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Totenkopf
05-22-2007, 05:02 AM
What were the quests in both games you liked least or sometimes skipped on replays of the games?

K1- exploring the sewers on Taris (rakghouls were irritating) and Rukil's journals. On Tatoine the H2O vaporators for the sandpeople and the swoop race. On Kashyyyk the the wookie trial and sometimes the eli/matton droid head quest. On Manaan the swoop race and sometimes the genohardan missions. On Dantoine the Balook investigation and the kinrath cave, even the Sandral/Matale feud and sometimes the stowaway also. On Korriban the renegade students/cave and the interrogation and fighting rooms. Yavin was an afterthought, especially when using mods. Oh, yeah, skipped most of pazaak ops in this game as well.

K2-Peragus and Harbinger. Malachor surface was kinda boring. The tunnels on NS in the JJT. Chasing down the power converter on Dxun and cleaning out the FN tomb just to open the door. Pazaak. The turret on Onderon. 3 Captains. Fighting the handmaiden's sisters. Goto's yacht. CS was a bit lackluster.

While I like both games, it doesn't mean I want to redo everything on each subsequent playthrough. Also, mods helped a lot in the replay value of some of these cases.

DrPhil2501
05-22-2007, 08:56 AM
Quests from k1 and 2 I have ever hated... hmmm... ones which I absolutly despise... boy I can name a few!

For K1:

Taris:- Exploring the Sewers and the Black Vulcar Base,
- Exploring the Military Base

Ebon Hawk: When you try and communicate with that Stowaway gril

Dantooine: Finding and Killing those Mandalorians

Tatooine: Trying to deactivate those hunting droids in the desert where they trapped that husband.

Manaan: - Exploring that Sith Embassy
- Figuring out that Injector Pod Puzzle near the Star Map

Korriban: In the tomb of Naga Sadow, where you are trying to figure out that pillar puzzle so you could get that ridiculous (yet, cool) sword.

Lehon (unknown world): Eliminating the entire Rakatan Tribe ruled by THE ONE.

And for K2:

-The entire Peragus and Ravager chapter -

Telos: - Running erands for either the Ithorians or Czerka
- Where you're exploring that Czerka Base to find the shuttle

Dantooine: Exploring that basement-thingamabob below the Jedi Academy (the laigreks were irratating)

Nar Shadda: - Visquise's (i think thats how you spell it) underground base
- Goto's yaught

Malachor: - Controlling Bao-Dur's remote around Malachor
- Trayus Academy (I found it rather disapointingly boring)

Sabretooth
05-22-2007, 09:06 AM
Well, I don't really know if I hate any side-quest. Most of them were good, but I would have appreciated binding them a little tighter with the main story, especially in KotOR II. Anyways, I'll agree about the Taris Sewers - they're the most dreaded part everytime I play KotOR.

But the rest of it was okay.

Lord Spitfire
05-22-2007, 09:44 AM
I agree with Sabre, the sidequests should tie more with the story. These are my least favortier QUESTS themselves, since all sidequests are good, though only a few of them are great.

K1:

-Sewers/ Black Vulkar Base

K2:

Peragus/Harbinger (ARG! ARG! ARG! I'd pay an extra five hudnred dollars for th game if we were able to skip the part where you can only by T3!)

Vaelastraz
05-22-2007, 09:58 AM
Hm actually I like all the side quests. Main quests are what pisses me sometimes off. Like all that GOTO - Visquis rubbish. Or the "quest" in Korriban in TSL: Let's go in. *door's locked* Oh no let's get out. Now that's quality.

EDIT: Ah we can talk about main quests too. Here we go:
-Goto's Yacht
-Malachor V
-Telos (I just hate this planet..and the quests)
-Korriban academy (tomb is good :))
-Manaan (was actually quite good but the Selkath piss me off sooo much)

Pavlos
05-22-2007, 10:05 AM
I really liked Peragus and the Harbinger; this will forever be a sign to me that I am either insane, or just have bad taste - I'm not sure which is better.

As for the parts of the games I abhor?

