krighaur
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Posts: 88 Likes: 170
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Post by krighaur on Sept 4, 2017 19:35:23 GMT
The Nexus officials know that the exiles, and the Krogans went somewhere.
A part of the Nexus officials (at last Kesh ad her team) rely on unofficial (read exiles) to find goods. You discover very soon that Sid (Vetra sister) is in contact with exiles.
Asks Kandros, he knows that the settlers, and the scouts are attacked not only by the kett but also by some exiles. He even offer you access to his APEX teams to remedy to this.
Drack return to the Nexus, even before knowing Ryder ... don't say me that Drack doesn't talk about what he sees in the cluster.
PeeBee has still an apartment in the Nexus and use it.
Vetra is in contact with many outcasts.
There are many scientists traveling in the cluster (you find evidence when you scan the planets)
So perhaps it's not evident that the sector is already visited by Milky way races, if you rely on youtube video, or on rushed play to make your opinion, but if you try to immerse yourself in your Ryder you know that, and as a result you know that some place have already been discovered.
Does it makes you dislike your Ryder ? Personnaly I have absolutely no problem with that.
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mannyray
N3
Played Anthem finally. So... yeah.
Games: Mass Effect Trilogy, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
XBL Gamertag: Drycake3000
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Played Anthem finally. So... yeah.
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Post by mannyray on Sept 7, 2017 14:58:01 GMT
Hey, stop stealing my lines. Yes, it makes no GOD DAMN sense. And, people trying to explain it away are simply failing to see the bigger picture. YES, the Nexus did know about Kadara especially since when we first arrive there both Vetra and Drack state they have their own business they need to attend to. Thus, this implies that they've been to the port before. And, Kesh, another Initiative senior member, is in constant contact with the Krogan who have dealings on Kadara. It's a MASSIVE plot hole. Also, people here are overplaying the condition on Kadara. The fact of the matter is that Kadara is a relatively safe and stable port that provides shelter, food, and water to all of its inhabitants. Additionally, even individuals exiled from the port are able to survive out in the badlands without serious issue. This completely undercuts the idea that humanity and the Milker species were in some super dire situation prior to Ryder's arrival. Eos, upon Ryder turning on the terraforming machine, is still described as harsh but capable of living in and establishing an outpost. The fact that the Nexus considered Eos a success despite its harsh condition including deadly radiation just goes to show you how good a place like Kadara is. Kadara is when the game's narrative completely collapses in on itself and it never recovers after it. This has always been one of my major gripes with the game's story. Kadara should have been a story arc in which a handful of pirate ships making it day-to-day doing it and run on Kett and even Angara vessels (intriguing political conflicts upon 'official' first contact anyone?) maybe even by the time the Pathfinder found them they managed to steal a larger Kett vessel, as Angaran resistance had done in the actual game. The entire Kadara outpost already existing makes the first contact with the Angara redundant since they are living and working together already on that world. Sloane Kelly et. al as a rogue pirate band is a great start to an arc that would get the Inititiative Kadara, but... I guess that made too much sense.
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Post by abaris on Sept 7, 2017 16:20:03 GMT
This has always been one of my major gripes with the game's story. Kadara should have been a story arc in which a handful of pirate ships making it day-to-day doing it and run on Kett and even Angara vessels (intriguing political conflicts upon 'official' first contact anyone?) maybe even by the time the Pathfinder found them they managed to steal a larger Kett vessel, as Angaran resistance had done in the actual game. The entire Kadara outpost already existing makes the first contact with the Angara redundant since they are living and working together already on that world. Sloane Kelly et. al as a rogue pirate band is a great start to an arc that would get the Inititiative Kadara, but... I guess that made too much sense. It doesn't compute on too many levels to count. They're obviously all exiles from the nexus. A skeleton crew in any case, going by what the Nexus officials are trying to say. They couldn't wake up a whole lot of people because of lacking supplies. And yet these exiles, who are again only a faction of the original skeleton crew, not only managed to find a suitable planet (who gave them shuttles anyway, since I'm pretty sure they're in demand also) they were strong enough to kick the Angarans into submission, defeat the Kett and still have enough manpower to drop and endless stream of outlaws in front of your Nomad (again using Shuttles - is there a production line somewhere?) Honestly, who writes something like that and calls it a day? That's more suspense of disbelief than I'm willing to stomach.
