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Tanuvein

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Posts posted by Tanuvein

  1. Well I guess I was wanting to know what people thought about progression of a middle man character that would like to focus slightly on melee. After character creation I'm just not really sure where I should allocate those rare attribute points. Since in this game skills actually matter or especially repair, I can't see going with Guardians and what I read about Sith Mauraders being broken... Oh and as you guys say, there are tons of stat items everywhere, but you could definitely focus on one or mix it up. Well, this time I was thinking of trying out critical strike if that makes any difference? Sorry for the n00b questions and thanks.

     

    A sentinel would be good, with 14 str, 16 dex and some points spread across wisdom and charisma, maybe int and con depending on what you want. After that, continue to raise dex.

  2. Take Jedi Guardian, they are the best at combat. Before you can get a light saber, you must have Bao-Dur. Just use him on a workbench when you go planetside and it will use his skills to make things, and he's great at EVERYTHING.

     

    If you want a melee based char, Jedi Guardian is the place to go. And whatever the Sith equivaleit of a Jedi Knight is.

  3. I thought BGII's endign was sad, actually. I became a god because it was my duty, but it meant leaving behind the ones I loved and fought with.

     

    Your choice. You can stay with your buddies if you wanted. Didn't have to choose a god, you know. Both are considered "Lightside endings". Besides, what's so bad about being a god anyways? You still get to keep an eye on your buddies, and in a few years, they'll join you in the afterlife.

     

    EDIT:

    Well... unless you boned Aerie... maybe the fact that she has to raise your kid alone might be a cause for sadness, but there's a lesson for ya: don't bone wingless elf chicks and always use contraception.

     

    I didn't go into that sort of relationship option, I find them uninteresting generally.

     

    I still found it sad, though. I know I could have stayed, but because of the way I played my char, I felt it was my duty to take up godhood. Call me silly ;)

  4. Ok, yes I know jack and $# about these rule systems and yes I guess they are great and it's really me that sucks... but! Could someone please explain how I should go about making a melee type sentinal character? I'm a bit lost with this finesse feat. It's only to effect To Hit by it's description... so how should I deal with damage bonuses? Do I just crank out the Dex? Put some in str? Should I create him with crap dex, huge str and will that screw this type of character up? Arg! I wish the book would explain more. Or I had a brain.

     

    Because of the point buying rules, if you are being a melee char, I reccomend putting 14 at least in Strength and Dex. As a sentinel, I believe dex effects more of your skills (every two points over 10 in a skill gives you a bonus), so you may want to put 16 into dex if you want to dodge better. The finess adds to your to-hit, but not damage. However, I find that the strength bonuses are largely negligent in this game, consnidering force powers.

     

    I'd reccomend you put some good points into Dex, for your skills, Chrisma and Wisdom for interaction and powers. Generally, your powers will make up for lower stats.

     

    There are also a TON of stat boosting items in the game.

     

    Just a general idea of what stats effect:

     

    Str - To-Hit and damage

    Con - Health and Fortitude saves

    Dex - Armor Class, and many skills, reflex saves.

    Int - Skill points, lots of dialogue options, many skills.

    Wisdom - Your Force powers, Will saves, and dialogue options.

    Chr - Dialogue, comrade to-hit, and a few Force powers.

     

    Finesse feat allwos your Dex to be considered for to-hit as opposed to Str, but not for damage.

  5. I wouldn't call Baldur's Gate, Fallout 1 or 2, or KotOR I or II happy, happy endings. Sure, the good guys (can) win, but that doesn't mean its happy.

     

    Icewind Dale I and II had fairly emotionally dead, yet still fun, endings. Big evil comes and slaughters, big good retaliates. But they weren't really plot deep games (though the story was fun in both).

     

    I don't really remember NWN and SoU endings, other than SoU wasnot happy cause you were on a giant thing that crashed.

     

    I should note, the fact you stopped an apocalypse is not neccessarily happy. It just means you aren't dead, so you can suffer more.

     

    A prominent theme behind BIS/obsidian games is that walking the path of light often has the hero suffer great sacrifices, the notion that there is a price for being "good".

     

    Your character in NWN OC killed the lizards. You're the HERO OF NEVERWINTER!!!! WIN!!!

    Your character in BGII stops the evil AND BECOMES A GOD!!!! or... A LEGEND!!!! living happily ever after with the one you love.

     

    On the other hand...

     

    Your character in Ps:T walks the path of light that ultimately ends up in him making the greatest sacrifice a man can make: the fate of eternal damnation.

     

    Your character in fallout restores a certain balance to the world, but in the end, loses his identity and is cast out by his fellow peers.