KotOR:

- Taris Under City. I'm sorry but whoever designed that area deserves to be taken outside and shot. It's dark... you can't walk over small rises in the ground without finding the ramp... the ramps are difficult to find because it is dark!
- Manaan's main plot. It just doesn't interest me and the planet itself is oh so very dull - this is definitely the weakest part of the original game for me.
- The Leviathan. I don't like this situation where the game comes over to you and says, "You've been captured and there is nothing you can do about it! Hahaha!"

TSL:

- Malachor was obviously a bit of a downer. Especially after the big build up and the epic scale of the battle for Telos (I enjoyed it immensely). But we could go on for hours about how Malachor V disappointed people.
- The Ithorian quests on Telos. There's nothing wrong with them, they're perfectly normal quests which you go about with vigour on your first play through. Then you go and do the tasks for Czerka and thing how much more fun the dark side quests are. It's a shame the Ithorian quests weren't as involved as the Czerka ones.
- The plot on Nar Shaddaa drifts a little as you continue in your epic attempts to cheese off the Exchange. I get the feeling that the quests you found on Nar Shaddaa, finding G0-T0 and so forth would have been much better on Telos. It would have made more sense, story wise (given how a lot of the dialogue is to do with lying low and hiding while you've just been storming across the galaxy causing wars for the past twenty hours).

Totenkopf
05-22-2007, 01:40 PM
You guys remind me of a few I forgot. BD's droid on M5, if you missed a storm beast or three, as it had pitiful defenses and couldn't cloak. Had forgotten the puzzle in NS's tomb on Korriban (too much switching to open the damn door, just gave self sword at beginning with KSE and skipped this part altogether), the ramps in the undercity and also in the JJT rooms (TSL), the alarm on the Leviathan command deck is verrrrry annoying when you have to fight your way to the bridge, sometimes I skip cleaning out the temple on the UW and go straight for the computer so I can get to the confrontation w/Bastila, those damn fish are really annoying b/c they take too long to say their piece in an irritating voice, fighting those mandalorians at the rakatan temple b/c they immediately open a can of whupass on you. Also, didn't like the T3 part on Peragus b/c T3 is a bit underarmed (less you use LitRidls warp band or KSE to amp him up into a Terminator-like killing machine)

A number of cases where mods helped out were the swoop race mods, manaan doors, manaan fishfest (taking out the firaxns with only that sonic device was a pain and it also allowed you to have two other members with you while fighting on the sea floor, in addition to giving an extra line of dialogue or so--Jolee and Canderous, perhaps HK as well, but not sure) the NS's tomb mod allows you to bring your 2 companions in for the last tomb and some added/uncovered dialogue, (for Lord Spitfire) SSskipperagus allows you to skip the Peragus/Harbinger segment of the game and takes you straight to Telos. As a sequel, TSL was a bit anticlimactic. It has it's good points, but is also burdened with a lot of negatives that are fodder for a different post. But I also tend to agree with those that it's mostly complete enough as is to not make you go WTF?!? by the time you reach the end, more like "about time, but that ending was sorely lacking". Still, the mods tend to enhance both games on the whole, and there just too many to mention them all here.

Titanius Anglesmith
05-22-2007, 03:39 PM
I rather liked the nearly everything in both games, myself. The only things about them that I actually hated were the Taris sewers, Peragus, and the lack of main quest related side quests.

I loved pretty much everything else.

Mace MacLeod
05-22-2007, 05:40 PM
People haven't even touched on the two most annoying and redundant parts yet.

K1: Dantooine. The little murder-mystery bit that requires you to spend an excruciatingly dull 15-20 minutes clicking through every single dialogue option until finally getting through for a measly bit of exp.

K2: Onderon. Retrieving the bits and pieces of the droid to find the doctor. Once again, tedious clicking through dialogue, only this time you have loading screens between every single option as you have to enter and leave the cantina repeatedly with Canderous spouting blindingly obvious bits of exposition along the way.

And Malachor sucked as well.

