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I bet that if the Ox killed another quest related person down the road, people would tell me:
"WELL WHY DIDN'T YOU KILL THE *STRANGE* OX HM? DUH."
Damned if you do, damned if you don't isn't good design in my book.
This is called TRIAL AND ERROR in a hundred hour game.
Anyways though - I AM LOOKING FOR SOLUTIONS TO MY PROBLEM. Thanks.
If you don't want to handle choices, there are other games.
This is the only solution.
Mods modify the game not your game save choices.
There isn't a console for commands for what i known.
The only other option if is there is a very deep save editor, but doesn't seems the case from a rapid search.
I'm really torn on this, sorry to say ^^
Also I thought I could play the game MY way, I guess that isn't valid anymore. SOUND.
Seems you never played a crpg and want simple trolling, blocked.
This is what happen when you open your game to "casual players".
if you decide to attack him because of that, then yeah, thats kind of on you.
this isn't a "damned if you do damned if you don't" moment cause the strange ox doesn't even imply anything shifty to warrant that action.
So the connection is rather distant between them, yet while I understand how that can lead to frustration, it's still an awesome little detail in some ways. The solution in my eyes would probably be to still have someone else available for a Karlach fix in act 3...maybe someone who doesn't do it as good as Dammon, but so people who loose Dammon aren't completely screwed...bc there are a couple of ways one can loose Dammon.
On another char, I killed the ox in act 2. Right in front of dammon.
On current char, killed the ox in act 1 because I thought I might get it over with earlier.
Now Dammon isn't there and blocks the progress in Karlach's quest.
This is not game design, or choice and consequences, this is dumb and dumber. Theres so much they put in the game that feels like bugs, not like choices.
This game will be like a flashfire. The frustration it causes people who invested hundreds of hours in it, only to miss out on key quest progression is simply idiotic.
Another example being the funky triggers that determine whether Rolan lives or dies.
Last char I cleared the entire shadow map first and stumbled upon him alive after hours and hours of gameplay. This char, I immediately went to moonrise to free everyone, and his siblings claim he's dead. And sure enough, he's undead and irredeemable.
When I polymorphed him and he came back, he turned normal and gave me his 'I'm a loser' speech. Now he stands there, siblings are mad cuz he's dead.
All this 'game design" is really producing a one finger response in my head. Devs rolled a 1 on 'communication', 'sensible triggers', and 'implementation' all at once. Especially in act 2 and 3.
I stand by it, Dammon missing is about as sensible as having Last Light missing a roof, because you shifted a stone somewhere in act 1 and call it 'consequence' - it's a contrivance, and it feels very much undeserved, mean-spirited, and petty.
Thanks for explaining it at least. It's a cool detail and I really try to get as much info on literally everything before I commit to an action (playing RPG's for 15 years will do that to a person) but I don't see how I could have known that. I thought it was like a Mephit in disguise or something similar. It feels really bad losing out on something like that because you are trying to engage with the game that Larian wants you to engage with. Sorry.