     

    I thought BGII's endign was sad, actually. I became a god because it was my duty, but it meant leaving behind the ones I loved and fought with.

  6. "Haha, so what "light side" ending did you get playing those games, Volo?

     

    Was there a patch that added in a different ending that I wasn't aware of?

     

    Your one-liner trolls for the sole sake of trolling is getting boring."

     

    Stop being making things up, and I wouldn't have to use one liners. Actually state something that's at leats half true and I'll put more effort into countering it.

     

    The OC's ending is as much Happy Happy Land as any BIS/Interplay game outside of PST. PST is the *only* BIS game that didn't have a Happy Happy Ending.

     

    I wouldn't call Baldur's Gate, Fallout 1 or 2, or KotOR I or II happy, happy endings. Sure, the good guys (can) win, but that doesn't mean its happy.

     

    Icewind Dale I and II had fairly emotionally dead, yet still fun, endings. Big evil comes and slaughters, big good retaliates. But they weren't really plot deep games (though the story was fun in both).

     

    I don't really remember NWN and SoU endings, other than SoU wasnot happy cause you were on a giant thing that crashed.

     

    I should note, the fact you stopped an apocalypse is not neccessarily happy. It just means you aren't dead, so you can suffer more.

  7. I swear I never got any option of choosine what gender light/dark side Reven is with Atton at the beginning. Unless I missed it in the conversation thread.

     

    It when you ask him questions about Revan or whatever. He says stuff, and you can say things like 'But didn't Revan save the Republic?" or "I heard Revan was evil."

     

    Then he says something, referring to Revan as she (BY DEFAULT, Revan is female, I must point out) and you can go "WTFOMGNOEZ SHE R HE!" and that changes the gender.

     

    And I beat both of you, Twit :rolleyes:

  8. so... does this bring Bastila in the game? I don't remember this conversation and if it just a minor change, I don't wanna bother to remake the entire game again...

     

     

    jesus.... I just did today... It would be suicidal...:)

     

     

    I fail to see how a woman can't be a charismatic, authoritative figure and a more than effective military strategist. "Oh, well... cause, y'know, being female and all..." isn't a good enough argument
    well, Hannibal Barka, Julius Caeser, Charlemagne and Chinghiz Khan were all male and they were brilliant strategists. No offence, but I can't remember a female one, who can stand close to them.

     

    and a woman can be charismatic and autorative figure, but what I'm saying is that a man is more potentially strong and emotionally self-centered than a woman. I think the proof for the vice versa women behaviour can be found in Bastila submussion to the Dark Side.

     

    Well, to find excellent woman strategist you have to look at places where woman aren't oppressed in the army or politics, like all the places you mentioned.

     

    One example is Boddeca of the Celts. What did she do? Defeated the Roman armies at every turn.

     

    Quite impressive considering the odds against her, especially since she and her daughters were raped, and her husband murdered. She also managed to unite clans who previously hated each other.

     

    The Star Wars setting doesn't seem to have gender discrimination amongst the humans, so its easily possible Revan is female.

  9. don't get me wrong, i don't hate women. especially not my love interest :p.

     

    but, yet I'm against refering Revan as a woman. it would be better and Revan should be refered as a man. I think that a man is more potential and stronger to turn of the Galactic uspide down, become Dark Lord, then get brainwashed and turn against his former student to a total victory. o:)

     

    yet again, it would be far more interesting if Bastila showed in the second game as a worthy advisor. granted Carth is fits well, but if Bastila was there I'd be more than happier than that. as I said the game is more worthwile as a man on board, because Bastila was/is interesting enough female character. thus it definitely didn't bring me something more playing as a female with this Carth romance in the first game. <_<

     

    the third point is that LucasArts and BioWare intended Revan as a man. thus, I think Obsidian should have preserve this tradition and refer to Revan as respectful man. :)

     

    the other thing concerning thing about Mr. Revan is why nobody says about Revan's exemple of bringing his old student forces down singlehandedly. no matter he or she, everybody in the game is refering to him/her as Darth Revan and is talking about the ****e destruction he brought with turning to the Dark Side and is pointing it to our protagonist as a bad exemple, but yet nobody (except Carth I think) says about how he brought down Malak and his entire forces on the Star Forge, before going to obscurity. "Darth Revan did this, Darth Revan did that. Darth Revan destroyed this! Darth Revan destroyed that!" "Darth" Revan saved your arses before, you thankless bastards!" :)

     

    You decide Revan's gender and light/dark affililation during the discussion with Atton. I don't see why a woman can't be a powerful villain: Kreia was the best evil Force user in a Star Wars game yet.

