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stranger
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OP
stranger
Joined: Apr 2014
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PLEASE remove the annoying repetitive dialogue options and flag to show only the options that open depending on quest progress. Or will I really have to do it myself when game tool is out? This would actually be great. Talking to people especially during the mysterious murder quest to see if dialogue options had appeared after making progress could be quite tedious.
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veteran
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veteran
Joined: Apr 2013
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It's a thin line between convenience and hand-holding... Actually in most quests you can find out the right dialogue partner just by reading your journal or just by thinking. There is actually no need to click through everyone to find out whom to talk to. But there is a need to be attentive in this game... 
Last edited by LordCrash; 04/05/14 07:49 PM.
WOOS
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veteran
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veteran
Joined: Jan 2009
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I think they could change "lock picking" skill to something like "mechanics". So it would affect: - lock picking - disarming and setting traps (even pressure plates) - recovering components from said traps - giving insights when using mechanical puzzles Yeah, that could definitely give it instantly more utility, because there's a lot of traps. (I still haven't found the alleged Trap disarm kits, though.)
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stranger
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OP
stranger
Joined: Apr 2014
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Yeah, that is also true. I actually really enjoyed how solving the mystery was actually quite difficult (for me at least. I'd be a poor detective). Finding Thelyron's abandoned shack with the letters from the conduit and his diary where he says he's responsible for the undead outbreak was irritating when that opened no new dialogue options with either him or Aureus.
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addict
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addict
Joined: Jun 2013
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One of the most annoying things that happened to me last time I played was that Madora is very intolerant to occasional unintentional collateral spell damage from party casters. It happens sometimes when she gets in the way of spells, or steps on hazardous surface created by party's spellcaster. It takes only 2 angry blurts from her until she becomes hostile. Friendly fire is ok if it deals damage to party members, but having them turn on you because of a simple miscast or dumb AI is not ok in my book. Ideally, there should be a lower difficulty setting in which friendly fire deals no damage. Making party members hostile because of FF maybe should only be available on higher difficulties.
Last edited by Aramintai; 04/05/14 08:00 PM.
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addict
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addict
Joined: Jun 2013
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Yeah, that is also true. I actually really enjoyed how solving the mystery was actually quite difficult (for me at least. I'd be a poor detective). Finding Thelyron's abandoned shack with the letters from the conduit and his diary where he says he's responsible for the undead outbreak was irritating when that opened no new dialogue options with either him or Aureus. I think it a quest inconsistency bug. Technically, you can discover that he is a culprit before going to the church and characters even say that they should confront him about it, but when they go to his house no new dialogues appear. I think this can be fixed with him dissapearing from his house if you find his documents first. That way you can normally confront him at the church. Also there was one more inconsistency at the church when the enemy (don't remember which one of them) admitted that it was he who was responsible for 3 bosses - flaming twins, baron and lighthouse monster, even though it is possible that the player haven't even encountered them, so those names mean nothing.
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addict
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addict
Joined: Jun 2013
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Also, the other thing before I forget - why do all the animals run away like mad when they see the party? It's quite annoying to chase them all over the place to try to talk to them.
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stranger
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OP
stranger
Joined: Apr 2014
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Also, the other thing before I forget - why do all the animals run away like mad when they see the party? It's quite annoying to chase them all over the place to try to talk to them. Oh man those running rats are so hard to click. I spent most of the playthrough trying to talk with all of them but I gave up after awhile.
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addict
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addict
Joined: Jun 2013
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Also, the other thing before I forget - why do all the animals run away like mad when they see the party? It's quite annoying to chase them all over the place to try to talk to them. Oh man those running rats are so hard to click. I spent most of the playthrough trying to talk with all of them but I gave up after awhile. Yea, this game needs a pause button, at least for the sake of catching those rats 
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journeyman
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journeyman
Joined: Nov 2010
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Don't rats naturally run away from humans?
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addict
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addict
Joined: Jun 2013
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Don't rats naturally run away from humans? Yea, but what's the point of having Pet Pal when you can't talk to animals because they run away too fast?
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veteran
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veteran
Joined: Jan 2009
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I heard (but didn't confirm) that if you drop cheese, that will lure rats closer so you can talk.
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addict
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addict
Joined: Jun 2013
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I heard (but didn't confirm) that if you drop cheese, that will lure rats closer so you can talk. Have't seen any cheese throughout a whole walkthrough. Too rare a drop it seems. What about chicken? Drop them wheat?
Last edited by Aramintai; 05/05/14 08:38 PM.
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addict
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addict
Joined: Mar 2014
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Have't seen any cheese throughout a whole walkthrough.
You can buy cheese in the Cyseal market - curious to see if that works.
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addict
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addict
Joined: Jun 2013
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Have't seen any cheese throughout a whole walkthrough.
You can buy cheese in the Cyseal market - curious to see if that works. Ok, I've tested the cheese lure and wheat lure. The rat comes and nabs the cheese, heals and then quickly runs away again, so it's not quite working. But when I tossed some wheat near rooster ir stopped running away. So there's definetly some sort luring mechanic at works here, glad to know.
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veteran
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veteran
Joined: Jan 2009
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I've just confirmed that Morning Person does not work with the resurrect provided by Comeback Kid. That's a very good idea, because otherwise it would be terribly imbalanced, but perhaps the description of Morning Person should note that it doesn't work with Comeback Kid.
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addict
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addict
Joined: Mar 2014
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Ok, I've tested the cheese lure and wheat lure. The rat comes and nabs the cheese, heals and then quickly runs away again, so it's not quite working. But when I tossed some wheat near rooster ir stopped running away. So there's definetly some sort luring mechanic at works here, glad to know. Thanks, didn't know about the wheat lure - seems a bit random, but rats can eat grains too. At least it's good to know Larian does intend some way to "catch" these buggers.
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veteran
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veteran
Joined: Apr 2011
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Heh, that's a nice little touch there  Should try it next time...
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stranger
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OP
stranger
Joined: Apr 2014
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Does anyone know if Larian intended to add body types at all? I think it would be a great addition. Seeing a monstrously muscular male rogue/wizard seems a little off to me.
If it isn't added in to the base game perhaps in a mod some day.
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veteran
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veteran
Joined: Apr 2011
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Doubtful, since it requires to modify models of all armors too...
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