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Yup ... and they strugle to their last breath, since they know better than anyone what is happening to prisoners, or slaves.

I see no need for this cutscene ... we either finish her off in regular combat, or knock her out ...
And if we knock her out, then Zevlor (and possibly Halsin) asks us after battle, what will we do with her ... then we can decide to either give her to tieflings, or druids, or keep her for oureself.

I simply dont like the idea her showing us her weakness.

Actually it's a very good idea if you indeed manage to knock her out, fully agreed on that one. The whole chase part of the idea, could be also added there, like if we kill enough attackers and she starts to flee, after battle Zevlor approaches us and tells us basically same thing. It's even better for devs since it's 99% same dialogue with just one part differing, with first sentence differing that she wasn't captured unconscious during the battle, instead the tieflings sent after her have done that. (after all Minthara is a big fish in goblin camp, so it's a huge tactical victory to hold her as a prisoner)

As for the cutscene, I'm not sure what weakness would she be showing, when she is literally unable to fight anymore. All that she could do at this point, is to look at our character either miserably or with disgust (or even both). And at least for me, it adds a decent roleplaying moment to see the results differ, based on what we have done during the siege. After all the battle would hugely differ in result, right? If we want to be chaotic evil, well, it's obvious what we will do. At same moment, if someone wants to roleplay a lawful or just a good character (even neutral evil actually), it adds a bit of flavor to have a different options, regarding the now captured prisoner, including the first option, which would happen still in the grove, right as they capture the drow.

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This whole conversation can be just the same happening in your camp, when she is in that cage ...
After all, she have informations we could want.

Same as above IMO, adds a little bit of roleplaying aspect and could affect her initial behaviour in camp (if she is disgusted with us or scared)


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And that is exactly why i would pass every relation mading decision to post-moonrise towers ...

First of all, seeing on her own eyes what is happening there could shaken her believes.
And also (as much i presume) in the end of Moonrise Towers story your character will probably be known either as blessed by the Absolute ... or destroyer of the Absolute ... so, that sounds to me like good reason for Minthara to concider you either valuable aly, or threat big enough to want to stay on your good side.

It is going to be a decisive point, that's for sure. Depending on how do you want to act:
- You could either make her attached to you because like I have said before, she has noone else as an ally, she can't return due to likely punishment and it's too dangerous for her to be alone
- You have shown her that the so called Absolute lied to her (as apparently the cult followers do not know about the Tadpole)
- You have destroyed the Absolute at Moonrise Towers, earning her respect or fear, depending on your interactions
- A decision by PC was made, leading to increased control over the tadpole. Again, she might be loyal out of respect or fear
Obviously how do you treat her should be a huge factor here, if she is afraid, respects/likes you, if PC tries to romance her (only possible with good attitiude and after some time) etc.


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[I imagine it as mocking and laughting at us for the first time ... and in time change that to lecturing us about how people need to be strong, and how our good will and hope makes us weak ... then there could be some persuation dices to show her that even in our "weakened" status we were able to defeat her ... etc. etc.
Basicly i believe that Minthara in cage is perfect opourtunity for our protagonist to lead filosofic debates abour selflessness vs. selfishness, pros and cons, etc. smile

Same reaction as abowe, and even more abowe.
Well said!

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Honestly, i hope not.
Yes, there certainly is possibility for redemption arc, and i think that would be shame (or misstake if that would be the only way) ... not everyone in world need to be redempted, no everyone want to be redempted, and since some protagonist simply are evil, they also need someone to follow them.

Anyway why so many people loves redemtion story, and we get so few coruption story? laugh
It could be fun if in every single conversation between Minthara and Protagonist we have options to either try to redempt her, or being corupted by her ... and see where it goes. :3
I must say, that it makes sense for her to be redeemed, but only if player does lead her there. I agree that there should be possbility of leading her towards the darker path, after all we might for example want to do a evil-style campaign, right? The more options the better! (as long as they follow logic, obviously)
As for redemption stories being popular, it's because they are pretty emotional and usually easier to do than someone being corrupted into being evil in a way that makes sense.
Seeing simliar style of interaction for companions (slowly changing their worldview), who are full of doubt or could have their worldview easily shaken (like Lae'zel, Gale, Shadowheart) would be beyond amazing.


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Maybe ...
I know that in mine first gameplay i decided to help tieflings, and killed Kagha ... and every single other druid with her ... and truth is that Halsin forgived me, with words "you did what you had to do" ...

But anyway this condition still seem odd ...
We should be able to tell, and show "captured Halsin" all things we can no matter if we killed Tieflings or not. :-/
Even if we wipe whole groove ... we can regred that decision afterwards, especialy if we then also fail to persuate Minthara to not attack us, since in that case, we are litteraly alone.