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Post by traks on Sept 7, 2017 17:12:20 GMT
It's best to ignore Kadara (as much as possible), because a) the exile angle isn't needed and besides interrogating Vehn Terev and the Monoliths/Vault there happens nothing that should be of any interest for a pathfinder. Definitely the weakest part of the story IMO, though it's not because Kelly is running the Angaran port, but because of a) and .
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Post by Hanako Ikezawa on Sept 7, 2017 17:18:43 GMT
It's best to ignore Kadara (as much as possible), because a) the exile angle isn't needed and besides interrogating Vehn Terev and the Monoliths/Vault there happens nothing that should be of any interest for a pathfinder. Definitely the weakest part of the story IMO, though it's not because Kelly is running the Angaran port, but because of a) and . By that criteria wouldn't Havarl and Elaaden be the weakest parts of the story? You don't even need to go to those planets at all for the main quest.
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Post by traks on Sept 7, 2017 17:27:01 GMT
It's best to ignore Kadara (as much as possible), because a) the exile angle isn't needed and besides interrogating Vehn Terev and the Monoliths/Vault there happens nothing that should be of any interest for a pathfinder. Definitely the weakest part of the story IMO, though it's not because Kelly is running the Angaran port, but because of a) and . By that criteria wouldn't Havarl and Elaaden be the weakest parts of the story? You don't even need to go to those planets at all for the main quest. Not sure if you understood my criteria. On Havarl you help Angarans, learn more about their culture etc., so that is something that is of interest to my Ryder. On Eladaan you have an opportunity to cooperate with the Krogans after you got the hint that someone there plans something big against the Initiative. On Kadara some dude asks me if I can investigate a murder case or find some stuff he lost!? Sorry, but I'm in search of Meridian and have better things to do. From a story standpoint it doesn't fit into what my Pathfinder is trying to do and it is the only planet where I have absolutely no interest in, that's why it is for me the weakest part in the game's story. If the Initiative would've send me to get the exiles back in line or to negotiate with them, it might have been different, but the way it is presented it's something I rather ignore.
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Post by KaiserShep on Sept 7, 2017 17:30:34 GMT
This has always been one of my major gripes with the game's story. Kadara should have been a story arc in which a handful of pirate ships making it day-to-day doing it and run on Kett and even Angara vessels (intriguing political conflicts upon 'official' first contact anyone?) maybe even by the time the Pathfinder found them they managed to steal a larger Kett vessel, as Angaran resistance had done in the actual game. The entire Kadara outpost already existing makes the first contact with the Angara redundant since they are living and working together already on that world. Sloane Kelly et. al as a rogue pirate band is a great start to an arc that would get the Inititiative Kadara, but... I guess that made too much sense. It doesn't compute on too many levels to count. They're obviously all exiles from the nexus. A skeleton crew in any case, going by what the Nexus officials are trying to say. They couldn't wake up a whole lot of people because of lacking supplies. And yet these exiles, who are again only a faction of the original skeleton crew, not only managed to find a suitable planet (who gave them shuttles anyway, since I'm pretty sure they're in demand also) they were strong enough to kick the Angarans into submission, defeat the Kett and still have enough manpower to drop and endless stream of outlaws in front of your Nomad (again using Shuttles - is there a production line somewhere?) Honestly, who writes something like that and calls it a day? That's more suspense of disbelief than I'm willing to stomach. The endless drop of enemies is a design flaw too common in a lot of open worlds. Inquisition did this a touch better by having most cleared areas stay that way and even have peaceful NPC's living there.
