Gilsa wrote...
It would probably make more sense if all the companions were like this, that they leave if you don't put any effort into them. IMO, either Zevran should be coded to have his own moment of crisis to be consistent with the other NPCs or all of them should require at least 30+ approval to be effective. It's possible to park everyone at camp and not ever talk to them or give them gifts without any real consequences. Zevran is the exception to the rule, which can take some people by surprise since they can stick with the same group for the most part as they advance in the game. It's a nasty shock which will color their views on the character.
That is true, but then again Zevran is the only companion who joins your group after trying to kill you. Also, you know he's an assassin from the start, so who wouldn't be suspicious that he might try something again? If you're going to risk things by bringing him with you, it seems like you'd go out of your way to make sure he stays loyal instead of just assuming everything's cool, right? Turning your back to an assassin seems like a rather careless thing to do...
And you don't have to take him in your party to get his approval up. Just a couple gifts and conversations is plenty to get him up high enough so he won't betray you. If you can't be bothered to do that much, then you really have brought it on yourself when he turns against you.





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