I get everyone except Seggrit and Adan. Guess i care about the women more.
What Is The Point Of Saving People of Haven...when....
#51
Posté 10 janvier 2016 - 10:37
- Neverwinter_Knight77 aime ceci
#52
Posté 10 janvier 2016 - 11:11
To save them? I really don't understand why this is an issue. I would save them even if I didn't get a nominal XP boost or approval bonus.
I only learned about it after I played the first time. After that, I practiced until I got a good pattern down and now save everyone without fail.
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#53
Posté 10 janvier 2016 - 02:02
I had feelings for Flissa ![]()
- Neverwinter_Knight77 et robertmarilyn aiment ceci
#54
Posté 10 janvier 2016 - 05:16
- sjsharp2011, MissDragon et robertmarilyn aiment ceci
#55
Posté 10 janvier 2016 - 07:23
Congrats Broquisitor..makes you feel good...don't it ![]()
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#56
Posté 10 janvier 2016 - 07:28
What is the point?...
For the inside satisfaction that you managed to save everyone and the cherry on the top is you get some approval from Varric and Vivienne as well.
I would say the Vivienne approval is the most important reason
(but I'm biased)
However, I think Vivienne approves no matter if you save everyone or not because on my last playthrough someone died and Vivienne still gave approval.
It may have been approval given out of pity but it's approval nonetheless!
#57
Posté 10 janvier 2016 - 08:31
Congrats Broquisitor..makes you feel good...don't it
It would me if I pulled it off.
#58
Posté 11 janvier 2016 - 06:42
Well I feel like a bit of a dolt on this one. Are you given a really good hint in game about how to go about saving these people? I know in my two play throughs some have lived and some not but in neither game did I go out of my way or feel I was instructed to go out of my way to save them.
#59
Posté 11 janvier 2016 - 06:54
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#60
Posté 11 janvier 2016 - 07:16
In-game, no real reason.
For the player, xp, approval and the satisfaction of a job well-done.
Probably should have just used nameless NPCs
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#61
Posté 11 janvier 2016 - 07:35
If you save them you get to see them at Skyhold. If you don't, they're replaced anyway. There isn't really a point - XP and approval that you don't really need (if you aren't capping out in the main game it's because you're trying not to, lol, there is plenty of XP and approval to go around).
I guess a hero-clap on the back for a job well-done or a way to extend the rather short battle of IYHSB. After the fact, I can see how it plays out kind of like a let down, like why bother, but in the moment it's a nice way to pace out the wave battles between the trebuchets.
#62
Posté 11 janvier 2016 - 07:40
In-game, no real reason.
For the player, xp, approval and the satisfaction of a job well-done.
Probably should have just used nameless NPCs
There is also the good ol' roleplaying reason.
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#63
Posté 11 janvier 2016 - 07:43
I like clicking on Flissa sometimes. She's always so nice.
I don't have a problem with replacing Threnn. Dirty Loghain apologist.
#64
Posté 11 janvier 2016 - 07:49
You know what's also a waste of time?
Saving Redcliffe in DAO from those initial attacks.
Just let 'em all diiiiiiiie.
#Morrigan_Seal_of_Approval
(Yes, I'm aware that you lock yourself out of some sidequests, but other than that, basically the same deal.)
(Right Thread, welp.)
#65
Posté 11 janvier 2016 - 08:41
Well, your party members do shout things like "X is trapped in there" and they also cry out for the Inquisitor to save them.
I'm too damn busy protecting the damn Trebuchets!!!
#66
Posté 11 janvier 2016 - 08:52
The nerve of these people, just living their lives after saving their lives.
#67
Posté 11 janvier 2016 - 09:07
I don't know... what RP reason? Unless you mean 'my IQ is a total hero and he will save everyone'? By creating characters with some quasi-depth (the IQ can chat with each of these NPC's) the intent is to create (hopefully) some emotional connection, thus it has more weight/impact than saving some unnamed nobody...
