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Post by Deleted on Sept 7, 2017 22:02:52 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. Or Ryder herself, depending on the goals, motivations, independent thought processes, whatever the player imbues her with.
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Post by griffith82 on Sept 7, 2017 22:04:34 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. Wow nitpick much? Is called RPing your character.
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Post by mannyray on Sept 7, 2017 22:07:47 GMT
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. Wow nitpick much? Is called RPing your character. The fact Ryder sees a planet with a breathable atmosphere should be obvious motivation enough.
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Post by griffith82 on Sept 7, 2017 22:18:23 GMT
Wow nitpick much? Is called RPing your character. The fact Ryder sees a planet with a breathable atmosphere should be obvious motivation enough. Yup pretty much. I lost an outpost this time because I really wanted to tell Morda to fuck off. It was deeply satisfying.😁
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Post by haolyn on Sept 7, 2017 22:20:18 GMT
people expect kadara to make sense population wise when it's written by the same bioware that wrote cerberus in me3? can't relate
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Post by griffith82 on Sept 7, 2017 22:21:52 GMT
people expect kadara to make sense population wise when it's written by the same bioware that wrote cerberus in me3? can't relate Oh for......
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Post by Serza on Sept 7, 2017 22:38:37 GMT
Would the lot of you play nice?
I'm running low on sarcasm here.
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Post by alanc9 on Sept 8, 2017 0:39:06 GMT
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. Wow nitpick much? Is called RPing your character. Huh? Having to look at your journal to see what the game narrative wants you to do next is pretty much the opposite of RP. With pure RP most of my Ryders would never get anywhere on Kadara because they would never bother with investigating a random murder in that shithole. The Outcasts are supposed to be the police there; let them handle it.
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Post by alanc9 on Sept 8, 2017 0:46:33 GMT
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. Or Ryder herself, depending on the goals, motivations, independent thought processes, whatever the player imbues her with. I should have been more precise. I was talking about the particular hoops Ryder has to jump through in order to settle Kadara. The connection between the required action and the desired result isn't made anywhere but the journal.
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Post by melbella on Sept 8, 2017 0:58:03 GMT
Or Ryder herself, depending on the goals, motivations, independent thought processes, whatever the player imbues her with. I should have been more precise. I was talking about the particular hoops Ryder has to jump through in order to settle Kadara. The connection between the required action and the desired result isn't made anywhere but the journal.
For exact actions, yes, but that is kinda what the journal is for. However, if you ask Tann what kinds of things will make a place viable, he tells you: political stability, enemies not trying to kill colonists, fix the environment, etc. Those are all things you can do on Kadara. I admit, I was a bit puzzled my first PT why SAM kept telling me to talk to Reyes, but that's the game's way of telling you (so you don't have to look at the journal) how to progress on Kadara and increase viability.
There are hoops to settling every outpost, not just Kadara. Personally, I think the kett command center on Eos should have to be taken down before you can found Prodromos, but all you have to do there is reset the vault. Granted, it is the most elaborate one, but clearing the radiation helps the kett as much as it does the AI.
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Post by alanc9 on Sept 8, 2017 4:44:13 GMT
Yeah, I know SAM's message about the murder is trying to get you on track. The whole argument is that the game's way of establishing that a track exists in the first place was lousy.
As for journals, honestly, I'm starting to think that they should just be abolished. But I'd settle for getting rid of quest markers.
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Post by griffith82 on Sept 8, 2017 12:45:10 GMT
Wow nitpick much? Is called RPing your character. Huh? Having to look at your journal to see what the game narrative wants you to do next is pretty much the opposite of RP. With pure RP most of my Ryders would never get anywhere on Kadara because they would never bother with investigating a random murder in that shithole. The Outcasts are supposed to be the police there; let them handle it. Not what I meant. The journal is there as advice nothing more. You choose how you play.
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Post by melbella on Sept 8, 2017 12:46:57 GMT
Yeah, I know SAM's message about the murder is trying to get you on track. The whole argument is that the game's way of establishing that a track exists in the first place was lousy. As for journals, honestly, I'm starting to think that they should just be abolished. But I'd settle for getting rid of quest markers.
