I really enjoyed it too, i think it was a great little story. And i took me more than 3hrs to complete it, but that includes lots of reloads (probably more than 10). I play on hard.
As to the price, well to me it was certainly worth it and i am pretty poor by swedish standards. For someone living in a country of less wealth i can clearly see how it is overprized though. For me the movieticket example provided earlier in this thread is pretty much to the point. For me this game was half a movie in terms of money. For someone living in India or so it probably equals several movies and then it isn't worth it.
To those curious about Warden's Keep...
Débuté par
cipher86
, nov. 05 2009 01:14
#76
Posté 08 novembre 2009 - 03:30
#77
Posté 08 novembre 2009 - 04:44
Is it true you can't go back into the Keep when you're done with it? I'm a sucker for lore and lore-heavy quests, but that price seems crazy for a single small one-shot "dungeon".
#78
Posté 08 novembre 2009 - 05:21
lol...20 minutes? really? did you even read or did you just hammer thru the conversation and not even care what the couple NPC's said? I dont understand people who buy RPG's and rush thru them. You cant honestly tell me you actually exhausted the conversation branches and killed all the enemies in 20 mins. I played it on medium, exhausted all the convo branches, didnt died and it took me about an hour.
#79
Posté 08 novembre 2009 - 05:29
Korva wrote...
Is it true you can't go back into the Keep when you're done with it? I'm a sucker for lore and lore-heavy quests, but that price seems crazy for a single small one-shot "dungeon".
So far it seems that way. You just have a few npcs you can talk with right outside the keep (merchant and blacksmith) and you get access to a vault you can store items in.
I would think with the way the quest ended that at some point I would need to venture back in there due to some choices I made. Least that was what one of that characters I met said would happen but whether you actually do or not remains to be seen. Even then I would imagine it would just be for a cut scene more or less and you would once gain be outside the keep with no way of going back in.
#80
Posté 08 novembre 2009 - 06:01
It took me about 35 minutes on hard including reading the various lore parts and listening to the conversations. I might have had an optimal party makeup or something because it only required one reload on my part (the boss fight with the requisite special strategy). If you include the conversations at camp and back at the keep after the mission is completed, It might have maxed out at 45 minutes of gametime. So far I've barely used the container and only once used the special abilities that comes with completing the quest. I too was a little shocked that the keep is unenterable after completing the quest.
#81
Posté 05 janvier 2010 - 05:01
I have to say my *only* gripe with this DLC is that you cannot go back into the keep once you've finished the quest. What is the reasoning behind this? Why set up all the NPC's outside when there's a whole friggin' keep for them to sell their wares in? It was a real let-down for me, to be honest. If I could go back into the keep, then I would say it was well worth the money. As it stands....a community storage chest just doesn't cut it.
#82
Posté 24 janvier 2010 - 11:30
If the DLC went like this, it would be worth $7:
1. You can re-enter the keep. A bit of the interior is changed (merchants set up a few stalls, stacked up some storage crates, got rid of all the skeletonized bodies), but nothing drastic so as not to tax the game developers' time for the sake of pure aesthetics.
2. You can rest in your keep as an alternate camping site, as you'd expect. No new cinematics animations necessary; just swap the background.
3. Your new storage space looks like something more than just a chest left outside in the snow.
4. Your moral choices actually have some consequence. For example, Avernus can function as the resident Tranquil in your keep, or something.
1. You can re-enter the keep. A bit of the interior is changed (merchants set up a few stalls, stacked up some storage crates, got rid of all the skeletonized bodies), but nothing drastic so as not to tax the game developers' time for the sake of pure aesthetics.
2. You can rest in your keep as an alternate camping site, as you'd expect. No new cinematics animations necessary; just swap the background.
3. Your new storage space looks like something more than just a chest left outside in the snow.
4. Your moral choices actually have some consequence. For example, Avernus can function as the resident Tranquil in your keep, or something.
#83
Posté 24 janvier 2010 - 12:15
The storage chest and gear alone makes it worthwhile.
#84
Posté 24 janvier 2010 - 12:32
cipher86 wrote...
$7 for an hours worth is fairly steep.
I don't understand why the time a player invests into a game equals what the game should cost.
Shouldn't the cost be determined by content, work involved in making the product, and stuff like that? Because some people can finish a book faster than I can, should they pay less for it?
I enjoyed the lore behind it, it was a fun quest, and the armor and weapon was nice. I didn't have a problem with paying $7, but if you don't think an extra quest with gear is worth adding to an already good-on-its-own game, then I understand.
Edit: Oh, and being able to re-enter the keep would have been better, I agree, with the shops inside it.
Modifié par DaerogTheDhampir, 24 janvier 2010 - 12:36 .





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