Anonymous
10/31/2025, 1:20:25 AM
No.544706926
>>544704932
I'm not froganon, but it's just a hodgepodge. Quest design is linear, checks and using skills to discover things don't actually change outcomes, just the dialogue you see in the next immediate dialogue. Lockpicking pretty much is just loot doors because they don't actually want you to sequence skip.
>a big setpiece of planet 2 is the recruitment quest for the old indian assassin grandma
>there are two locked doors on either side of her locked safe room
>if you have the lockpicking they... open and have some bad loot in them
>it isn't to side step the 2 sidequests to discover what happened so you can just kill her (and rob yourself of the companion oh no) or have a conversation on your footing where she says who she is and then you do those quests
everything is laid out for the one outcome of the quest to happen, all the "immersive roleplay choices" are smoke and mirrors/fluff to obfuscate very basic quest design.
There is also a pretty big problem with sequence breaking
>recruit Aza
>do Aza's recruitment mission
>it takes you through area you could already have traipst through to kill some guys and also do another quest you got from the main guys
>end of this kill gauntlet/trap gauntlet you complete both missions and get a revelation of a betrayer amongst the ranks of the guy who sent you on the mission
>...before you did 3 other related side quests it was meant for
>which do not lock out or change because you now know this
>you were just supposed to do them first
I'm not froganon, but it's just a hodgepodge. Quest design is linear, checks and using skills to discover things don't actually change outcomes, just the dialogue you see in the next immediate dialogue. Lockpicking pretty much is just loot doors because they don't actually want you to sequence skip.
>a big setpiece of planet 2 is the recruitment quest for the old indian assassin grandma
>there are two locked doors on either side of her locked safe room
>if you have the lockpicking they... open and have some bad loot in them
>it isn't to side step the 2 sidequests to discover what happened so you can just kill her (and rob yourself of the companion oh no) or have a conversation on your footing where she says who she is and then you do those quests
everything is laid out for the one outcome of the quest to happen, all the "immersive roleplay choices" are smoke and mirrors/fluff to obfuscate very basic quest design.
There is also a pretty big problem with sequence breaking
>recruit Aza
>do Aza's recruitment mission
>it takes you through area you could already have traipst through to kill some guys and also do another quest you got from the main guys
>end of this kill gauntlet/trap gauntlet you complete both missions and get a revelation of a betrayer amongst the ranks of the guy who sent you on the mission
>...before you did 3 other related side quests it was meant for
>which do not lock out or change because you now know this
>you were just supposed to do them first