I'm actually the opposite. I don't like being give a task and then have no idea where to go or how to go about accomplishing it. I'm having that issue right now in Star Control 2 and it's infuriating. Not only are there few, if any, hints on where to go or what to do to get allies, but the entire game is on a timer so if you dilly dally too long - game over, you lose. That's a terrible game structure, imo.
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Post by griffith82 on Sept 8, 2017 12:49:01 GMT
Yeah, I know SAM's message about the murder is trying to get you on track. The whole argument is that the game's way of establishing that a track exists in the first place was lousy. As for journals, honestly, I'm starting to think that they should just be abolished. But I'd settle for getting rid of quest markers.
I'm actually the opposite. I don't like being give a task and then have no idea where to go or how to go about accomplishing it. I'm having that issue right now in Star Control 2 and it's infuriating. Not only are there few, if any, hints on where to go or what to do to get allies, but the entire game is on a timer so if you dilly dally too long - game over, you lose. That's a terrible game structure, imo.
Kinda why I gave up on X Beyond the Frontier.
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Post by alanc9 on Sept 8, 2017 14:58:44 GMT
Yeah, I know SAM's message about the murder is trying to get you on track. The whole argument is that the game's way of establishing that a track exists in the first place was lousy. As for journals, honestly, I'm starting to think that they should just be abolished. But I'd settle for getting rid of quest markers.
I'm actually the opposite. I don't like being give a task and then have no idea where to go or how to go about accomplishing it. I'm having that issue right now in Star Control 2 and it's infuriating. Not only are there few, if any, hints on where to go or what to do to get allies, but the entire game is on a timer so if you dilly dally too long - game over, you lose. That's a terrible game structure, imo.
I don't remember Star Control being that difficult, but it's been years since I played it. Isn't exploring to find stuff supposed to be the gameplay? My problem with journals is that they end up being a crutch lately. Instead of putting the information about what you should do in the game proper, it mysteriously shows up in the journal from nowhere. It can be done right. In Morrowind you'll get a quest like this: And then it's your job to find the place and get in. You don't have to write that conversation down since it's in the journal, but that's all the info you get. Of course, that's one of the easy ones.
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Post by alanc9 on Sept 8, 2017 15:00:30 GMT
Huh? Having to look at your journal to see what the game narrative wants you to do next is pretty much the opposite of RP. With pure RP most of my Ryders would never get anywhere on Kadara because they would never bother with investigating a random murder in that shithole. The Outcasts are supposed to be the police there; let them handle it. Not what I meant. The journal is there as advice nothing more. You choose how you play. That's kind of the problem. Advice from who?
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Post by abaris on Sept 8, 2017 15:16:56 GMT
And then it's your job to find the place and get in. You don't have to write that conversation down since it's in the journal, but that's all the info you get. Of course, that's one of the easy ones. They dropped that as early as Oblivion. Far as I remember, Oblivion already had markers.
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Post by dawnold on Sept 8, 2017 15:45:28 GMT
Not what I meant. The journal is there as advice nothing more. You choose how you play. That's kind of the problem. Advice from who? Whom.* I get the feeling that most of it is written by Sam. Whenever he notifies you of a new email or objective, the journal updates as well. He also wrote most of the codex entries (Ryder's psych evaluation is from Lexi however). *Sam and Addison say hi.
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Post by Serza on Sept 8, 2017 16:46:42 GMT
Yes. Journal and Codex are both written by SAM, thus in-character for the most part.
...which is actually superior to Witcher 3's Dandelion-codex. Where it leads you to think the entire story is Dandelion bullshitting someone and Perun only knows what of it is true.
Instead, Andromeda's codex is your Simulated Adaptive Matrix giving you info and possibly suggestions/recap of the story your character actually lives. Unlike Dandelion's bullshitting, you KNOW Andromeda really happened in the universe THE WAY YOU SEE IT. No doubt involved.
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Post by smilesja on Sept 8, 2017 17:06:40 GMT
Sloane is stubborn and she was willing to strong arm the initiative into submitting to her demands. That's why you can possibly assassinate her.