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Post by KaiserShep on Sept 7, 2017 17:34:23 GMT
By that criteria wouldn't Havarl and Elaaden be the weakest parts of the story? You don't even need to go to those planets at all for the main quest. Not sure if you understood my criteria. On Havarl you help Angarans, learn more about their culture etc., so that is something that is of interest to my Ryder. On Eladaan you have an opportunity to cooperate with the Krogans after you got the hint that someone there plans something big against the Initiative. On Kadara some dude asks me if I can investigate a murder case or find some stuff he lost!? Sorry, but I'm in search of Meridian and have better things to do. From a story standpoint it doesn't fit into what my Pathfinder is trying to do and it is the only planet where I have absolutely no interest in, that's why it is for me the weakest part in the game's story. If the Initiative would've send me to get the exiles back in line or to negotiate with them, it might have been different, but the way it is presented it's something I rather ignore. Well, our big damn heroes always have more important business, yet my Warden decided to smuggle lyrium into the Circle for some dude even though it'd amount to dick against Loghain or the darkspawn. However, the murder mystery is part of the optional quest chain leading up to establishing a proper Initiative outpost, so there's that.
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Post by traks on Sept 7, 2017 17:43:59 GMT
Not sure if you understood my criteria. On Havarl you help Angarans, learn more about their culture etc., so that is something that is of interest to my Ryder. On Eladaan you have an opportunity to cooperate with the Krogans after you got the hint that someone there plans something big against the Initiative. On Kadara some dude asks me if I can investigate a murder case or find some stuff he lost!? Sorry, but I'm in search of Meridian and have better things to do. From a story standpoint it doesn't fit into what my Pathfinder is trying to do and it is the only planet where I have absolutely no interest in, that's why it is for me the weakest part in the game's story. If the Initiative would've send me to get the exiles back in line or to negotiate with them, it might have been different, but the way it is presented it's something I rather ignore. Well, our big damn heroes always have more important business, yet my Warden decided to smuggle lyrium into the Circle for some dude even though it'd amount to dick against Loghain or the darkspawn. However, the murder mystery is part of the optional quest chain leading up to establishing a proper Initiative outpost, so there's that. Exactly. That's what I'm criticizing, that something that shouldn't be of any interest to a Pathfinder is central to establishing an outpost. IMO that's a story arc that doesn't make any sense (at least not how it is presented) and that's why I don't like Kadara and don't create an outpost there in my canon. When I play the story for the story, I don't care for going through a check box that doesn't fit my role.
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Post by alanc9 on Sept 7, 2017 17:57:25 GMT
This has always been one of my major gripes with the game's story. Kadara should have been a story arc in which a handful of pirate ships making it day-to-day doing it and run on Kett and even Angara vessels (intriguing political conflicts upon 'official' first contact anyone?) maybe even by the time the Pathfinder found them they managed to steal a larger Kett vessel, as Angaran resistance had done in the actual game. The entire Kadara outpost already existing makes the first contact with the Angara redundant since they are living and working together already on that world. Sloane Kelly et. al as a rogue pirate band is a great start to an arc that would get the Inititiative Kadara, but... I guess that made too much sense. It doesn't compute on too many levels to count. They're obviously all exiles from the nexus. A skeleton crew in any case, going by what the Nexus officials are trying to say. They couldn't wake up a whole lot of people because of lacking supplies. And yet these exiles, who are again only a faction of the original skeleton crew, not only managed to find a suitable planet (who gave them shuttles anyway, since I'm pretty sure they're in demand also) they were strong enough to kick the Angarans into submission, defeat the Kett and still have enough manpower to drop and endless stream of outlaws in front of your Nomad (again using Shuttles - is there a production line somewhere?) Honestly, who writes something like that and calls it a day? That's more suspense of disbelief than I'm willing to stomach. The shuttles were stolen along with all the other stuff they stole, presumably. Actually, most of your problems with the narrative seem to be driven by your own bad assumptions. As opposed to its real problems, which you stumble around on the edges of sometimes.
