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Kulin

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Everything posted by Kulin

  1. Since PoE1 obsidian was not capable to hear the voice of the german community and relied fully on fan patches. Now they imported all the bugs from PoE1 to PoE2. Sabres are not called Sabres in the Item Description but for example "Will +2" or "Intelligence +1". The same is true for Handguns and many other Items. So its almost impossible to see if a weapon/armor you just found is usable by your class. This is not a simple grammar mistake. They messed up the sorting in their files and put those things at the wrong position. Anyone working on a fix? Would love to help.
  2. There are several ways to send Sagani to that one ending path and all of them are tied - as I understand it - to essentially saying that her journey is a pointless ritual. When you meet her she's struggling to understand the point of the quest and missing her kids. Re-enforcing to her that the quest is pointless conceptually worms into her head such that she dreads going home and when she gets home she struggles to find a new meaning in her life. First part of the sentence when Sagani asks for council is "It doesn't matter what you say". You're telling her the quest was pointless. If you want to re-affirm her belief - even if you don't believe it yourself - you'd pick the option to tell Persoq what he meant to Massuk as it is clearly the re-affirmation of her beliefs choice (and in fact I think that's what she tells you she's supposed to do). As I recall the game tells you the Watcher will gather souls in crisis around him/her; clearly Sagani's crisis is one of faith in her traditions in the face of missing out on the life she left behind. More PoE Spoilers ahead:
  3. That is absolutely fair. I think we still don't know WHY certain endings happen and what the factors weigh in. It would be nice to at least retroactively look back at choices and go "aha, so that is why I got a bad companion ending". I think this is important, too. Spoiler from PoE ahead: I say that to mean, at the end of the day, the best RPGs have you make your choices and live with them - that's the core of role-playing. In Pen and Paper rpgs that cRPGs are based on, the DM is not going to say "You have two choices, the good one where you'll get everything you want the way you and the bad one where you won't...which will you choose?", instead you're going to say what you do/say and the DM is going to interpret that as they see fit. I don't feel that anything PoE did was out of the pale with respect to that. Sometimes you're going to try to do good and it won't turn out well; sometimes you'll say the wrong thing and it won't be interpreted as you intended it. That helps make the situations and NPCs less like entities that only exist so the PC can 'win' and more like a responsive environment where choices matter in ways you might not expect. We talk here about one single sentence, that turns the life of a person upside down, without any chance to explain myself or to correct it. In my opinion that is the opposite of lifelike. A conversation does just not work that way. You say something to a person. The person reacts. You clarify yourself, if necessary. A person does not lose her meaning in life in cause of a simple sentence(Maybe beside: "You are fired!" or something similar). It's normally a longer progress and involves many little steps toward a certain direction. Its also no real choice if you interpret a sentence differently then the game designers. This kind of choice feels more like an accident. You take a dialogue option and get something completely different. Remembers me a lot about the Fallout 4 or Dragon Age 3 dialogues where you always had only a few words to choose from and very often did not get the expected answer. This happens less in PoE but it still happens sometimes. In my opinion some kind of reputation-like system would be better. Example: A scale between "absolute good for sagani" and "absolute bad for sagani". If you do something that supports her view on the world she gets a +. If you do the opposite she gets a -. At the end we look at this scale and then we determine how sagani has been influenced by the watcher.
  4. That is absolutely fair. I think we still don't know WHY certain endings happen and what the factors weigh in. It would be nice to at least retroactively look back at choices and go "aha, so that is why I got a bad companion ending". I think this is important, too. Spoiler from PoE ahead:
  5. Hi, I was not aware that - after you go in the Burial Isle Pit into Sun and Shadow - that you cannot go back to play the White March Add-On. I play with Iron Man Mode and therefore have no old save. I found out that i can teleport out of there through cheats. But since i also already killed the final boss my followers only talk to me in one-liners like "Do it already!". Are there any cheats to reset this area and the mainquest? I don't want to play through all of the game again just to play white march. Any Ideas?
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