     

    If Bioware wanted Revan to be a male, th ey wouldn't have let you pick female.

     

    Also, if you select Revan as male, you see Bastila. If you select Revan as female, you see Carth... or maybe it was a Light/Dark thing? Not sure which effected it.

     

    And about people not knowing what Revan did... well, no one outside the Jedi really know why Revan killed Malak, be it for revenge or redemption. They also don't seem to know the difference betwee Jedi and Sith, as a whole. You can't expect people to really understand what went on, since no one who was there is alive, except those affiliated with Revan to begin with.

  10. Well, Davik is not a plot hole. It doesn't make sense indeed, but this kind of thing in KOTORII is also abundant, irrelavant.

     

     

    You only see in the cutsceence a single Sith ship (Malak's ship), but the fact is there is a whole fleet, the admiral told Malak that he will need several "hours" to posistion the "fleet". So I bet Taris is surrounded by what should be hundred Sith warships, without the code that mean one can not take of on any side of the planet.

     

    The jedi admit that they're in desperate, and that make sense. Remember the original purpose is to use Revan and find the source of the Sith fleet production. Revan is never meant to defeat Malak. Maybe the Council still tolerate Revan because they only need him to fight the starforce, and that's an action out of desperate.

     

    I didn't really see anything like that in KotOR II, please point something out.

     

    And about the fleet, he did mention that, but they should have then put some consistency in the films. I'd let that one guy.

     

    But not about the Council. My character is radiating evil, she looks like a homicidal murederer. I have no charisma and based on how others could tell I'm lying easily, I really suck at that.

  11. Its a matter of self control. A Jedi could hate, love, and feel all emotions if they really have enough control over themselves to handle it, and not let it control them. The Light side is logic over passion, the dark side is often passion over logic.

  12. ok, we are at the end of the game. finishing the latest planet and... here comes the jedi training. but what the point? yeah, they wanna cut you again of the force in a Aes Sedai manner. really what the point? why bothering teaching you, when they'll strip you in a couple of a few days (if the journey between Dantoine or Nar Shadaa or Dxun is equal to that)... it's a paradox. why teaching you when they'll strip you of the force and all your abilities again. i think this is something worthwile thinking about. it would be better if the dead Jedi in Korriban were alive and thus would teach you something. then the fourth and last jedi wouldn't teach you, just for the council to cut you of your power. :geek:

     

    Well, the council didn't have time to discuss these issues until they were together again. The one guy, in fact, seemed to in fact favor you being free. Plus, they still sort of depended on you to help the others.

     

    Also, they may not have had enough information until they talked.

  13. Let's see, two ones that quickly caught my attention so far are: Davik wants the rakghoul serum to sell to people for al ot of money. Which is interesting, since rakghouls are only in the undercity, where people with a lot of money NEVER go.

     

    You aren't able to get off of Taris because the ship's autocannons would get you. Except you could just fly on the other side of hte planet and take off, since the Ebon Hawk is faster.

     

    The Jedi Masters believed I am not evil, despite the fact regular people can detect my lies while they can't, on top of which, my face is cracked and grey and my eyes are glowing evily.

     

    ~~Those are just two minor ones I've noticed since the beginning. I recall a lot more the last time I played it, but I can't go into detail with any validity until I replay it since its been a while. If you want, I'll post them as they come.

     

    My main gripe really isn't the minor plot holes, since hte main story itself is fairly tight because of its relative simplicity. The main thing is the dialogue is worse than I remember.

  14. If KOTOR II light side ending had that stupid bullcrap ceremonial hero crowning crap, I'd be the first to set torch to the Obsidian HQ.

     

    Yet, if Bioware made the game, that's exactly what we'll get: a crappy, predictable, happy-go-lucky WOO HOO YOU WIN ending.

     

     

    We never ask for a ceremony or that soft, and it's not the only way to wrap up a story. So your point is?

     

     

    And may I ask how many Bioware games you played? Most deffinitely not BG series and NWN series (which is their 2 biggest serries). Because if you did play those 2 series than that "crappy, predictable, happy-go-lucky WOO HOO YOU WIN ending" line won't find its place.

     

    So next time, try to be not sarcastic, and don't be so sure "that's exactly what we'll get" if you don't have proof.

     

    NWN ending was quite crappy regardless, minus the last expansion.

     

    Baldur's Gate II and Throne of Bhaal had fantastic endings, though.

  15. Also, untrue. If you love someone you love him. If you get jealously, or angry cause she/he left you behind for another woman/man, thats a passion. If you want to dominate your partner etc., thats a passion. Love is just Love.