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Post by alanc9 on Sept 7, 2017 18:05:27 GMT
By that criteria wouldn't Havarl and Elaaden be the weakest parts of the story? You don't even need to go to those planets at all for the main quest. On Kadara some dude asks me if I can investigate a murder case or find some stuff he lost!? Sorry, but I'm in search of Meridian and have better things to do. From a story standpoint it doesn't fit into what my Pathfinder is trying to do and it is the only planet where I have absolutely no interest in, that's why it is for me the weakest part in the game's story. If the Initiative would've send me to get the exiles back in line or to negotiate with them, it might have been different, but the way it is presented it's something I rather ignore. Agreed. While settling the Outcast /Collective rivalry makes sense in the abstract as a part of bringing Kadara into the fold, the presentation is a mess.
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krighaur
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Posts: 88 Likes: 170
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Post by krighaur on Sept 7, 2017 18:15:25 GMT
Seeing how even your crew don't believe in you it doesn't surprise me that the nexus officials don't send you to Kadara. They believe Kadara is a too though nuts for Ryder to crack. So they don't send you to an inevitable death.
Then when you arrive at Kadara, and after being certainly briefed by Drack and Vetra, you decide to keep a low profile and to win some allies by doing some job for them.
Note that SAM reinforce this by telling you not to fight when you enter the town.
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Post by alanc9 on Sept 7, 2017 18:40:16 GMT
Hey, what happens if you simply walk by the corpse in Kadara port? I scanned it out of idle curiosity last time, and so now I've got the sidequest.
If you don't, are you told that you need to get involved with this? If so, how and by whom?
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Post by Deleted on Sept 7, 2017 18:44:35 GMT
Well, our big damn heroes always have more important business, yet my Warden decided to smuggle lyrium into the Circle for some dude even though it'd amount to dick against Loghain or the darkspawn. However, the murder mystery is part of the optional quest chain leading up to establishing a proper Initiative outpost, so there's that. Exactly. That's what I'm criticizing, that something that shouldn't be of any interest to a Pathfinder is central to establishing an outpost. IMO that's a story arc that doesn't make any sense (at least not how it is presented) and that's why I don't like Kadara and don't create an outpost there in my canon. When I play the story for the story, I don't care for going through a check box that doesn't fit my role. The Pathfinder's role was ambiguous, and is largely up to you to define - as are your character's priorities and motivations. If your character cares at all about building bridges between the Ai and exiles (possibly giving amnesty to some of them), recovering property taken from the Ai, breaking up smuggling rings, interjecting in trade, etc., or just not having a crime/corruption capital in the cluster, then Kadara is well worth her time. You might not have to have an outpost there to complete the story, but more outposts = more resources, greater variety, more opportunity for scientific study, less overall risk.
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Post by traks on Sept 7, 2017 19:11:37 GMT
Exactly. That's what I'm criticizing, that something that shouldn't be of any interest to a Pathfinder is central to establishing an outpost. IMO that's a story arc that doesn't make any sense (at least not how it is presented) and that's why I don't like Kadara and don't create an outpost there in my canon. When I play the story for the story, I don't care for going through a check box that doesn't fit my role. The Pathfinder's role was ambiguous, and is largely up to you to define - as are your character's priorities and motivations. If your character cares at all about building bridges between the Ai and exiles (possibly giving amnesty to some of them), recovering property taken from the Ai, breaking up smuggling rings, interjecting in trade, etc., or just not having a crime/corruption capital in the cluster, then Kadara is well worth her time. You might not have to have an outpost there to complete the story, but more outposts = more resources, greater variety, more opportunity for scientific study, less overall risk.The thing is: how should a Pathfinder guess/know that helping some random guy on Kadara with some random tasks would help the Initiative establish an outpost there? Doesn't make sense to me. Negotiating with Sloane? Sure, that would have been something I would have put on my agenda. The Initiative or the Resistance asking you to take a look at the problematic exiles? Sure, I take a look and see what I can do. The exiles running into a problem with the Kett or Roekaar where it becomes clear that they won't make it without the Initiative's help? Of course I'm trying to help, because they are our people. Anyways, I'm just saying that I think the story arc there is weak. Doesn't mean that I have any problem if it fits your Pathfinder story. I am just hoping that the writing/presentation improves in a possible sequel. BTW: I finished the part four times to be able to fight the Architect, but did it (after the initial playthrough) always post-game, when just exploring what's up in Andromeda makes more sense for the Pathfinder IMO. It helps a bit, but doesn't make this part any more interesting for me.
