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I'd rather blow my character & Agathoth sky high. Wanna destroy the temple but don't have lore/crafting? The Divine Spear is the answer.
https://www.youtube.com/watch?v=aCbfMkh940Q
Anyway, I don't mind adding another option but I don't like cheap ways out. Don't want to kneel before a god? Use the missile.
For those who like blowing things up there's a reactor that can be overloaded but it takes skills, as it should. If you're a pure talker with no other skills then maybe you should be out of options. Either serve the god or walk away. No?
No. My character would convince someone else to sacrifice himself for the good of mankind. "That's right, my child. Recite the prayer, push the button and you shall ascend to paradise and leave this world of pain and suffering behind."
Or go straight to Paullus and tell him everything. He'd give the temple the Al-Akia treatment.
Currently, when Paullus asks me if we can kill it I'm forced to answer no - with a nuke in my backpack. Or pay sappers to blow up the entrance to Hellgate and mercenaries/raiders to slaughter the Dead River village. Anything.
He sure as hell wouldn't leave something that could mess up his scheming to chance. Azra found the temple, he did. Someone else will find it eventually and open the sarcophagus.
You consider dying and wasting all your time gaining wealth and power - manipulating, convincing and backstabbing a cheap way out? Plenty of people would rather die than lose power. And being nothing more than a meat puppet to carry out orders for a incarnation of a space jellyfish isn't much of an existence.
In a game when you're at the end? Yes. You're about to lose all that wealth and power anyway because the game's about to end, so sacrifice doesn't have as much meaning.
Anyway, I see your point of view that a talker should be given a way to deal with the threat and we'll consider it.
(I would love to send it through The Arch, Stargate-style)
Also how come i cant stab Feng when: Magus is dead, Inquisitor is dead, Meru is dead. They are all gone from palace. Feng still sits there and ♥♥♥♥ talks. ♥♥♥♥♥ i just wiped out everyone in power near you. And i cant kill him? I cant make him suffer and beg for mercy as i gradually remove bits and pieces of his body away from him, watching how he shrivels and cries in agony from the poison i injected him with? Come on now.
Just imagine it. Your specially crafted 'Rusty as ♥♥♥♥ and dull' kitchen knife doing 1-2 dmg but removing stats like a ♥♥♥♥♥♥♥♥♥♥♥♥ and applying bleed.
I point you to Arcanum, where a talky character can literally talk the final boss to death. This is one of the reasons that Arcanum is one of the best RPG's ever, because no matter your character type, there's always a solution. You don't get screwed just because you're a talky character.
But you're seeing the end of the game as the end of the character, which to most players who get attached to their characters, it isn't. If we're playing through, building up our character, making allies and enemies, gaining power, rank, etc... that means something. Just because the game ends, doesn't mean that power didn't mean anything, it means we know we leave the game (and our character) set up for a good life, with an ending we can enjoy. Having the option of sacrificing all of that isn't a "cheap win". Yes, it's the end of the game, but your character nuking himself and the big bad is a glorious way to go out. It means we're willing to sacrifice all we've accomplished for the greater good (or maybe because we're just that petty that we want to take him with us). But it's still a hard choice, as most players would want to see their characters make it out of the final battle. The martyr ending usually isn't the one we'd want, but maybe that's the type of character we've been playing?
Simply put, more options is always going to be better.
It works in Fallout 1 but not in Arcanum.
As for AoD, you aren't screwed (for a talker serving the god is often the best outcome) but you can't achieve any outcome you wish and you can't solve every problem by talking (just like you can't solve every problem by fighting).
These events don't happen by default. You have to deal with Balzaar only if you perform the ritual. You have to deal with Agathoth only if you wake him up. So if you did both of these things, you're out of options.
Too many games are trying to make every player build equal and able to achieve everything.
One of the main reasons I like AoD so much is that you don't know consequences of your actions, of your character development etc. You will simply fail a lot of checks in various playthroughs and not be able to access a lot of content in a given playthrough. THAT'S WHAT I LOVE ABOUT the AoD!!!!
It's perfectly reasonable that a dumb muscle sword wielder would not be able to operate a fusion reactor, or a merchant talker won't be able to defeat an Ordu warrior (or an Imperial Legionaire).
In a similar fashion you should not be able to convince a "god" to change his views. You have other options to deal with Agathoth:
1. Kill him during a fight
2. Overpower a fusion reactor thus creating a huge explosion
3. Do not wake Agathoth at all
4. Bring a lord to him.
Did I forget anything more?
Anyway, I really like not being able to do everything in a given playthrough. AoD is one of the most REPLAYABLE game ever, thanks to its design philosophy.
I really hope the Colony Ship RPG will be based upon similar principles.
http://www.irontowerstudio.com/forum/index.php/topic,7217.0.html
^ our design philosophy
I was not able to reach the bottom of the Abyss during first few of my playthroughs. I was not able to reach Mountain Monastery in my first playthrough. It created an enormous desire to explore those mysterious, long forgotten places.
I was extremely intrigued what hides behind huge doors at the Old Facility. But it required another build. :)
The mysterious tower at Zamedi. I wanted to know what was inside this place but was not able to enter it in my first playthrough.
I didn't even know that Caer Tor exist when I first played your game. I didn't expect heroic defense of Harran's Pass against an Ordu Horde (I really like that you based them on Mongols with a Tengri based mythology). .
The Arch plotline was awesome. While it was small in scope it really required some detailed exploration of the game world to be able to communicate with our otherworldly 'friends'. :)
Al Akia is also a location you can only visit in some specific playthroughs (and even then it is not compulsory so you can miss it).
That's what makes each playthrough VERY DIFFERENT from other ones. And that is a true REPLAYABILITY.
I like AoD, because it does have a similar feel in that the choices I make for my character determine the path I'll be able to take. And I have no problem with areas only being available to certain character builds and all. It's just that I feel that games shouldn't limit the end of a game to specific builds. It gives me the same feeling as they did with the Mass Effect series, where they give you games where choice and consequence are supposed to be super important... until you get to the end where your choices are irrelevant and pointless.
Games where only certain builds are viable for the end game give me that same feeling. I know it's supposed to give you replayability, but it usually just makes me feel like I played the game wrong and should have built my character a certain way just to get the proper ending options.
Different endings should require different playthroughs with different builds, decisions etc.