     

    No, passion is simply a strong emotion. That's why people can be passionate about their lives or work, because they feel strongly for it.

     

    Hell, one of the official definition for passion is 'a strong amorous feeling'. That means, strong feeling of love.

  16. I'm all for Obsidian getting a crack at KOTOR3. There is some good stuff in KOTOR2. I'd epxect them to improve the game even more. i wouldn't mind BIo making it; but in spite of my (manY) complaints; KOTOR2 is a worthwhile game. ;)

     

    Agreed.

     

    Looking back at KotOR I (I'm replaying it again now) I see some painfully bad dialogue with your allies, really crap ideas about good and evil, an uninteresting baddy, a predictable and less features than KotOR II (this one is, of course, excusable). And even more plot holes than KotOR II, which actually manages to answer most things if you are thorough.

     

    Don't get me wrong, KotOR II wasn't full of surprises (it was more about deep story telling than trying to make a big surprise anyway) and KotOR I was still a great game, but Obsidian just handled it so much better.

     

    I find it odd people consider the ending of this worse than the first, where you play through a huge dungeon for about two hours with no story elements, and a much less interesting final confrontation

  17. I disagree this game lacks atmosphere... it has a very unique feeling.

     

    Also, as others said, the Force isn't about good or evil. The Force is law and chaos, where Jedi are supreme order (no emotions, passions or errant thoughts) and the Sith are chaos (love, hate, and all that) to extreme levels.

     

    Also, you think this is bad? Play Anachranox. The game ends halfway through, and there never wil be a sequel. And it was such a great game ;)

  18. I don't think her original intention was to destroy the Force... I believe she wished to find a way to survive without hte Force, a way to depend on herself as a person, and the strength in that. She saw that in the Exile, and wanted to understand it and possess it. And she loved it.

  19. I don't feel like writing lots of text right now. Otherwise I would write in detail about what this games lacks to make it up with Kotor 1 and games like planescape tourment, Fallout 1&2 or Baldurs Gate 1 & 2, wich are only a small part of the rpgs i've played .

    So  I'll focus on what for me (yep it's just a personal opinion) is the greatest flaw in the game, namely the bad character introduction.

     

    It seems to me that the rpgs i liked best for their story had on thing in common. They all carefully introuced the player into the story. The player always knows enough of the backgrounds to make decisions the way he likes to play and develop his character.

     

    It's no problem if there are some secrets in the characters past, as long as the player isn't forced to make decisions on the base of his own unknown past.

    Kotor 1 handled this very well. You did not know about being Revan. You had to solve the mystery and you where getting the idea that there is a dark secret while story developed.

     

    In Kotor2 the situation is extremly different.

    Many times I had to choose dialog options without the slightest idea of what would be the right answer for my style of developing the char, because I had no basis of information about the background.

    Everything is set up in the charcters past  and everybody is talking to my alter ego as if I should know whats it all about from nearly the begining of the game.  That's what demotivated me in many occasions.

    Back in planscape tourment i could keep up with things even though much only unfolded late game and in many dialogs with the nameless companions. And i could see if they had something new to say, without trying every single dialog option again and again.

     

    If the exiles past had been introduced at the very beginning of the game, giving the player an idea of the frustration of the exile after the descesion he had to make in the mandalorian war, the entire following game would be much clearer and better imho.

    The consequences would have been the riddle the player had to solve.

    Why was he cut of the force? Was it the councel? An so on.

    In the following events the player would get to know that the decision that looked inevitable in the past has something to do with what happens in the game. And he could make decisions on the base of that past, either tending to a dark or a light path. 

    I actually want to "live" my rpg chars when playing a story based rpg. In this case I just couldn't, because i could not understand his situation throughout more then half of the game.

     

    I disagree. I thought this was a strong point of the character. They didn't spell everything out. They let us learn as we went, and generally, there was enough info to know how to respond, since they never ask you more than the most simple of questions about what you felt. Its easy to roleplay that. "What did you feel when you killed all those Mandalorians?" was one such question... it doesn't matter exactly how or why it hapened, but its evident you killed a lot of people. That's enough to judge how your character would feel, right there.

  20. Well i got it only thing i cant figure out is how visas is 100%(maxed out) full light side like me-she is evil after all in keiras words.I level her up and it recommends dark side spells she allreay has a ton of dark side spells.Yet she is maxed out light side of the force.Talk about a useless party member........................ :ph34r:

     

    Yet keira force stays in the middle never moves

     

    Force sight never showed up even though it said i got it.

     

    Useless? Not at all. She still does dark spells quit well. On top of that, you can just give her light spells instead. You don't have to let the comp handle level ups (I, in fact, would reccomend you don't).

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