostagar in the DLC, and recruited the dog.

 

Also, one of my Human Nobles KILLED THE DOG in game.  Yet, this is not possible in the Keep because it's tied to recruiting the dog which is also tied to being a human noble...    So, these are all valid choices in the game that are NOT valid in the Keep, yet the Orlesian Warden can go through the Eluvian, and that shouldn't be possible.


Modifié par AbsolutGrndZer0, 31 octobre 2014 - 02:38 .


#3533
AshenEndymion

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Okay, but there is still a glaring issue with that, at least last I checked.  The Orlesian Warden cannot have romanced Morrigan, therefore should not be able to go through the Eluvian with her.  Yet, if your Origins Warden romanced her, then despite being dead, the Keep still allows you to go through the Eluvian with her.  Unless you intend it for a "We want to do what you did in your playthrough, not what makes sense for a valid world state" then it needs to be changed...

 

The Keep changes your Warden to being in a romance with Morrigan, and doesn't check to see if your Warden is alive.... I just verified this.  US Warden, no romance, and changed from "stabbed Morrigan" to "Went through" and it only changed my romance(to Morrigan).  Presumably that's the only flag that's tied.  There should be an additional one.  Bug report.

 

Also, one of my Human Nobles KILLED THE DOG in game.  Yet, this is not possible in the Keep because it's tied to recruiting the dog which is also tied to being a human noble...    So, these are all valid choices in the game that are NOT valid in the Keep, yet the Orlesian Warden can go through the Eluvian, and that shouldn't be possible.

 

How did you do that in the game?  Every time I've gone through the game, and turned in the flowers to the Kennel-master as my Human noble, I'm never given the option to open the gate and treat the dog(thus I'm never able to kill it).  You sure this wasn't on a modded game? (I play on the 360, btw)



#3534
AbsolutGrndZer0

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The Keep changes your Warden to being in a romance with Morrigan, and doesn't check to see if your Warden is alive.... I just verified this.  US Warden, no romance, and changed from "stabbed Morrigan" to "Went through" and it only changed my romance(to Morrigan).  Presumably that's the only flag that's tied.  There should be an additional one.  Bug report.

 

 

How did you do that in the game?  Every time I've gone through the game, and turned in the flowers to the Kennel-master as my Human noble, I'm never given the option to open the gate and treat the dog(thus I'm never able to kill it).  You sure this wasn't on a modded game? (I play on the 360, btw)

 

You talk to him before you leave for the Wilds, as far as I know the Human Noble still can. I might be remembering wrong I guess.  But, even if I am, there is still the case of my ruthless dwarf commoner, Quinn Brosca who killed the dog, then recruited the dog later when she went back to Ostagar.  It's not a HUGE deal, I currently have her set that she killed the dog, but I really would like for it to accurately affect what she did.



#3535
AshenEndymion

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You talk to him before you leave for the Wilds, as far as I know the Human Noble still can. I might be remembering wrong I guess.  But, even if I am, there is still the case of my ruthless dwarf commoner, Quinn Brosca who killed the dog, then recruited the dog later when she went back to Ostagar.  It's not a HUGE deal, I currently have her set that she killed the dog, but I really would like for it to accurately affect what she did.

 

Meh... I think getting a dog you killed while doing Return to Ostagar is a bug akin to the US Warden being imported into Awakening....

 

Meaning the Keep shouldn't reflect it.



#3536
AbsolutGrndZer0

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Meh... I think getting a dog you killed while doing Return to Ostagar is a bug akin to the US Warden being imported into Awakening....

 

Meaning the Keep shouldn't reflect it.

 

No, it is not a bug. It was specifically called out in the advertisements for Return to Ostagar as "A second chance to recruit Dog".  RIght before the part where you fight some mabari (who all drop some nice gear for dog), the dog joins your party.

 

And the US Warden being imported wasn't a bug, it was an intentional thing to allow players to carry their Origins world state into the expansion.  It was a (bad?) design decision, that doesn't make it a bug.



#3537
AshenEndymion

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No, it is not a bug. It was specifically called out in the advertisements for Return to Ostagar as "A second chance to recruit Dog".  RIght before the part where you fight some mabari (who all drop some nice gear for dog), the dog joins your party.

 

Really?  Hrms.  I didn't get DAO until after ME2 came out... So I never really experienced any advertisements for DAO...   Perhaps they should add a Return to Ostagar choice then...



#3538
Kaidan Fan

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Okay, I seem to be having an issue with my world state that was fine before the Keep went live.

 

In my set up I sided with the Templars in the Broken Circle quest.  I told Cullen we would "wait and see." about the mages.  Irving died during the fight.  But in the end I was still able to recruit Wynne and she is alive and well.  But the Keep is not letting me set this as my state.  It keeps wanting to change it to Irving lived or Wynne died or Wynne not recruited.  Am I doing something wrong?  I sent a bug report just in case.



#3539
AshenEndymion

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Okay, I seem to be having an issue with my world state that was fine before the Keep went live.

 

In my set up I sided with the Templars in the Broken Circle quest.  I told Cullen we would "wait and see." about the mages.  Irving died during the fight.  But in the end I was still able to recruit Wynne and she is alive and well.  But the Keep is not letting me set this as my state.  It keeps wanting to change it to Irving lived or Wynne died or Wynne not recruited.  Am I doing something wrong?  I sent a bug report just in case.