Or it's supposed to 'feel' that way to the player. However, when these (at least) 2D characters then play no further role, it undercuts the RP aspect and leads to questions like the OP, which is logical considering human psychology and how risk/reward centers are affected in the brain. See, the player risked X for Y reward (yes, XP and approval) but the quasi-depth of these characters (another of those expectations of RPG's - if its named, it must be important) suggest the reward should be more tangible.
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#68
Posté 11 janvier 2016 - 09:48
Or it's supposed to 'feel' that way to the player. However, when these (at least) 2D characters then play no further role, it undercuts the RP aspect and leads to questions like the OP, which is logical considering human psychology and how risk/reward centers are affected in the brain. See, the player risked X for Y reward (yes, XP and approval) but the quasi-depth of these characters (another of those expectations of RPG's - if its named, it must be important) suggest the reward should be more tangible.
You mean you actually went back to Redcliffe Village after saving it from total destruction in DAO?
Because I sure as hell didn't, and I don't imagine many others really do.
Honestly, this is an example where Origins has better writing than Inquisition, because you can actually feel like there's a difference even though gameplay/player experience-wise, there isn't.
#69
Posté 11 janvier 2016 - 09:52
Flissa serves in other ways.
Yep. She becomes a Chantry sister.
#70
Posté 11 janvier 2016 - 10:33
You mean you actually went back to Redcliffe Village after saving it from total destruction in DAO?
Because I sure as hell didn't, and I don't imagine many others really do.
Honestly, this is an example where Origins has better writing than Inquisition, because you can actually feel like there's a difference even though gameplay/player experience-wise, there isn't.
Well, yeah, I went back. Mostly to shop, lol, but I did go back.
However, I don't disagree with your final thought here. Origins does have better writing and did a (head and shoulders above) better job than Inquisition on immersion, which is why that risk/reward center is better satisfied when the Warden saves Redcliffe in Origins as opposed to saving the NPC's in Haven. If you thought I was suggesting otherwise, I must not have worded myself clearly ![]()
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#71
Posté 11 janvier 2016 - 11:08
I also went back to Redcliffe just to see Bella again.. ![]()
- Neverwinter_Knight77 et OMTING52601 aiment ceci
#72
Posté 12 janvier 2016 - 01:32
Well I feel like a bit of a dolt on this one. Are you given a really good hint in game about how to go about saving these people? I know in my two play throughs some have lived and some not but in neither game did I go out of my way or feel I was instructed to go out of my way to save them.
I'm too damn busy protecting the damn Trebuchets!!!
The saving people bit comes after the trebuchets when you're running to the chantry. Your followers do make remarks, but you may miss them if you're too focused on the combat. Also, Seggrit, Flissa, Adan and Minaeve are all in out of the way places and require that you click (like the revive mechanic) in order to "save" them, whereas Harritt, Lysette, and Threnn are all easily noticeable and mostly involve combat (aside from Harritt).
As far as "how" to save them, there isn't really a "best" way, there is only what is best for you and the path that you deem most efficient for your level of play. Several people have made suggestions in this thread, none of which mirror the path that I take, and I do save them all every time.
If you do a save right after Harritt you can practice until you've got it down.
#73
Posté 12 janvier 2016 - 05:45
#74
Posté 13 janvier 2016 - 11:54
In-game, no real reason.
For the player, xp, approval and the satisfaction of a job well-done.
Probably should have just used nameless NPCs
Yes, why bother using characters we "know"? If I'm going to save NPCs... I'm going to save them regardless of whether or not they have a name.
If you're going to use named ones... I don't think it's an unreasonable expectation that they "go" somewhere with it.
It's like almost any story... ever.
You don't get the whole backstory of the red shirts - because it's a waste of resources and poor storytelling.
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#75
Posté 13 janvier 2016 - 11:57
Have you heard their screams as they're burned alive?
I think being demoted at Skyhold is better than that.





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