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krighaur
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Posts: 88 Likes: 170
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Post by krighaur on Sept 7, 2017 19:25:55 GMT
The Pathfinder's role was ambiguous, and is largely up to you to define - as are your character's priorities and motivations. If your character cares at all about building bridges between the Ai and exiles (possibly giving amnesty to some of them), recovering property taken from the Ai, breaking up smuggling rings, interjecting in trade, etc., or just not having a crime/corruption capital in the cluster, then Kadara is well worth her time. You might not have to have an outpost there to complete the story, but more outposts = more resources, greater variety, more opportunity for scientific study, less overall risk.The thing is: how should a Pathfinder guess/know that helping some random guy on Kadara with some random tasks would help the Initiative establish an outpost there? Doesn't make sense to me. Negotiating with Sloane? Sure, that would have been something I would have put on my agenda. The Initiative or the Resistance asking you to take a look at the problematic exiles? Sure, I take a look and see what I can do. The exiles running into a problem with the Kett or Roekaar where it becomes clear that they won't make it without the Initiatives help? Of course I'm trying to help, because they are our people. Anyways, I'm just saying that I think the story arc there is weak. Doesn't mean that I have any problem if it fits your Pathfinder story. I am just hoping that the writing/presentation improves in a possible sequel. BTW: I finished the part four times to be able to fight the Architect, but did it (after the initial playthrough) always post-game, when just exploring what's up in Andromeda makes more sense for the Pathfinder IMO. It helps a bit, but doesn't make this part any more interesting for me. You can negotiate with Sloane ... she dismisses you with disdain ... so what to do next ? Ah there are murder, it makes the guards nervous, there is an opposite faction ... why not search in this direction ? Then a guy who seems to have many ressources asks you to help him ... You can run away, or you can accept the task which divert your Ryder from her main task ... and honestly did you never experienced such shortcut in other RPG, and not only in Bioware games (Geralt collecting game cards while he is desesperately searching Ciri ... cough ... cough) ?
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Post by Deleted on Sept 7, 2017 19:31:00 GMT
The Pathfinder's role was ambiguous, and is largely up to you to define - as are your character's priorities and motivations. If your character cares at all about building bridges between the Ai and exiles (possibly giving amnesty to some of them), recovering property taken from the Ai, breaking up smuggling rings, interjecting in trade, etc., or just not having a crime/corruption capital in the cluster, then Kadara is well worth her time. You might not have to have an outpost there to complete the story, but more outposts = more resources, greater variety, more opportunity for scientific study, less overall risk.The thing is: how should a Pathfinder guess/know that helping some random guy on Kadara with some random tasks would help the Initiative establish an outpost there? You don't. You can do them for whatever reason you concoct (which could be simple curiosity, or a desire to figure out what's going on there) - or not. Really, if you have any interest at all in placing an outpost there, conducting trade, or anything else, you need to be doing some recon. This may point to a key difference in playstyles, or interpretation of the Pathfinder's role. I don't generally restrict my character's activities or motives to what some other authority figure specifically assigns or asks her to do. I was pretty curious about how the exiles were making out on Kadara, what their lives were like, and also actively wanted to try to bring them back into the Ai - or at least start to build some bridges - so establishing working relationships with some exiles was a step toward a goal. Well, there's always room for improvement. I personally don't find it any weaker than a lot of other game story premises. And since it's optional content - it's entirely appropriate that some players would feel compelled to do it while others do not.
