Break From Divnity
Generally, I'll stick with a game at least until I complete the story. There are exceptions, usually in some large sprawling open world like a Bethesda Fallout/Elder Scrolls game where I get sidetracked off the story.
With Divinity: Original Sin 2, I'm taking a break due to... well, I'm not sure if it can be termed a bug or just a design quirk. Usually when you interact with an NPC who is connected with one of your party companion quests, that companion will step up and you'll be prompted to allow them to lead the conversation. It's happened a number of time and its occasionally rather final/abrupt (Sebille killed one person I was trying to talk to, depriving me of any conversation/trading possibilities there).
So, that established, I didn't really think anything immediately of what happened (or didn't) when I went down into some ancient ruins Fane wanted to see. Coming to the end of an area, there was a sarcophagus, which seemed like a very obvious (for once) trigger for a battle. I positioned my ranged characters with a good view, Fane being one of them, and then opened it with my main character. Indeed, there was some conversation and a fight. For once, I'd prepared well enough to get through the battle on my first try, so I saved and went on my way.
Several hours of play later, I'm clearing up companion quests in preparation for venturing to a new map and I notice Fane's mission log still says to go to those ruins. Didn't we clear those out? I look online and see the next step in Fane's quest line involves talking to the person from the sarcophagus. Which didn't happen. Presumably, this was because he was a little too far away when I opened it. That leaves me with the disheartening choice of losing several hours of play (assuming there's still an appropriate save point) or writing off his storyline entirely.
That, for me, has out-frustrated any of the difficult combat encounters. It's not exactly a ragequit, but I think I'm going to put the game aside for a bit...
With Divinity: Original Sin 2, I'm taking a break due to... well, I'm not sure if it can be termed a bug or just a design quirk. Usually when you interact with an NPC who is connected with one of your party companion quests, that companion will step up and you'll be prompted to allow them to lead the conversation. It's happened a number of time and its occasionally rather final/abrupt (Sebille killed one person I was trying to talk to, depriving me of any conversation/trading possibilities there).
So, that established, I didn't really think anything immediately of what happened (or didn't) when I went down into some ancient ruins Fane wanted to see. Coming to the end of an area, there was a sarcophagus, which seemed like a very obvious (for once) trigger for a battle. I positioned my ranged characters with a good view, Fane being one of them, and then opened it with my main character. Indeed, there was some conversation and a fight. For once, I'd prepared well enough to get through the battle on my first try, so I saved and went on my way.
Several hours of play later, I'm clearing up companion quests in preparation for venturing to a new map and I notice Fane's mission log still says to go to those ruins. Didn't we clear those out? I look online and see the next step in Fane's quest line involves talking to the person from the sarcophagus. Which didn't happen. Presumably, this was because he was a little too far away when I opened it. That leaves me with the disheartening choice of losing several hours of play (assuming there's still an appropriate save point) or writing off his storyline entirely.
That, for me, has out-frustrated any of the difficult combat encounters. It's not exactly a ragequit, but I think I'm going to put the game aside for a bit...
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