Yes, I can't disagree with Halsin still letting us recieve help from him. Especially if there is a genuine regret coming from our character, which he as a powerful, wise druid could easily sense. Forcing us to kill him is just lame.
As for the Minthara part, the only way to fight her at camp is to basically treat her badly, so that you are forced to do an intimidation check (as persuasion option always works, same goes for tadpole power) or to choose to fight her anyways. There should be an option to still manage the situation with less than lethal result (knockout/resurrection/whatever) so that we are given more control over how it goes. It could be an interesting roleplay option for evil characters to punish her, but still let her live and work for you. (lawful/neutral evil comes to mind). Or be nice (and evil character could still do this if player chooses it, as a manipulation tactic, feigning forgiveness). It should be much more flexible.


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Yeah, they were diging holes and filling them with oil barels since you left (unless you decide to return, before you tell Minthara where they are) ...

It just still seem odd ... like:
"Heya Zevlor, things just happened and i have found this 20 barrels of certainly 100% oil, dont open it even if they weight barely half of those you have ben diging all around whole afternoon ... wanna use them aswell?"

Sorry, but i cant see it right, especialy if using secret passage gets the same result without need of your "simple traveler" become bigest oil merchant in sword coast. :-/

Fair point, after a little bit of thinking indeed the secret passage seems like a perfect solution, avoiding the problem described above. It would be probably less annoying to code and implement into game too and would give the secret passage location a little more of gameplay time.

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I have not seen any survey, but i have participated in many discusions on this theme with other people here on forum ...
All i can say for sure is that some will never be satisfied. And not even Larian can please everyone. :-/

Hmm, that is why I prefer to have more (than less) options in games for as long, as they make sense. Not only does it improve replayability and roleplaying, but also it makes more people satisfied, since we can fit a lot of playstyles. Looking at reddit and forums, many people were dis-satisfied because of lack of choice.
For example the grove siege forces a "murderhobo solution" as soon as it begins, meanwhile a smart evil character would either bait their leader into an ambush through tunnels, use the gate trick with opening it just to catch some of attackers into a trap or focus the leader. Everyone fighting to death doesn't make any sense either and it would make the battle less of a chore (AI processing times for so many characters) for them to flee if we meet the criteria.


Currently fighting inside the actual camp/grove is not so well done and serves little purpose, seeing 20 goblins take 5 min in total to do their turns, all of them approaching to those 3 tieflings who are spread apart like 30 m from each other; just to critically miss whenever possible.
And because of this simliar style of rework should be done if you attack the grove, with like mentioned before, showing the secret passage (but without it being a trap, this time).
Zevlor dying/being knocked out/etc. should impact Tieflings negatively, the battle should take place mostly on the walls, when defenders are still relatively organised, then at druid grove and optionally in the chamber ( let us choose to still spare tieflings, good reasons even for evil characters for it were given in previous posts).

It wouldn't be hard to code a morale system, with let's say that Zevlor dying takes 3 points away, one of defenders dying takes 1 points. With 12 defenders there to begin with, including the Zevlor, it would make it 14 points initially; if it falls down below 6 defenders panic and run away, if it drops below 9 they lose 1 attack and AC point; the death of their leader should have simliar effect, with both fo them stacking. Simliar approach could be done for the defending part, with Goblins and Minthara having this solution applied to them as well, with difference that capturing Minthara duing the secret tunnel Ambush could cause enough of a mayhem among the Cultists, that they flee instantly when they lose only a few of their troops.

If a certain solution is not possible, there should be a reason for this; like Wyll won't cooperate with Goblins due to his past, no matter what. Or it just doesn't make sense, like Gale can't just become a lvl 20 wizard over a single night.

"Murderhobo solution" isn't bad as an option, it's bad that we can't do anything else while attacking/defending the grove. Playing chaotic evil barbarian would make sense for it, to be like it is now, with some changes like the morale/capture etc. mechanics, but why would 1000 IQ lawful evil wizard not try to maximise his advantage? The barbarian might just mererly enjoy fighting and killing enemies, while the wizard would want winning as easily as possible. And being able to play as anyone you want, while choosing evil side would make it more appealing for players to be picked. Even the chaotic evil playstyle would benefit greatly, with another options of causing mess everywhere or following their ever changing whims.

What I personally love in Larian games is the emphasis on tactics and well thought actions with NPCs. Let us do that, especially since actions which could make it possible are already in the game. (the cage for prisoners, knocking out, resurrecting npcs, the secret passage, even in game characters tell us how important leaders for goblins and tieflings are)

Edit:Grammar

Last edited by TheOnlyRealTav; 04/01/21 04:40 PM.