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N7
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
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Post by melbella on Sept 7, 2017 19:38:58 GMT
The shuttles were stolen along with all the other stuff they stole, presumably. Actually, most of your problems with the narrative seem to be driven by your own bad assumptions. As opposed to its real problems, which you stumble around on the edges of sometimes. According to the book, Nexus Uprising, Tann offered the shuttles and a couple weeks of supplies as part of his bluff deal to get the insurgents to back down and go back into cryo. Much to his chagrine, they didn't back down and accepted his deal of exile.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by krighaur on Sept 7, 2017 19:41:08 GMT
@pasquale
Totally agree and I add that if you care too much about what the authoritiess ask you ... you don't finish the main quest, because they speciffically gave you order not to continue your investigations ! (When I first came at this part of the game I thought the tempest would be unavailable)
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mannyray
N3
Played Anthem finally. So... yeah.
Games: Mass Effect Trilogy, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
XBL Gamertag: Drycake3000
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Post by mannyray on Sept 7, 2017 19:46:02 GMT
It's best to ignore Kadara (as much as possible), because a) the exile angle isn't needed and besides interrogating Vehn Terev and the Monoliths/Vault there happens nothing that should be of any interest for a pathfinder. Definitely the weakest part of the story IMO, though it's not because Kelly is running the Angaran port, but because of a) and . If they were going to roll with an exile angle they should have had the battle still happen offscreen but we end up running into sloane kelly and, say 2/3rds of their exiles crammed into a small frigate type kett vessel engaging in piracy to survive. Hell have first contact on Aya with the Angara go particularly bad, and the pathfinder has to do a verbal tapdance just to not get thrown in a cell at gunpoint. Add in another aspect that most of the exiles were snapped up by the Kett and thrown in tanks. Kelly and the gang that managed to commandeer the frigate vessel were the lucky ones. Have it turn out that the imprisoned exiles are being held on Kadara and you already have a much more interesting premise than what we got in the actual game. Once settled, you could have Kadara being that first step in smoothing things over with the Angara as well as building toward a lasting peace with the exiles. Maybe even throw in a choice to have a trade agreement but give the exiles sovereignty. More to do, we get an epic gun battle for Kadara and to free some imprisoned exiles, and the beginnings of diplomacy. And the Pathfinder is the catalyst to make it all possible.
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1129
0
Nov 25, 2024 23:55:29 GMT
2,052
traks
1,012
Aug 22, 2016 11:07:02 GMT
August 2016
traks
Mass Effect Trilogy, Mass Effect Andromeda
t_raks_99
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Post by traks on Sept 7, 2017 20:32:39 GMT
@pasquale Totally agree and I add that if you care too much about what the authoritiess ask you ... you don't finish the main quest, because they speciffically gave you order not to continue your investigations ! (When I first came at this part of the game I thought the tempest would be unavailable) My example of the Initiative or the Resistance asking to take a look at the exiles wasn't meant to say "do what the authorities say", but rather "give me something, anything to peak my interest in such a pointless task". The search for Meridian doesn't need any extra motivation. A murder case on Kadara on the other hand... They could've for example created interesting subplots with Addison asking you to get Sloane back into the Initiative and Akksul telling you "work with my informant Reyes to get Sloane out of her seat". So basically creating a situation where you have to choose between your new allies or the organization you work for. The way it is presented, my Ryders in subsequent playthroughs got the information from Vehn (one way or the other) and took off. Not because that's what the authorities wanted, but because Kadara - the way it's presented - fits the least into a Ryder committed to finding Meridian, a Ryder who only goes left or right from that path if something of immediate interest (Arks or other opportunities to strengthen the cause, problems for allies or the Initiative) comes up to warrant a delay. So again: all I'm saying is that if a writer wants me to care about the situation on Kadara at the point it comes up in the story, give me something interesting to do.