 

It's a bug.  All three options are tied together for some reason.  In the keep, agreeing with Cullen's Request kills Irving(and Wynne if you recruited her), and denying Cullen's Request keeps Irving alive and keeps Wynne alive by forcing you to say you didn't recruit her(if you killed her at the start of Broken Circle).

 

I'm hopeful that they'll fix it shortly(within a week).


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#3540
TimXP

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You talk to him before you leave for the Wilds, as far as I know the Human Noble still can. I might be remembering wrong I guess.  But, even if I am, there is still the case of my ruthless dwarf commoner, Quinn Brosca who killed the dog, then recruited the dog later when she went back to Ostagar.  It's not a HUGE deal, I currently have her set that she killed the dog, but I really would like for it to accurately affect what she did.

 

The Human Noble can't have the full conversation with the Kennel Master before the Wilds, though you can still get the quest by clicking on the Wilds Flowers and having Daveth tell you about it. You don't get to interact with the sick dog, though. 

 

But as for Wardens who did kill the dog and then come back to recruit him... Hmm. Perhaps he's the Maker's Pup.


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#3541
apricotbeast

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Hi everyone,

So today I logged in the keep and it started to go through syncing again (I previously were participating in closed beta, and I thought it won't be going through syncing again), and on a step when I have to choose default DAO hero it says to me "This World State is Locked", and I can't go any further. Previously while testing I did locked default world state, but I didn't thought that it would lock me out from using the Keep. What should I do? Is there someone I could ask for help, maybe admin could reset my world state or something?

* Sorry for my bad English, it's not my native language



#3542
Brian Mills

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Hi apricotbeast - 

 

If the world state is reporting as locked, you can unlock it (or create a new one to edit instead) in the World State Manager.

Click the "globe" in the upper right, and then the world state that has the same name as the one you are editing.  There should be a padlock icon that looks locked and which will then unlock the world for you.

If you want to make a new world, click the "+" icon instead :)



#3543
Gadzilla

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I asked this in the wrong thread but...

 

Is anyone experiencing a problem with the ISS? It's never playing completely. Throws an error at my face.



#3544
AshenEndymion

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Hi everyone,
So today I logged in the keep and it started to go through syncing again (I previously were participating in closed beta, and I thought it won't be going through syncing again), and on a step when I have to choose default DAO hero it says to me "This World State is Locked", and I can't go any further. Previously while testing I did locked default world state, but I didn't thought that it would lock me out from using the Keep. What should I do? Is there someone I could ask for help, maybe admin could reset my world state or something?
* Sorry for my bad English, it's not my native language

 
From the Common Issues thread:
 

Stuck on Hero Screen
If you re-sync while using a locked world-state you might end up locked on the Hero Screen. From Brian:
"You can fix this by changing the part of the URL that reads "fuex" to read "worldvault". Once that is done, unlock the world and you should be ok for the next time (or make a new, unlocked world, and select it before you run the sync tool)"



#3545
apricotbeast

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Thanks everyone



#3546
Gadzilla

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Anyone else having a problem with Varric's narration? 

 

Always cuts off with me after a few seconds although the slideshow keeps playing.

 

Yes. I am. It's always cutting me off and throws an error message out. I thought I was alone since no one was replying.



#3547
Antergaton

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Just testing the Randomise feature, the World State randomises impossible 'clashing' features like a Male Warden in Romance with Alistair but if you lock this it corrects it without telling you. I'll report a bug but don't think it's a big one.



#3548
Gen philips

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For the past two days the keep is wanting me to sync again and basically start all over.  Is this because the keep went live and my beta decisions were not saved ?  Do I need to just redo everything ? 



#3549
DAJB

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For the past two days the keep is wanting me to sync again and basically start all over.  Is this because the keep went live and my beta decisions were not saved ?  Do I need to just redo everything ? 

Kind of (I think!). The Keep is still in Beta, but it is now "open" Beta (i.e. available to everyone) rather than "closed" (i.e. by invite only).

 

Just before going "open" however, a number of changes were made to several of the tiles in the Tapestry. As far as I can tell, that's what's forcing you to make a lot of your Tapestry choices again.

 

I may be wrong, but that's my working assumption. Since I re-did mine, the choices seem to be holding again now.



#3550
AbsolutGrndZer0

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For the past two days the keep is wanting me to sync again and basically start all over.  Is this because the keep went live and my beta decisions were not saved ?  Do I need to just redo everything ? 

 

 

Kind of (I think!). The Keep is still in Beta, but it is now "open" Beta (i.e. available to everyone) rather than "closed" (i.e. by invite only).

 

Just before going "open" however, a number of changes were made to several of the tiles in the Tapestry. As far as I can tell, that's what's forcing you to make a lot of your Tapestry choices again.

 

I may be wrong, but that's my working assumption. Since I re-did mine, the choices seem to be holding again now.

 

Well, if you've had to start over completely, that's not the same as a few decisions being invalid.   There is also I heard currently a bug that got introduced recently where it's impossible to side with the Templars without killing Wynne, something that was possible in game.