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Malachor V

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Reading that brings back memories! Good old times :)

Memories? How so?

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Eh, some of those ideas sound good, some not so much. One part stands out, however:

 

 

AHDYMfZ.png

 

 

Okay. That's pretty funny.

 

Edit: Also, which ideas do you like, and which ones do you not like?

Edited by Domino5555

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Malachor badly needs it though. In my opinion. 

Bloody true, but let's be fair here. VarsityPuppet over here already tried to give Malachor V a proper ending. Discussions on how or why he has not finished yet are not to be here, though. No offense.

Edited by Domino5555
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Also, which ideas do you like, and which ones do you not like?

 

This:

Some of these are good ideas from a gameplay perspective, but would be hard to do with the available resources

 

...is a big part of it, of course. Unfortunately that applies to most of what I think would be good ideas.

 

As for the rest, some of it just seems a little convoluted or unnecessary, like adding a second ship for you to use in case you fail to take care of the Ebon Hawk, or changing a storm beast into a drexl. I don't have a burning desire for more fetch quests and puzzles so late in the game, either.

 

I don't think Hanharr should come back just to be killed. That would take away the impact of sparing his life. It's fine as is.

 

I'm not a fan of adding more regular, non-Force using Sith because Malachor was supposed to be the super secret training ground for assassins and a place to break Jedi. If anything, I'd get rid of the regular Sith troopers that are already there, but they're probably needed for variety in combat. I don't see the need to add more, regardless.

 

I don't see the remote stuff working with the game mechanics. Even if he can be beefed up - and I'm not sure everything described can even be done without requiring some really annoying modding - he's still just a tiny droid that can only shoot a tiny blaster and it's not going to be fun to fight or run away from all those storm beasts. There's a better option - get rid of his solo mission and team him up with the Exile. That also addresses how the Exile knows about the whole mission later on. I believe that was in the works for Malachor VI.

 

Finally, the permanent death thing doesn't sound fun. That sort of mechanic annoys me in every game I've ever played that has that sort of thing, even less severe cases like wound mechanics (for example, in Dragon Age: Origins). It feels like it's punishing me for succeeding but not well enough. I'm fine with reloading until I finally win the fight, but once I win the fight that's it. I've already won. I don't really get as much enjoyment out of winning but slightly more efficiently. But if you don't sort that out, then you're at a handicap for the next fight. So it annoys me. And that's with games that have an easy way of fixing it, be it a resurrection scroll for your dead party member or those special health packs or whatever. This would be irrevocable death for your party members, determined by random combat results and character building choices you made hours ago that can't be changed now. On top of that, it's a total change from how death usually works in the game, very late in the game. It wouldn't be fair without some sort of warning, but I don't even know how you'd handle that. If we want more chances for permanent character death, I'd rather they be determined by player choice alone.

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