On top of that there's another quest (An Ambition Fulfilled) where the player character witnesses another npc (that we're allied with in that quest) murdering an innocent prisoner to steal their rags to pose as them, and we can't even comment on that.
We could, but the npc's response was to just brush us off.
As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
We could, but the npc's response was to just brush us off.
And we can't react in any way to that, so it doesn't really make any difference. It's strange how many questionable situations there are this time where the player character is just supposed to be accepting of it.As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
Why? It might not have been the wording displayed, but for me it was my character seeing she was regretting the whole thing and convincing her not to throw her life away but just leave and start anew.
As for the Dismantling the Worm quest, I didn't think the choice to have her turn herself in was the "wrong" or "negative" choice. When I told her to do so, she sounded resigned rather than surly. I do agree, though, that it was sort of odd for our character to suddenly suggest running away when the npc had already said she would turn herself in.
Why? It might not have been the wording displayed, but for me it was my character seeing she was regretting the whole thing and convincing her not to throw her life away but just leave and start anew.
katanagirl1 wrote: »In the past we usually got dialogue to back up either choice but we didn’t get those until we had already picked one option or the other. That is the odd thing I see.
Yeah, I thought that was a bit off--for sure my character would have had something to say about it. But it seemed like we were meant to really like that particular npc and just go along with whatever they said and wanted to do.
katanagirl1 wrote: »I haven’t done the other quests mentioned here yet. I will be sure to compare the dialogue there and see if it feels off to me as well. I remember @Syldras that you would like to take the evil road sometimes, that hasn’t been an option so far.
katanagirl1 wrote: »I haven’t done the other quests mentioned here yet. I will be sure to compare the dialogue there and see if it feels off to me as well. I remember @Syldras that you would like to take the evil road sometimes, that hasn’t been an option so far.
There's one quest (in Aldwilne Citadel in the Northeast) where our character can choose to do something horrible. Though I had the impression it's presented a bit as a thing justified by the circumstances (which can also be questioned, but that's only my personal opinion).
In any way, while I appreciate our character getting more choices, including immoral ones, deciding things for us isn't what I like to see. All my characters needing to be the flawless great hero was something I didn't like much, although I could understand that if they don't give different options at all, they'll go for the "good hero" type, of course. But having our characters just stand back and watch our quest "companions" doing horrible things (like those random murders), including player characters who are supposed to be good and moral people, feels even more off to me.
And that's the next problem: That the writing already defines for us how our character thinks about other people - whom we like, dislike, find attractive, etc. Which can be very off if one's not someone who shares some expected standard taste, I guess...
WhiteCoatSyndrome wrote: »This has come up at least as far back as Summerset. One of the delve’s quests has the PC’s only dialog option be to try to excuse the boss’s treason with ‘but she was trying to pay for her sister’s drug habit!’ like that makes it okay. 😒