Emperor Devon
05-22-2007, 08:20 PM
- The Leviathan. I don't like this situation where the game comes over to you and says, "You've been captured and there is nothing you can do about it! Hahaha!"

The ship was tractor-beamed, and the Sith would've blasted it to bits if the crew didn't come quietly. Not much they could've done. :P

Quests I didn't like... Hard one. I enjoyed pretty much everything there was in both games (including the Taris sewers, Undercity, and Malachor :p), with the sole exception being controlling Bao-Dur's remote. It fit in with the plot and the cutscene it triggered was interesting, yes, but navigating a character with practically 1 HP through a large area I'd already been through that was still full of enemies wasn't much fun.

Apart from that Malachor rocked. :P

Commander Obi-Wan
05-22-2007, 08:30 PM
I don't really have a dislike for any of the side quests in KotOR. Some were repetitive, but really weren't that bad. Most of them helped with story whether they help with the backround of the planet or characters or just to help increase your characters abilities.

Davinq
05-22-2007, 09:22 PM
K2:

Peragus/Harbinger (ARG! ARG! ARG! I'd pay an extra five hudnred dollars for th game if we were able to skip the part where you can only by T3!)
*cough*mods*cough*

I would have to hate all the sidequests available on the Telos Station in K2, especially the one where you have to free that Twi'lek dancer girl.

The little teeny quests in Taris are also despised. Ridiculously short, but truly a waste of time.

Totenkopf
05-22-2007, 11:41 PM
People haven't even touched on the two most annoying and redundant parts yet.

K1: Dantooine. The little murder-mystery bit that requires you to spend an excruciatingly dull 15-20 minutes clicking through every single dialogue option until finally getting through for a measly bit of exp.

K2: Onderon. Retrieving the bits and pieces of the droid to find the doctor. Once again, tedious clicking through dialogue, only this time you have loading screens between every single option as you have to enter and leave the cantina repeatedly with Canderous spouting blindingly obvious bits of exposition along the way.

And Malachor sucked as well.

Actually, I covered the K1 peeve in the first post (the Balook investigation), which I still skip whenever I play through that game. And, yeah, the running around for the droid head on Onderon was tedious.

Mace MacLeod
05-23-2007, 01:04 AM
^^Balook? Was that his name? Been so long since I played either game I have a hard time remembering.

Totenkopf
05-23-2007, 03:10 AM
Actually I misspelled it (Bolook), but yeah, that was the dude's name.

DrPhil2501
05-23-2007, 07:03 AM
People haven't even touched on the two most annoying and redundant parts yet.

K1: Dantooine. The little murder-mystery bit that requires you to spend an excruciatingly dull 15-20 minutes clicking through every single dialogue option until finally getting through for a measly bit of exp.

K2: Onderon. Retrieving the bits and pieces of the droid to find the doctor. Once again, tedious clicking through dialogue, only this time you have loading screens between every single option as you have to enter and leave the cantina repeatedly with Canderous spouting blindingly obvious bits of exposition along the way.

And Malachor sucked as well.

It appears you don't like being a CSI in KoTOR X) but everybody has their own opinions, so that's cool!

I personally like the investigations from K1 and 2. It sort of exploited the inner-detective fantasy out of me... not that I want to be a detective when I'm older, or anything.

Pavlos
05-23-2007, 10:07 AM
The ship was tractor-beamed, and the Sith would've blasted it to bits if the crew didn't come quietly. Not much they could've done. :P

From an in universe perspective, yes. I'd just prefer it if the game didn't suddenly take control away from me... maybe this is another sign of my dark, control-freakish soul?

SilentScope001
05-23-2007, 02:46 PM
Main Quests
K1: Levivtan, Taris

K2: Peragus

Sidequests
K1: Genohardan.

K2: Korriban's Academcy

stoffe
05-23-2007, 03:59 PM
The ship was tractor-beamed, and the Sith would've blasted it to bits if the crew didn't come quietly. Not much they could've done. :P

They could have given the player the option of that choice, and given them the opportunity to make that mistake. It probably wouldn't have taken all that much time to make a cutscene with the Ebon Hawk blown to bits, and it would have reduced the railroading a little bit. Unless you are struck down in combat it's pretty much impossible to lose in the KOTOR games as it is.

tk102
05-23-2007, 04:03 PM
I always hated the Gizkas in K1.

