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About Nachel

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    Tolkien, languages, history, RPGs


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  1. I'd qualify most of what you said, chouia, but I'm on the whole in pretty close agreement with you, so for all intents and purposes those sane enough not to read the very lengthy examination I posted under the spoiler tag can safely consider I simply repeated chouia's opinions in a long-winded, pretentious voice. WARNING Only proceed if you have the patience of a saint. I am not trying to dare you. The following examination of an earlier post by Longknife has been expressed closely and concisely enough elsewhere. It is long. It is boring. It was written by a moronic nobody (yours truly). Ser
  2. I don't care that you find the game lacking, I don't care that you think Obsidian makes subpar games, I don't care that you think you're a real RPG connaisseur. What I do care about is that your only reaction to a long, developed post was a throwaway disparaging snigger.
  3. Maybe "I am glad you were able to derive enjoyment from a feature I hate so much I cannot stop harping on it" or simply "good for you"? Thanks for taking the time to leave some solid constructive criticism, Danvil.
  4. @archangel979 I think most of the information Sonntam has on vithracks is gathered from encounters with vithracks in Caed Nua (Lvl 12). If you do take the time to know them they can be quite chatty.
  5. The companion with the backstory the most relevant to the plot's background is Durance. He will provide you a very... colourful first-hand testimony on events that have quite the bearing on the current situation. The other companions will mostly give you an insight into and put a face on what it is to live in various parts of Eora, be a certain race or face the most troublesome events in Dyrwood. Each has their own take on a certain god or on animancy and souls, etc. It is worth noting that Aloth is the only companion whose backstory has very tenuous ties to your own quest in the game. The fac
  6. Come on guys, let's be real. Of course Longknife is right. If there is one thing Mass Effect 2's ending has taught us, it's that blowing up machines we know nothing about because they have been evilly used by evil people to do evil things of epic evilness we do not understand is the paragon thing to do, and paragon means good. Don't even think about trying to study it or coming back to it to see what you can do about those souls because you are a watcher, that's just inconceivable, we don't want any of that. No, what we do want is a morally greytm option to swallow these souls and become a
  7. I have a very long answer ready to go, but here's simply the gist of it. All in all, I'd say that the design is rather sound. The watcher and his/her influence are not blown out of proportion; the quests and their outcomes always matter to someone ingame; the paths to solve them may be similar but you are rarely limited to one solution and care has been taken to accommodate multiple playstyles; the reach of the consequences fit the stakes; and the game gives the player feedback anyway it can, particularly via what NPCs say and think of you depending on what you say and do. Particular quest
  8. I'm in complete agreement with Varana. You can lament the fact that the designers didn't go for a realistic simulationist economy; you can say that what they came up with hasn't been thought through but you cannot claim that it doesn't make sense. It is simply tentatively balanced around what is precious or worthless to you, and not around the acceptable minimal wage in Defiance Bay.
  9. @OP So what? A "Benevolent" in a line of dialogue shouldn't matter to you if you're craving for loot and/or a fight, and if you are roleplaying it should only matter to you in as much as it dispels any ambiguity about the intent of the line. Personalities only open up new options, they never take away from your choice, and you should certainly never feel compelled to choose the lines with their labels in them just because of that label. You make that choice, and you give up on a big fight (and so loot) with a defenseless, adorable and all around huggable vithrack and his/her bros, who
  10. The point of reproach in the OP was that the only way you could progress that quest was by killing that specific xaurip tribe when we are shown in the very setup of that stage of the quest that xaurips are quite clearly sentient and capable of reason even if the PC cannot understand them, not that "[xaurips] are for killing" - obviously not, since you are wiping out a tribe of xaurips to save a xaurip (The PC does it to get a potion to save an unborn human to... make them feel good about themselves I guess? But the healer's motivation is to save her xaurip buddy. There can be no debate about i
  11. If I'm not mistaken, you just have to go to Options>Controls, and change the binding for "Move" in the "Party" category to something else or unbind it.
  12. @Nevrose: Did the game give you good guy points for killing the evil xaurips and tell you you were the most moral of them all for helping that poor mother-to-be? No. Did the game give you good guy points for not killing a whole tribe of xaurips who hadn't done you any harm just for the selfish emotional comfort of one cowardly character? No. Did the game expect you to start or finish that quest? No. The story that gets written is the one you write with the elements the game makes available to you. You chose to act as what you consider a chaotic evil character. Granted, the designer of the ques
  13. So did I (with a high score in Clever as well), yet I was offered the option to restore Woedica, so it must be some other factors. Ditto for the "god-machine creation" interpretation.
  14. It's interesting to see the different endings and overall experience you had compared to mine. I certainly understand where your rant comes from - the desire to see your choices bring about the consequences you want - but I don't think a game can work like that. In the best of circumstances, you do something that should logically have an impact and it has an impact because the game's programming has already taken it under consideration. And in all the cases you bring up I find that the game's programming has taken my input into consideration and done something with it. The consequences were no
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