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inherit
1129
0
Nov 25, 2024 23:55:29 GMT
2,052
traks
1,012
Aug 22, 2016 11:07:02 GMT
August 2016
traks
Mass Effect Trilogy, Mass Effect Andromeda
t_raks_99
|
Post by traks on Sept 7, 2017 20:37:46 GMT
Hey, what happens if you simply walk by the corpse in Kadara port? I scanned it out of idle curiosity last time, and so now I've got the sidequest. If you don't, are you told that you need to get involved with this? If so, how and by whom? The game (and SAM) tell you to work with Reyes and he will ask you to investigate it.
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inherit
3439
0
9,664
alanc9
Old Scientist Contrarian
8,054
February 2017
alanc9
|
Post by alanc9 on Sept 7, 2017 21:38:50 GMT
Hey, what happens if you simply walk by the corpse in Kadara port? I scanned it out of idle curiosity last time, and so now I've got the sidequest. If you don't, are you told that you need to get involved with this? If so, how and by whom? The game (and SAM) tell you to work with Reyes and he will ask you to investigate it. Yeah, but do they tell you why? SAM mentioned that we can now get back to solving the murder, but I already signed on for doing that. It starts showing up in the mandatory tasks list for settling Kadara too, but that's awfully clumsy.
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inherit
3439
0
9,664
alanc9
Old Scientist Contrarian
8,054
February 2017
alanc9
|
Post by alanc9 on Sept 7, 2017 21:48:10 GMT
The way it is presented, my Ryders in subsequent playthroughs got the information from Vehn (one way or the other) and took off. Not because that's what the authorities wanted, but because Kadara - the way it's presented - fits the least into a Ryder committed to finding Meridian, a Ryder who only goes left or right from that path if something of immediate interest (Arks or other opportunities to strengthen the cause, problems for allies or the Initiative) comes up to warrant a delay. So again: all I'm saying is that if a writer wants me to care about the situation on Kadara at the point it comes up in the story, give me something interesting to do. And nobody except the journal is selling Ryder on settling Kadara. Ryder can't even bring up AI-Kadara relations with Sloan until further down the questline.
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inherit
4578
0
5,014
griffith82
Hope for the best, plan for the worst
4,259
Mar 15, 2017 21:36:52 GMT
March 2017
griffith82
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Post by griffith82 on Sept 7, 2017 21:56:55 GMT
This has always been one of my major gripes with the game's story. Kadara should have been a story arc in which a handful of pirate ships making it day-to-day doing it and run on Kett and even Angara vessels (intriguing political conflicts upon 'official' first contact anyone?) maybe even by the time the Pathfinder found them they managed to steal a larger Kett vessel, as Angaran resistance had done in the actual game. The entire Kadara outpost already existing makes the first contact with the Angara redundant since they are living and working together already on that world. Sloane Kelly et. al as a rogue pirate band is a great start to an arc that would get the Inititiative Kadara, but... I guess that made too much sense. It doesn't compute on too many levels to count. They're obviously all exiles from the nexus. A skeleton crew in any case, going by what the Nexus officials are trying to say. They couldn't wake up a whole lot of people because of lacking supplies. And yet these exiles, who are again only a faction of the original skeleton crew, not only managed to find a suitable planet (who gave them shuttles anyway, since I'm pretty sure they're in demand also) they were strong enough to kick the Angarans into submission, defeat the Kett and still have enough manpower to drop and endless stream of outlaws in front of your Nomad (again using Shuttles - is there a production line somewhere?) Honestly, who writes something like that and calls it a day? That's more suspense of disbelief than I'm willing to stomach. Right and the OT never had any suspension of disbelief moments. *points to entire Citadel dlc, BDTS, entirety of ME2* Btw I love the examples I used.
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