SilentScope001
05-23-2007, 04:36 PM
Unless you are struck down in combat it's pretty much impossible to lose in the KOTOR games as it is.

You can walk over to that big Fishy in Mannan and get gobbled up. Or go get trapped in that Raktan Pyramid/Mind Prison. Ironically, however, TSL has NO chances to lose, other than via combat. A bit less railroading however with you being able to choose how to deal with the Jedi Masters.

Totenkopf
05-23-2007, 05:50 PM
I always hated the Gizkas in K1.


Yeah, I usually poisoned them staright away or sold them to the fishhead on Manaan. I've only once taken them all the way to the unknown world.

tk102
05-23-2007, 06:28 PM
I don't think sidequests should ever be forced upon you. There should have been a dialog option to get you out of the gizka quest before it began as well as the stowaway quest... (simple modding possibilities here I suppose)

@Pavlos: The Leviathan I wouldn't really call a sidequest since it's integral to the plot.
@SilentScope: You can also get destroyed during the turret minigame.

Titanius Anglesmith
05-23-2007, 07:24 PM
You can walk over to that big Fishy in Mannan and get gobbled up. Or go get trapped in that Raktan Pyramid/Mind Prison.
Or get eaten by the Krayt Dragon. ;)

Emperor Devon
05-23-2007, 08:17 PM
They could have given the player the option of that choice, and given them the opportunity to make that mistake.

Would've been a waste of time and effort to make a scene of the Hawk blowing up. Any character with an Intelligence score above 1 would've surrendered when their ship was rendered immobile and had guns powerful enough to blast apart ships over ten times its size pointed at it. Even then, the PC's party members would probably have clubbed him/her over the head and surrendered in his/her place in response to being so dumb.

stoffe
05-23-2007, 08:32 PM
Would've been a waste of time and effort to make a scene of the Hawk blowing up. Any character with an Intelligence score above 1 would've surrendered when their ship was rendered immobile and had guns powerful enough to blast apart ships over ten times its size pointed at it.

And surrendering yourself to a just as certain extremely painful and prolonged death would be a better option, you think? :)

Choices with consequences makes the game feel less linear and like you're being lead along a safe path where you can't possibly do anything that ends your mission in failure, or even makes it more difficult to salvage, aside from being killed in battle. Not all actions should lead to the same place, even if some may be considered pointless. At least you give the player the choice, rather than forcing them in a certain direction.

The KOTOR games feel a bit like in interactive movie in that regard; very few choices you make have any real effect on the outcome of the game.

Allronix
05-23-2007, 10:13 PM
Taris:

I'm not thrilled with the dueling circle. I'll do it for the XP and credits, but it's kinda dull in most other ways.

Unlike most, I did like the Outcast quest, as it gave me a little hope post-Taris. They were so far underground they may have had a chance.

Dantooine:

Calder's murder. I wanted to tell Bolook he was being clueless.

Tatooine

Dealing with Czerka to get your licence. Ugh.
The idiot Gammoreans. *headdesk*

Kashyyyk:

Only thing annoying me here was a big lack of warp to ship options.

Manaan:

I have mods to cover the undersea walk and the firaxa, so they don't bug me as much.

Korriban:

While some of the Sith kids were Darwin candidates, there wasn't much about the planet I didn't like.

Ebon Hawk

I made a mod to take away the gizka quest. It's annoying to poison them and also annoying to be up to your neck in the buggers before dumping them off on Manaan.

The Sasha quest is pretty annoying, but at least it's short.


As for K2? Well, most of the damn sidequests didn't even WORK!

Totenkopf
05-24-2007, 12:12 AM
Kashyyyk:

Only thing annoying me here was a big lack of warp to ship options.


True, that was where D333s warpband came in handy. But not being able to change your party around in certain areas was equally annoying. It's a game afterall, not reality.