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Post by alanc9 on Sept 8, 2017 17:16:41 GMT
That's kind of the problem. Advice from who? Whom.* I get the feeling that most of it is written by Sam. Whenever he notifies you of a new email or objective, the journal updates as well. He also wrote most of the codex entries (Ryder's psych evaluation is from Lexi however). *Sam and Addison say hi. So why is SAM telling me to solve that murder? (Besides him getting the memo from the game designers, that is.) Come to think of it, what happens if you haven't accepted that mission before it becomes path-critical? Edit: got lucky on the second vid I looked at. After getting the transponder, Kallo, of all people, radios Ryder and tells him that there's been a murder in Kadara Port, Ryder says it might be worth looking into, and Kallo snarks "Lovely planet; hope we never leave," or something close. I'm not fiercely opposed to this kind of design -- sometimes it's the only feasible way to bolt a narrative together -- but the presentation is shoddy.
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Post by alanc9 on Sept 8, 2017 17:17:32 GMT
And then it's your job to find the place and get in. You don't have to write that conversation down since it's in the journal, but that's all the info you get. Of course, that's one of the easy ones. They dropped that as early as Oblivion. Far as I remember, Oblivion already had markers. Yes. The TES games have been going downhill for years. (Actually, that may be unfair to Skyrim, which I think might be a bit better than Oblivion, but I gave up on Oblivion too fast to form a proper opinion.)
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Post by clips7 on Sept 8, 2017 18:07:09 GMT
Yeah, I know SAM's message about the murder is trying to get you on track. The whole argument is that the game's way of establishing that a track exists in the first place was lousy. As for journals, honestly, I'm starting to think that they should just be abolished. But I'd settle for getting rid of quest markers.
I'm actually the opposite. I don't like being give a task and then have no idea where to go or how to go about accomplishing it. I'm having that issue right now in Star Control 2 and it's infuriating. Not only are there few, if any, hints on where to go or what to do to get allies, but the entire game is on a timer so if you dilly dally too long - game over, you lose. That's a terrible game structure, imo.
Same....keep those quest markers, even if some of them don't function properly ( you go to a marker then it vanishes to the next spot in the middle of some mountain that is hard to figure out exactly where it is.... ).....but yeah, i'm not a fan of trying to figure out where stuff is for hours on end then get a sense of satisfaction when i do find it.....nope.... that s**t takes me out of the game and artificially extends the gameplay. Is it hand-holding?...i don't think so...show me where i need to go then let the quest/story unfold from there.....i'am done with hard-a$$ obscure puzzles that i experienced in the old Resident Evil Tomb Raider 3 days....especially Tomb Raider 3...that game had puzzles that would make you jump out the window. I have no issues with games being easier as far as game and story flows.......i'm not trying to sit in an open world game with no markers sitting around for an hour figuring out where to go next. (not really a fan of open world, but if i play them, they gotta be functional).
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Post by clips7 on Sept 8, 2017 18:14:14 GMT
The fact Ryder sees a planet with a breathable atmosphere should be obvious motivation enough. Yup pretty much. I lost an outpost this time because I really wanted to tell Morda to fuck off. It was deeply satisfying.😁 I second this....On my first playthrough, i bit my tongue because i wanted an outpost on Elaaden. I'm currently in my 2nd playthrough and i just got finished talking with Morda and i basically told her she could kiss my a$$....she was an extremely condescending/BIATCH toward Ryder....i guess i'm going to lose that outpost as well since i never gave her my a$$ to kiss in my first PT...but yeah it did feel good to ice her a$$....
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Post by abaris on Sept 8, 2017 18:19:02 GMT
I have no issues with games being easier as far as game and story flows.......i'm not trying to sit in an open world game with no markers sitting around for an hour figuring out where to go next. (not really a fan of open world, but if i play them, they gotta be functional). It was actually fun figuring out the landmarks in Morrowind to get to the desired location. But it get it, you're no fan of open world, but for me a quest moves into the FedEx region when every step of the way is marked out. There's a balance hardly any game dares take these days. It shouldn't be a riddle where to go next, but it shouldn't be as easy as looking at the map either. Where's the challenge in that?
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