Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I liked him OK later. I would of probably been OK with his attitude if he wasn't so eager to kill you over a couple questions, ones in your best interest for living longer. It's like he's not only ungrateful (for not being bound to Dallis) but unreasonable. Moody mages...bah.
It's more accurately described that you're forced to either shut-up and quit asking questions or fight him. The dialog options forces the fight -- I say that "he" does, since his persona is tied in with it, but yes, in a manner of speaking. The player doesn't just kill him for giggles in the scenario I describe. Which is a bummer when you learn later that he's tied to achievement/rune frames, quest etc.
Choice and consequence is great, I even took the loss of Petpal with Hannag in stride (didn't even "cheat" per se and remove it prior)...this situation though, I really am not fond of too much.
The thread began quite casually. It's not like I or anyone else who killed him is all worked up over it, but rather some were seemingly put off about one or more opinions.
¯\_(ツ)_/¯
I'd program something that says an npc becomes a level 99 tank if a pc decides to kill it, because the only reason the pc is killing the npc is because the pc is metagaming and realize that the npc is not statted for combat and in a real role playing game, (and life) you don't kill random people cause their a smart ass to you
It never OCCURRED to me to kill a guy who was an obvious prisoner of the folks that just tried to kill me (and successfully killed most of the folks on my side). At a bare minimum, you're looking at a "the enemy of my enemy is my ally" scenario.
And leaving aside that, he was perhaps moderately indifferent to me whilst sitting at a table fooling with his projects. So your response to freeing someone from brutal captors is, "if he doesn't kiss my ass, I'll kill him"?
Uhh, not ONLY is that transparently short-sighted (it is clear that he has great skills that maybe could be brought to bear for your side), it is incredibly narcissistic.
Which is great....DOS2 allows you to go all over the place. But if that's my call on Tarquin, it isn't because I'm roleplaying a reasonable person. Its probably going to be part of my psychotic murderhobo playthrough.
Murder-hoboing is not the problem, but a symptom. An incompleteness in RPing options means that there is no way to out-snark or out-reason a frequently condescending character that still asks you for help. No way to progress relations or character development such that they actually show respect. You have to wait until deeper into story progress for things to change, rather than talking with them there and then.
e.g. Tarquin getting kicked out of Ryker's grave yard, asking you for help with Surrey's tomb, then acting superior despite wanting yourself is just funny (in the sad sense) and immersion breaking.
Some dialogue:
T: "Ah - you again. Any luck in old Surrey's tomb?"
You: \*Shake your head. Nothing yet, you're afraid.\*
T: "Oh, goodness. The disappointment is clouding your handsome face. Take a few deep breaths and give it another go. A welcome constitutional, I find."
You: End Conversation.
If anyone in real life reacted like that, you'd immediately call them out verbally, and they might apologise/change their tone, or you stop helping him. There is no such RP option that would result in anything positive. You can't tell him to amicably leave and part ways either (because you might not want to tell him to get lost and he betrays you later). You can't even take them down to low health and have them surrender, with the agreement to not act so condescending when asking for help.
Roleplaying a good person that defends themself in conversation is pretty popular, and there's not enough options for that, so people get annoyed and kill the NPC. This isn't some sort of litmus test for how emotionally secure/good the player is in real life, as some are suggesting here either.