Eiganjo
05-24-2007, 11:13 AM
I personally liked all of Taris (including the Sewers, etc...). The thing I hated the most about K1 was Manaan in general. It was way too big considering that there is almost nothing to do in most areas, and then those trials, which always ended in me being banned from the planet.
Also, I always disliked how all the Sith were that obviously evil (on Korriban). Even though they are Sith, I kind of expected them to be more or less normal.

And I don't know about TSL. There was just too much cut content, which often left a feeling of incompleteness, so I will just wait until TSLRP is out before I make up my mind about that. - Actually, there isn't much anybody could do to make Peragus any less boring so I guess thats it for me.

Allronix
05-24-2007, 04:44 PM
Also, I always disliked how all the Sith were that obviously evil (on Korriban). Even though they are Sith, I kind of expected them to be more or less normal.


While a bit over the top, they were more sympathetic, and cut a better deal than Jedi George ever gives. More explanation as to how the Sith work and why in 30 minutes of KOTOR-Korriban than six freaking movies.

Ambrose
05-25-2007, 12:21 AM
Also, I always disliked how all the Sith were that obviously evil (on Korriban). Even though they are Sith, I kind of expected them to be more or less normal.

I actually think that the older members of the Sith on Korriban (Uthar, for instance) actually made a decent case for the Sith cause, in a social-Darwinistic sorta way. The youth, on the other hand, were all more or less brats. I like the KotOR sith more than the movie-Sith just because they're less... evil, I guess. I mean, Revan had a cause- the weaknesses of the Republic were revealed to him in the Mandalorian Wars, and he sought to rectify them by creating a strong government so as to protect the Republic from the True Sith. Palpy, on the other hand, just wanted to take over everything...

Anyways, back on topic.

My least favorite K1 quest is the Taris sewers... and my least favorite from TSL was Korriban. It just seemed half-done.

Davinq
05-25-2007, 12:30 AM
I mean, Revan had a cause- the weaknesses of the Republic were revealed to him in the Mandalorian Wars, and he sought to rectify them by creating a strong government so as to protect the Republic from the True Sith. Palpy, on the other hand, just wanted to take over everything...
Not entirely true. I don't want to start a debate about it here, but in the LotF, it was revealed that Palpy had a foreshadowing of the Yuuzhan Vong and wanted to prepare the galaxy for that. [/offtopic]

Emperor Devon
05-25-2007, 04:16 AM
And surrendering yourself to a just as certain extremely painful and prolonged death would be a better option, you think? :)

Not when one of your companions has a chance of rescuing you. Death is uncertain upon surrendering and plotting an escape, but quite certain when Sith fire several capital-class turbolasers at your tractor-beamed ship. I'd consider the option where death is uncertain the better one, myself. :P

Not all actions should lead to the same place, even if some may be considered pointless. At least you give the player the choice, rather than forcing them in a certain direction.

Intelligent choice is one thing, suicidal and brain-dead choice another. If you include the option for the player to tell the Sith "Come and get me!" you might as well include the option for them to stick their lightsabers in their heads. Both are equally likely for a person to do, and give the player equally more choice in how the game progresses.

I'm all for the player having more of a hand in how the story progresses than deciding whether the ending should be good or evil, but if it's incredibly unrealistic and ends the game then and there while adding next to no replay value I really don't see the point in including it.

stoffe
05-25-2007, 07:57 AM
Not when one of your companions has a chance of rescuing you. Death is uncertain upon surrendering and plotting an escape, but quite certain when Sith fire several capital-class turbolasers at your tractor-beamed ship. I'd consider the option where death is uncertain the better one, myself. :P


Still it would be an enormous risk to take. You gamble your life that important high profile prisoners will be kept incarcerated under abysmal security arrangements. In this case the gamble turned out to be correct, but it still would seem like an extremely slim hope if you expected AdmSaulKarath to know what he was doing. :)

(How about posting at least two Dark Jedi as guards in the room where Bastila and Revan are kept imprisoned until Malak arrives? And other guards stationed throughout the area near alarm buttons that cause a lockdown of the prison block if pressed and alert the garrison that there is trouble going on? Wouldn't be an awful drain of resources to ensure that two people Lord Malak wants his hands on are staying where they are. It's not like Ms. Battle Meditation and the former DLotS aren't important enough to devote resources to guard.)


