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nightcleaver

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Everything posted by nightcleaver

  1. Hmm... you might talk to Visas Marr about what happened to her homeworld, then talk with Kreia to discover what happened to those two... If you don't care about me just telling you, though...
  2. It's interesting that LA was the QA for the game, and they also decided to release the X-box version with so many bugs. Oh well.
  3. It's a little complicated. To put it simply: Most of the basic crystals in TSL are state/fairly benign combat upgrades, where the lens, emitter and power core seem to involve more combat-oriented upgrades to the saber - critical strike, massive critical, and one lens in particular gives a very substantial bonus to damage, more than any of the crystals I've seen.
  4. This belongs in the "Spoilers" section.
  5. Have you looked at the other conversation options? I thought there was something that allowed you to work around having to show him. At least, that's how I did it.
  6. Not MUCH of their pasts, though. There's not as much character interaction of the sort that was in the first game. However, there's a lot more story and plot-related stuff happening, and overall there seems to be more happening behind the scenes with your party members and the plot in general. It makes them feel less like an extension of your will, which is a good thing, I think - but they should've left in the option of more direct conversation with your NPC's. They did a really good job with the influence system.
  7. Atton seems to enjoy hating on T3, so I think he's just trying to be mean to him.
  8. Here's what I did: I ran around with melee shields turned on, trying not to get touched at all, firing master sniper shots at the assassins. When I managed to get them stunned, I'd use rapid shot to finish them off. Also, there are mines in the battle before... you might save them during the fight and pick them up after to use on the assassins. Also, always remember that you can change the difficulty level in the main options, even mid-battle.
  9. That's strange. I didn't find Malachor V to be that bad, really. I didn't see any repeated tiles, and it wasn't terribly detailed- but I thought that gave it a solidly lifeless atmosphere. What didn't you like about it exactly? Someone has to come along and give you an opposing perspective, you know... And you know that there can be lesser and greater Sith Lords, right? Onderon, I found to be perfectly complex enough, if a bit streamlined in the first half. The murder mystery, the starport visa's... I thought splitting it up was extremely effective. The events were pushing forward, so putting lots of extra stuff to do would've ruined that sense of urgency completely. Dxun and Onderon were technically one planet, if put in KotOR I terms, and together I think they had quite enough to do. And I don't remember much to do on the Star Forge of the first game besides killing Sith - at that, the Star Forge was a lot more tedious in comparison to the Ravager. I didn't mind the plot point with the general, and it seemed to me to be tying things together more than being pointless. The droids on the Star Forge, in that room before Malak, were pointless. If you didn't like the Star forge, fine - just so long as you recognize this isn't something to fire someone over. I will note that there is generally less messing around to do, even if the main quests are much more complicated and interesting (in my opinion). I would've liked if they did both, because I like both ways of style, and sometimes you just need an interlude to stop being pushed. It's something I've grown to expect in the era of Bioware RPG's.
  10. Let's get back on topic.
  11. The story wasn't done sloppily, from what I can see... it brought up a lot of questions, and that was the purpose of it. It was more for a thinker than the first in the series was. I, for one, liked the ending. I didn't like how limited character interaction was, and I was really wanting to do the bioware-ish story-telling with my NPC's. Story-wise, the influence system along with all the party interaction really made a big difference. In the first game, very little of your character interaction really fit into a flowing story. The whole system of the first game was very formulaic, with the companion quests - "Hey you, random NPC, so and so's on this planet!" - and the Star Maps. The second game mixes things up a lot more than the first one did, and is a lot more philosophical. In character interaction, you have to think a little bit about what motivates the person, and this adds a lot to what's there - even if what's there is less. A lot of it seems to be a matter of expectations. As much as it saddens me, there's no way Obsidian would be able to exactly emulate the style of Bioware and still improve the experience. Not that Bioware is a bad developer, quite the contrary - but guessing isn't a reliable way to emulate another's work. To me, the ending of KotOR II isn't worse than, say, PS: T. The intention of the dev's in this game wasn't exactly the same as it was in the first game; you might have to change your expectations to really understand what's there, because you might have missed something that's right under your nose, just because you're fixated on what you *didn't* get. Myself, I'm resorting to speculation. It's what we did constantly with the first game, but this game brings up much deeper questions to be resolved.
  12. Yeah, it's really annoying when people get so far into it they forget it's all speculation. Easy to do.
  13. could someone tip me (Private message) on how to get that door open without destroying the holocron, then?
  14. Same graphics, but the area's feel a lot bigger. The whole proportion's a bit different, and it makes it feel less kiddy than the first game. Also, the robes and other meshes add some flavor to it. I'm pretty fond of the new color scheme.
  15. Heck, it's sort of weird he doesn't have a name, anyway. You can trust people; nemisis is lying You just have to have the right intuition about people. It's really not that hard to figure out who'll betray you. Maybe handmaiden betrays depending on how you treat her, but I don't know. Her first master is Atris, after all, and her loyalty to her sisters as well. Although she does give up something for you, given you play the cards right... Vague spoiler about Atton (because someone asked): (feel free to read if you've met him on Peragus)
  16. It's surprising no speculation has popped up, so I'll just try and start some with this thread. We're trying to piece together what happened on the ebon hawk, and what happened with Revan, exactly. Since the spoiler's forum is for game help, it would seem, I'm posting here.
  17. Read at your own risk... this is the result of the romances... (because I was disappointed, and wanted people to know if they wished... so if you don't want to be disappointed yet, don't read yet.)
  18. hold your horses, there - he hasn't actually said anything that mean about anyone. I think I remember the echo of someone suggesting that might happen in the sequel, improvement on the facial stuff, but for a really long time now they've been saying it just wouldn't happen with the engine.
  19. I want bioware and obsidian to do a joint KotOR III. I sort of like Obsidian's story-telling and pacing better, but they don't seem to like extended character interaction as much. Bioware doesn't have the guts to give a darker story occasionally, but I liked the interludes of talking on the Ebon Hawk. Where Obsidian made all the group dynamic connected and interesting and a story of it's own, I really would've liked something apart like the first game had - just you and the character, talking. The story was really, really great in a lot of ways - THAT I don't think they needed time for. Character development, though... that could've used some time, or maybe just a different design standard on that end of things. IMHO, of course. I hope there's another KotOR - the only problem is, if one DOES come out, it's probably not going to be any time soon. The amount of bugs, the framerate issues, and the fact that most still think the graphics aren't much improved is testament that the game needs a new engine, badly. They could always license an engine, but what engine is tried and true for RPG's? And it's really too bad.
  20. Meh. I guess I'm the only one that didn't mind the ending so much. Frankly, I think the problem is that there just isn't as much direct interaction between them and your PC. The end of KotOR I, might I remind you, doesn't even suggest what happens afterward, though the companion quests reach a conclusion you can feel, which isn't true in this sequel. The sequel sort of dumps you with the companions, but tells you what happens after. The ending is given to you in a vague way, and in certain ways it's effective, and personally, I really liked it. I would've wanted to talk to my team-members one last time, before the end... but I said that about the first game, didn't I?
  21. It's quite a bit different from your conventional star wars in a number of ways, but it really does feel like star wars. It just has a more... ancient feel to it than the OT did.
  22. Big spoiler, but yeah, that's true.
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