Disappointed, I only have a vendor and a smithy but not the castle? I really want to use the place to plow someone. LOL Hi leliana?
Wardens Keep Feedback
Débuté par
MaximusRex
, nov. 05 2009 07:17
#26
Posté 24 novembre 2009 - 03:37
#27
Posté 24 novembre 2009 - 04:17
Also remember that "reclaiming the keep for the wardens" is kind of silly considering that there are two of you. Also the fortress is in the middle of nowhere, and given the amount of traveling involved (most of it being in the western half of Ferelden) making it your new camp would be not so smart.
#28
Posté 24 novembre 2009 - 05:25
I liked the cut scenes, the battles were fun, it took about 45 minutes though. Then again, I'm a filthy skimmer on the Codex.
#29
Posté 24 novembre 2009 - 06:38
I'll concur with most of the viewpoints here - it was too short, and I was rather disappointed by the fact that you couldn't re-enter the keep after clearing it.
#30
Posté 24 novembre 2009 - 07:26
I was incredibly annoyed when I couldn't re-enter the keep. My inventory was full and there's a hidden chest in there with lots of goodies that I couldn't pick up.
I went back as soon as I re-entered camp to discover I couldn't re-enter the keep and claim my goodies.
I was not amused <_<
I was excited at first by the storage chest, and then realised just how freakin' annoying it was that the chest wasn't at my campsite instead.
The storage chest would be significantly more useful if it was accessible from your campsite and the warden's keep.
I went back as soon as I re-entered camp to discover I couldn't re-enter the keep and claim my goodies.
I was not amused <_<
I was excited at first by the storage chest, and then realised just how freakin' annoying it was that the chest wasn't at my campsite instead.
The storage chest would be significantly more useful if it was accessible from your campsite and the warden's keep.
#31
Posté 24 novembre 2009 - 09:32
does diabolist give u any benefits?
#32
Posté 24 novembre 2009 - 09:33
oops dbl post, srry
Modifié par Belhawk, 24 novembre 2009 - 09:34 .
#33
Posté 24 novembre 2009 - 12:30
Belhawk wrote...
does diabolist give u any benefits?
You unlock two additional skills depending on your class during that time.
#34
Posté 30 novembre 2009 - 11:03
I agree the combat was fun, there ware many nice goodies, but it was way too short, and i hated the fact that it was closed when i returned.
The keep is huge from the outside but you can only access a portion of it, i hoped it will be something like in nwn 2 or some oblivion mods.
You can unlock 2 skill but at the ability window you see that you can learn 2 more, i dont think that i will ever get.
The keep is huge from the outside but you can only access a portion of it, i hoped it will be something like in nwn 2 or some oblivion mods.
You can unlock 2 skill but at the ability window you see that you can learn 2 more, i dont think that i will ever get.
#35
Posté 30 novembre 2009 - 12:12
Could have had some more scary elements. I was expecting it to be a sort of haunted house-theme quest with all sorts of creepy-bollocks happening. Also Sophia should have been more scary.
And I dislike Levi. His voice makes me want to strangle him and he takes everything amazingly well, like he sees demons every other day. I was half-expecting him to turn out evil or die.
And I dislike Levi. His voice makes me want to strangle him and he takes everything amazingly well, like he sees demons every other day. I was half-expecting him to turn out evil or die.
#36
Posté 30 novembre 2009 - 12:25
It took me about two hours but that was dragged out by reloading battles (I never allow my chars to fall in battle for some reason, and I was pretty low level).
#37
Guest_MizsyX_*
Posté 21 décembre 2009 - 02:02
Guest_MizsyX_*
Wardens keep was not worth the 7$ i think. took 30 mins to do it, and all you have to show for is some plate armor and a sword. When i boght it i thought i whould get a keep to camp in, insted of the camp you use normaly, but that was not the case. Shame really when you think about it, the armor and sword is only useful for warriors, and the chest isnt something i can say is worth 7$ at all.
Hope they do something with it, so you can use it at a camp, with rooms for your companions etc.
Hope they do something with it, so you can use it at a camp, with rooms for your companions etc.
#38
Posté 21 décembre 2009 - 02:08
It was short but the options were interesting and the added "history" of the Wardens as rebels was a nice touch.
#39
Posté 21 décembre 2009 - 02:36
I am not bothered by the length of WK. I thought it was a very well done quest line. I do wish however that we were able to go back into the keep afterwards. Perhaps use it as a house in a mmo. Be able to add goodies. Demon skulls on trophy racks, maps and paintings on the walls. Armor on stands, etc. It is fluff for sure, but fun fluff none the less.
#40
Posté 21 décembre 2009 - 02:52
As many has already mentioned, warden's keep should have been opened once we cleared it and actually made a base instead of just a camp. They should have really moved Devi and everyone else outside INTO the keep and allow PC to companion interaction. It would have been even better had they given us access to a Forge and allowed us to forge simple arms and armor(rune-able armor?) . That would have made Warden's Keep DLC a *must buy* and I would have paid more, if they made Warden's keep "upgradeable" like Crossroads Keep (Neverwinter's Night 2) along with some "quests" involved in owning the keep, instead of just an "okay buy" the way it is now. Having done so could have only added to the story and made players feel that they got more out of the game.





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