I'm all for the player having more of a hand in how the story progresses than deciding whether the ending should be good or evil, but if it's incredibly unrealistic and ends the game then and there while adding next to no replay value I really don't see the point in including it.

Freedom of choice, and making the player actually consider what dialog option they pick, since it might have consequences aside from ultimately meaningless Inf/LS/DS shifts?

As it is now you have perhaps 4 response options when it's time for your character to speak their mind, of which 3 leads to the exact same response from the NPCs and the fourth has perhaps one extra dialog line associated with it and then goes back the the same NPC response as the other 3.

With the way of thinking you advocate you could just have the player in permanent god mode since dying in combat is stupid and doesn't progress the story. :p

Playing KOTOR is a bit like sitting on a train. You can see a lot of interesting scenery move by outside the window as you progress on your journey from your point of departure to your destination. It tells a good story, but it tells a story you can do little to affect the direction and outcome of. A story where the player is shielded from making mistakes it would take some effort to recover from.

Allronix
05-25-2007, 05:02 PM
Thing is - Carth, Bastila, and Revan were the only ones they thought were of any consequence. Karath would know his ex-lieutenant all too well. The Sith have high-level APBs on Bastila. And <Fullname> is known to a handful as Revan, but by the time Leviathan hits, <Fullname> has established herself/himself as a pain in the Sith's choobies on several planets.

The others they may not have much intelligence about, or they had their own way of avoiding the high-end cell block. (From what I've seen digging through game files, the Leviathan quest was supposed to be even tougher.)

Juhani - Used Force Camoflauge (and probably a smuggling compartment, too) to hide herself, so no one saw her aboard.

Jolee - No one recognized the guy as a Jedi, they thought he was a harmless old man. When he whipped out the whammy on the guards, they were blindsided.

Mission - They would have shot her, but Karath wanted her interrogated, so they just shove the kid in a cell. Mission had two stereotypes that worked to her advantage. One is that she's a teenager. The other is the stereotype that the only thing a good-looking Twi'lek female can do is dance and brothel work. They didn't expect their young Twi'lek to actually have a brain under those lekku.

Canderous - They thought he was dead. Lots of burns and no detectable lifesigns. (He probably came dangerously close to actually meeting his Gods with this stunt)

The Droids - They're droids. HK's been mistaken for a typical protocol droid before, and T3 could be dismissed as a typical astromech. mind-wipe 'em and they'd be useful.

Zaalbar - OK, they actually had enough sense to be worried about the Wookiee.

SilentScope001
05-25-2007, 06:59 PM
You know, could the third option be FLYING AWAY from the tractor beam?

Why not? You fly away, you play a mini-game, you do so, you get to the fourth planet succesfully, and then you fly over to the Star Forge, and find out you are really Revan on the Star Forge bridge, with all the backstabbing mayhem and such. Hey, I could even see a path where the Sith (led by Saul and Malak) just land and tear the Fourth Planet apart just like they tore up Taris just to grab you, while keeping the planet at a blockade so that you cannot espace with your Ebon Hawk. It would be an "alternative" path to progress the story, still lead to the same conclusion, but it makes your choices seem meaingful.

Melly
05-25-2007, 09:52 PM
You know, could the third option be FLYING AWAY from the tractor beam?


