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翻訳の問題を報告
Edit : What I wrote about being able to complete two quests on each side and then being able to get Lady Web to sponsor you is dead wrong. After finishing the 2nd chapter I realized that you only get the Lady Web quest if you've been locked out of all other options (only way to do that is to accept one of second quests for any faction and then kill said faction without letting them sponsor you so you get locked out of the other factions and can't progress any other way). I ended up having to side with the Dozens because I accepted their second quest, which I, like you, realized locked me out of completing the Knights' second quest.
I figured the Heritage Quest given by one of the Crucible Knights was considered a second quest in the faction restrictions but it's not, which is what I figured meant I had completed both quests on either side of The Knights and the Dozens.
Does that work? I'll do it if I have to.
Molten, I didn't mess both of them up. I inadvertently joined the Dozens when I did not want to. I had no idea I was locking myself into one faction.
Frank, that is good to know, but it doesn't really help me...
Please, someone make a mod that fixes this problem.
I sided with Dozens, but didn't kow I could side Hadret House?
I tried killing the leader of the Dozens to fail their quest so I could take on the Knights quest, but all of the dialogue options to do the Knights' quest or represent them in the council did not reappear in the dialogue tree.
If you started second main quest for one faction, others will ignore you - even if you kill q givers in first chosen faction. There are 3 quests for CKnights and Doemenels (two main and one side q) and probably only two for Dozens. There is also another option, but.. you must think a bit and then go frenzy ;)
:)
My point for this thread is this: I was involved in a quest for the Crucible Knights and the Dozens at the same time. Completing one of these quests and starting the next locks a player out of one faction with no warning, besides saying the other faction could be upset (which implies a relationship penality at most). There should be SOME WAY of changing this.
It is poor game design that I am now forced down this path with no way out. I now have to restart the whole game if I want to roleplay appropriately.
Honestly, how you feel about each faction bears little to no significance for that quest. All you are trying to do for that quest is gain the favor of one faction just so you can attend the hearing without too much of a hassle. Sure, you may been seen as a representative of them when you attend that meeting, but in no way does that mean you have to support their views.
I joined the Dozens as my faction even though I don't agree with their views. Why? Simply because the quest reward for the quest you refuse to do is better than the quest rewards you can get from the other two factions.
If true, that is silly. The Crucible Knights support Animancy, and the Dozens hate it. The player is going to a conference to condemn or support Animancy in the Dyrwood. How can which faction you choose not effect the story?
Because you have your own opinion and can express it freely. Just because you show up with the Dozens doesn't mean you have to voice their opinion.
It sounds frustrating but I don't think it is bad game design. As long as they warn you (and they warned me) that you will PO the other group IMO that is good game design. Choices and consequences. Telling you that you would be locked out of the other faction would break the fourth wall IMO which, for me, is bad game design in a cRPG.
I am not sure what PO means, but it was not made clear that this would lock a player out of a faction. The NPC you speak with says the other faction would be upset, which I assumed would be a penalty to reputation when the quest was COMPLETED, not immediately being locked out of a faction by listening to what the quest was. As it is possible to accept and betray the person offering the quest in many other instances, it should be fair to assume that accepting a quest in no way locks a player into ANY decision.
I love choice in a game, and I think being locked into one faction is great... when it is the players choice which faction they are locking themselves into. This is an instance of making an important decision not only unclear to the player, but in many ways making the selection process counter-intuitive, based on other instances in the game.