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There are missions that allow you completion through override and they state it. When they say kill, then kill.
As I see it, the Kill requirement is used as a basic skill gate, used to insure the player is capable using their own weapons, and not simply getting every battle with overriden machines that were taken from stealth.
Agreed, stealth has been my personal approach. But I think the underlying point of those missions, was to not get the player dependent upon overriding, given that corrupted machines can't be overriden.
also you could even let them fight against each other with corruption arrows and take the last damaged one out yourself
and story wise i would rather give some NPCs an overwritten Machine as an Bodyguard instead of leaving them alone so they could be an easy target to other Machines again
Hunter trials are ment for everyone, not just Aloy. How many of these everyone can "tame" a robot? By what logic should a trial master accept Aloy's ability solution noone else can do?
Note that when it says kill, it doesn't mean you can't override other trashmobs to help you. In fact in some trials you should do it (if you can).
To actually get the overrides in the first place...you have to complete the dungeons...which are arena battles. No stealth allowed in those. The mission in question was a side one. An npc was trapped looking down on a machine. Just one. HELP ME. HELP ME. It's dangerous. I override the snapjaw.. mission complete? Instead...after I override the machine, the npc continues to talk about how much danger we're both in. So...I just kill it. By that point I had all the overrides for everything in the game.
You're not wrong, by the mere act of gaining the ability to override a class of machines, you do have to complete the cauldron and fight the 'boss' machine. While I will not argue against the fact that the fight against the boss machine qualifies as a skill gate, I don't believe that the threat posed by that singular machine, and a couple of watchers potentially, is as great as you might find from those same machines in the wilds and in numbers.
There was one cauldron, I don't remember which one now, that required you to override the entrance door just to gain access, but from there contained several other doors that required overriding; not to mention the bridges. Why? Was there any method to gain access to the entrance area of the cauldron aside from the main door, that required those other doors to be in place to insured you didn't proceed further without having the ability to override? Or could it be that all those gates combined, and that cauldron itself, was used not necessarily as a skill gate itself, but more as a baseline of teaching the players what to expect and look for in cauldrons. Let's not forget also, that as far as I am aware, all cauldrons are completely optional, you can beat the game without any of them.
So to bring this near essay to a close, this game possess things that could be considered skill gates, at many different places and different forms. And they would almost have to do so, for an open world style game.
I know you weren't addressing me, but I'd like to respond anyway.
While I appreciate the willingness to approach it from an in-game/lore perspective, I believe the point of that trial (ravagers and thunderjaw, is the one your speaking of right?), was to show/teach players that is some cases, they may not be able to just sit back and watch the machines fight for them. Can the two ravagers defeat the thunderjaw on there own, with no player assistance? From the onset I assumed the answer was "No", so after grabbing the first ravager, I tearblasted the disk launchers off TJ, before tying down and overriding the second ravager, then proceeded to freeze and fight along side my machines.
I only had the ravager override when I first came upon the trial, and due to depleted potion and herb stock after ravager trials, I left and came back when I had the thunderjaw as well. Perhaps needless to say, it absolutely stomped the ravagers with very little help from me.
The first part I address in a previous post, as for that particular quest, I don't think I encountered it yet. Though I will say that if it is a singular 'normal' machine, it would make some game play sense to allow the quest to complete, but would it make lore sense? From that individual's perspective, sure the machine may not be attacking you (aloy) anymore, and seems to not be hostile anymore, but are you going to leave your safe place on the word of a total stranger, that it's safe?
Also, I DID mention I'm talking about a 'side' quest right? Not a main quest. Are side quests not optional? My fruststration comes in not being able to solve a problem using a logical solution to the problem. It means the developer isn't rewarding me or anyone else that thinks about override+permanent = safe.
In game, there are SOOOO many people that refer to you as the woman with the spear that controls machines. Now how cool would it be if in those 'kill' missions you took control of a machine and suddenly the npc was like 'Oh, I've heard of you, but I never thought you could actually do that. WOW!' There's even a hunter's trial dude that makes an entire trail based off of ALoy's ability to take control of machines. It's JUST for her. There's even people that comment, 'did she just ride in on a machine?' It makes sense 100% lore wise.
I can't argue with any of that, it would be pretty cool if that were the case. And to be clear, it's not like I've not encountered your situation yet. Just last night I got around to doing the side quest 'a moment's peace', during which I overrode a ravager. After the others were dead, I noticed the npc's and ravager were still giving battle lines and searching for enemies; which is when I double checked the objective and took down the ravager.
Maybe it was for ease that they coded the missions that way? I have some coding experience, but nothing on the level that would be required to understand game code, perhaps it was just simpler to setup a 'kill' quest compared to a 'neutralize' that overriding would be, not to mention the various voice lines that might stem from it.
Consider quests for a moment. Have you noticed that if you start a fetch or hunt quest, and you already have the required items on you, the person\game will recognize that fact, and the quest will begin and end right there without even having to leave the dialog 'screen'; typically with special dialog reflecting that fact. But I wonder, how much coding is required to get that to work? Maybe they considered allowing overrides in those quest, just too difficult to manage given potentially different responses based on machine type.
All in all, though I like your idea and I can see how fitting it would be, I guess it was just too much work for them, considering that the cauldrons are all optional.