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Wardens Keep Glitch


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#26
Krucible

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Annoyed about this as it happened to me too.



Also, it's laughable that after all the exposition inside the keep - and I really liked the story - you still can't complete the quest without clicking on a damn statue or a book or a jar of jam!

#27
bas020

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PendleSoft wrote...

Rule one of rpging, Explore everything!
Rule two of rpging, Read yer blimmin' journal!
Rule three of rpging, Eat occassionally.


Good one:lol:

personally i am a bit dissapointed you can't go back into wardens keep after completing it (got it right the first time, rule nr 1), i expected more, something like the travelling camp but in the shape of a castle so my followers have rooms and stuff. maybe it's a way to encourage the building community to create wardens keep interiours or something, but i expected a little more. then again for a few euro's you can't expect that much, u get about an hour or so of gameplay, a storage chest and a few merchants, all in all it's oke. Hope they do better on the upcoming expansion.

#28
TesseractSpace

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There's certainly no in-game reason given why one couldn't go back inside. A little cleaning, place your companions in various rooms, maybe pick up some decorative throw rugs and it'd be a nice base.

#29
OH-UP-THIS!

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uh oh, don't look now but Tessera's in town. there goes the free thinking individuals.

#30
Khagen

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I ran into the same problem the first time I did it too. It never says anywhere that you can't get back in after a certain point. The context of the quest alludes to the point that you can use it as a base which would have been really cool but you can't which to me makes it much less cool. Just another merchant which is handy since you have one available at all times in your camp.

Modifié par Khagen, 21 janvier 2010 - 11:38 .


#31
Darth Obvious

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It does suck from a role-playing perspective that you can't get back inside the keep later, but on the other hand it really isn't hard to explore such a small area and find this stuff. I never missed anything when I did it.


#32
bas020

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they could have used redcliffe castle as some kind of blue print i think, offcourse they can't just copy the damn thing, but i mean come on a little more effort would have made it that much more enjoyable.

I wouldn't have minded if it was 2 euro's more expensive if that would have meant a more complete end product, by wich i mean making the interiour of wardens keep accesible, when i purchased the dlc i was really looking forward to having an actual wardens base, but maybe we'll get lucky with the oncoming expansion

Modifié par bas020, 22 janvier 2010 - 12:11 .


#33
Lakmoots

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Whilst I agree that it would have been nice to go back into the Fortress, and I *do* think that it is harsh that the quest cannot be completed, I think the criticisms are a little far fetched.

What did you expect? Free "spells" every time you went back to Avernus? A fully detailed party camp fortress?

Seeing as how it offers some of the most powerful items in the game, and a set of free abilities, I think this is a little rich.

I *do* think it was awfully short... but then again, there is always Stone Prisoner... I mean c'mon.

The Village of Hommelet was teeney-tiny. Only very late game do you get the extra area and quest with Shale.

Plus, there are other areas in DA which cannot be accessed once you have gone there once. Think Gaxkang. I think we are spoilt by the ability to go back to almost every area bar random encounters.

And... after all that... Warden's Peak is my most often visited location after my party camp, which I always set up outside it. It does have re-visit value, despite not being inside.

Finally, this:

I would have paid that price for a damn square room with a STORAGE CHEST!!

#34
Si-Shen

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Seriously, how did anyone miss all that stuff? I read and re-read all my entries, I search each room like its a crime scene before moving on. Frankly I think the DLC was more then worth it, I was a bit surprised you could not go in but I never planned on spending more then a few min at the location afterwards at any one time myself. Just not that type of game.

#35
Sandtigress

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PendleSoft wrote...

Rule one of rpging, Explore everything!
Rule two of rpging, Read yer blimmin' journal!
Rule three of rpging, Eat occassionally.



Blast that rule three...I keep forgetting that one!

#36
Kastagir

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Bibdy wrote...

I think the problem with allowing you back in Warden's Keep is they didn't have the time to create a 'clean' version of the place before release (cleaned up after the battle), so they decided, rather than let you back into a keep that's an absolute mess, despite Percy McDumbass at the front telling you the place has been cleaned up, they decided to put all the NPCs outside and close the place off.

Bit of a bad decision, since yeah, you can miss some stuff inside, or outside, and be unable to find the 'stash' if you leave the place before finding it.

Hopefully they'll be adding more to the place, eventually. Keep management and such.


I don't buy that reasoning since you can still venture back into the CIrcle Tower after that quest is complete and it is definitely not "cleaned up" in any way.  The decision to lock out the Keep interior once the quest is complete was seemingly unnecessary.

#37
Whipz

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Hello everyone. Asking for a bit of help with a problem inside the keep. Not sure if anyone else has experienced this but after talking to Arvenus and he goes to "close the veil" and says to protect him, nothing happens. I stand around waiting for something to happen and nada, any suggestions? Already restarted from an earlier point, went back before quest was given and did it up to that point again and nothing. Even did a reinstall and played back to that point to have it happen again! Any help in this would be greatly appreciated, Thank you in advance!

#38
calelogan

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Sorry...but I can't shake away the thought that Bioware did a very bad job with this DLC. I love the developer and most of their works. It's not the amount of content per se that bothers me (in fact I really liked the story), but not being able to complete the quest after you've exited the castle even though you own it is bizarre. Bizarre and downright badly designed.

It's one of those cases in which the player's been treated unfairly by the game and knows it's not his fault. Would it be too much to ask for the chance to complete the quest after exiting castle (even if not being able to get in again is completely absurd)?

If Bioware learned from the community when making ME2, I hope they learn from this mistake. Knowing that this one probably won't be fixed, I remain disappointed.