Do you remember how much the Falcon shook when they were getting sucked into the Death Star in A New Hope? It would have pulled the ship apart if Han had fought it much longer. Same thing would have happened to the Hawk if Carth hadn't shut the engines down.

jedispy
05-26-2007, 05:27 PM
I hated talking to the little girl on the Hawk. Such a waste of time. I wish that, if playing as dark side, you could just shoot her out an airlock. "musho shaka paka my @$$!!!"
I actually hated retreiving Mr. Shan's holocron from the Krayt Dragon cave, but that was only because you couldn't use it for anything. Holocrons actually have a use in Star Wars, and this thing was just another lame item to clog up my inventory.
Getting the Sith holocron from that one Sith academy student (can't remember her name) on Korriban. My reason is the same as #2. It's an ancient Sith holocron for cripe sakes. If a person wanted to play the dark side campaign they should be able to juice up their dark side powers or something.
Any quests that have to deal with the swoop racing. In my opinion the swoop racing is a complete waste of time. Sure it's fast moving action and whatever (YAWN). However there are so many other Star Wars games where race-type scenes are much better done. There's SOTE (for N64 & PC) where you are chasing down the swoop gang, Jedi Academy has where your racing away from a swoop gang, Episode 1 Racer has really good pod racing, Star Wars Lego with the pod racing. Heck, I'd even dare to say that Star Wars Super Bombad racing is more entertaining than the KOTOR swoop races. The KOTOR racing is nothing more than Pole Position or Rad Racer with better graphics and no turns. The only thing good to come out of the KOTOR racing is that you get crazy mad bank amount of money from it.
Having to save the red Rakatan from the blue Rakatan base. I wish I could say "Come on you freaking red Rakatan idiots. I'm trying to stop an evil power from taking over the galaxy. Lower the force field to the temple and gross side eyes will never have to see me agian."

However I would have to say my favorite side quests are the ones when I can hear Canderous making wise crack statements. Man that guy cracks me up.

Allronix
05-26-2007, 07:59 PM
Y'know...I wonder if some of the modding-inclined are reading this. Some of the stuff folks are bringing up would make for exellent alterations, and most are actually feasible.

Emperor Devon
05-26-2007, 09:43 PM
Still it would be an enormous risk to take. {snip}

How high the risk is is irrelevant. Not surrendering means unavoidably certain death while plotting an escape has some chance of succeeding, however small. A 1% chance of success at something is preferable to a 0% chance, measly as it may be. When one option promises certain death it really doesn't matter whether the other one has a 3%, 5%, or 10% chance of you coming out alive, because it's better than having no chance at all.

(How about posting at least two Dark Jedi as guards in the room where Bastila and Revan are kept imprisoned until Malak arrives? {snip}.

Apparently they were busy standing around doing absolutely nothing on the Leviathan's bridge. :p

Freedom of choice, and making the player actually consider what dialog option they pick, since it might have consequences aside from ultimately meaningless Inf/LS/DS shifts? With the way of thinking you advocate you could just have the player in permanent god mode since dying in combat is stupid and doesn't progress the story. :p

Haha. :D

Death in combat obviously doesn't progress the story, but it's much more realistic than refusing to surrender to a capital ship filled with Sith. IMO including the option to stand and fight wouldn't make the player consider what they said at all - it's extremely obvious what the outcome would be, and no PC with half a brain would pick it. Dying (or lack thereof) requires some strategy on the part of the player.

Consequences I'm all for. Including the possibility for the player/party members to die in the interrogation that follows their surrender, or having some sort of consequence for choosing to tell Saul what he wanted to know I would've liked. Or having party members stay permanently dead when they're down to 0 HP. Those things would require some thought/strategy, but shouting "Screw you!" to Saul's ship would not. It takes no thought or strategy at all to realize saying that is bad idea, compared to carefully picking your words with him during the interrogation or deciding how best to fight his bodyguards when getting killed (rather than knocked out) is a possibility/

Da_man
06-11-2007, 06:30 PM
Damn, where do I begin?

K1: I hated the Dantooine planet because my game would freeze every 5-10 seconds. Strange it only happened there.

K2:I despised Telos because the whole damn thing is pointless. I mean, the ebon hawk was in a secure TSF hangar and it was stolen without a trace and some dude managed to find it by using a computer on a landing pad. :rolleyes:

PazaakPrincess
06-22-2007, 07:45 AM
K1 - most of Lower Kashyyk

K2 - Citadel Station is tedius, Parts of Nar Shadaa are v. tedius and I'm not a big fan of Malachor.