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Post by Deleted on May 20, 2017 0:12:50 GMT
Thanks, I don't want to be a debby downer and bring the MEA discussion down since I haven't even played it. I don't like the idea of stating some firm opinion about an aspect of the game if it turns out I'm completely wrong and I've gotten it wrong. I did play the entire MET and have played all DA games. I am really not a fan of open worlds, which is why DAI is my least favorite DA game. I prefer to play completionist on Bioware games (because all of their content should be good!) so it's exhausting when I play a large game like DAI and so much of it is busywork. It feels like I had to navigate to the good content (and there is a lot of good content!) and avoid so much filler and dull work to get the best experience in DAI. And in previous Bioware games I have been able to do all of the content and not feel bored by it. I think it's the open world syndrome which I don't like. So even if there are good m/m patches I don't see myself buying MEA because from what I've seen it still suffers from the open world elements I really don't like. And I've disliked a lot of the writing that I've seen, which is another pet peeve. That's fair, open world is definitely not for everybody specially when they are in much larger scopes now. To me it really depends on how much I like the universe. For example, the new Zelda is a huge open world game and is great overall but I'm not a huge fan of the series that really cares to do all the sidequests for it, so I only did the plot relevant main stuff and finished it. With Mass Effect, I'm quite more invested on the franchise and tried on the sidequests, I was reluctant at first cuz there's many, but for the most part they paid off pretty well and I like the fast travels in this game overall as well. At least on this game all the sidequests are activated through npcs while the less essential "tasks" just trigger randomly as you explore. So for example you checked out a kett camp on the map, and a task suddenly activates. But it's all right because your critic is constructive on the game's design and why its not personally your style, what I personally don't like is those dudes screaming "SJW GAME, THOSE FEMALES WTF" type of comments lol. Yeah I have read that the overall quality of side quests improved in MEA from DAI, so I'm glad to hear that. Less "read a note, kill something or collect something, quest ends" and more interaction with people. So that sounds like a big improvement!
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Post by VFerreira93 on May 21, 2017 13:19:44 GMT
Some of these concept arts look so cool and it'd have been great to see a few of them incorporated into the final product. So much potential was lost and just thinking of it drives me up the wall {Spoiler}
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firmicute
The Beastmaster
them please, if you can be bothered :3
Posts: 342
Likes: 948
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Post by firmicute on May 21, 2017 13:25:58 GMT
but ey, at least coras ass looks nice, right? right? right?
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Post by Andrew Mancer on May 21, 2017 13:35:25 GMT
Yeah I have read that the overall quality of side quests improved in MEA from DAI, so I'm glad to hear that. Less "read a note, kill something or collect something, quest ends" and more interaction with people. So that sounds like a big improvement! This is one aspect where I feel the game doesn't get enough credit. You never see it mentioned in reviews/articles how much of an improvement the open world is in this game when compared to Dragon Age Inquisition. It feels like 90% of the quests in Inquisition are just as you described. Having played the two back to back (with over 300 hours total in Inquisition), it's easy to see how much better Andromeda does at filling its open spaces. You get a lot more interaction with NPCs and story relevant bits instead of just getting a note to kill something. Inquisition just feels so empty and detached from the main story while Andromeda's worlds feel relevant to the story. Having fewer (and smaller) open areas to visit definitely helped, I think. It's not perfect and I prefer the more linear, story-based approach of the older games, but it was fun enough for me to complete the game twice. It even left me wanting to do yet another playthough...but I'm waiting for the m/m "improvements".
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Post by Deleted on May 21, 2017 13:52:45 GMT
Yeah I have read that the overall quality of side quests improved in MEA from DAI, so I'm glad to hear that. Less "read a note, kill something or collect something, quest ends" and more interaction with people. So that sounds like a big improvement! This is one aspect where I feel the game doesn't get enough credit. You never see it mentioned in reviews/articles how much of an improvement the open world is in this game when compared to Dragon Age Inquisition. It feels like 90% of the quests in Inquisition are just as you described. Having played the two back to back (with over 300 hours total in Inquisition), it's easy to see how much better Andromeda does at filling its open spaces. You get a lot more interaction with NPCs and story relevant bits instead of just getting a note to kill something. Inquisition just feels so empty and detached from the main story while Andromeda's worlds feel relevant to the story. Having fewer (and smaller) open areas to visit definitely helped, I think. It's not perfect and I prefer the more linear, story-based approach of the older games, but it was fun enough for me to complete the game twice. It even left me wanting to do yet another playthough...but I'm waiting for the m/m "improvements". Yes, true enough! As I've said ad nauseum I prefer to avoid open world settings when it comes to narrative and character focuses games as they generally conflict. Plus I feel open world games by necessity take longer to develop and so we're now going five or more years between games rather than three or four. But if Bio at least has improved on some of the complaints from DAI that is good. Ironically, from what I know about MEA they didn't pull a classic Bioware and take feedback to the extreme while neglecting elements that people enjoyed from previous games. They just straight up decided to give more content to specific groups which I don't think anyone asked for.
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Post by Deleted on May 21, 2017 21:18:15 GMT
Some of these concept arts look so cool and it'd have been great to see a few of them incorporated into the final product. So much potential was lost and just thinking of it drives me up the wall {Spoiler} Settlement list! Hah, that's kind of cool, even if it reminds me of FO4. I wonder if we'll see some of this stuff in either post-game DLC or in MEA2. I wonder who has the settlement of "Texas"? Sounds like it could be the one on Elaaden. I also definitely like the looks of Cora, Liam and Peebee much more in the concept art. Though, I wonder why a human is "Asari" and an asari is "Asarian". And, OMG, the black Sarah (spelled with the "h" in concept art) is just gorgeous! It also looks like they were originally going for a red/blue conversation dialogue, even if it was "agree/disagree" instead. I noticed on the Tempest, there were spots designated with red and blue x's.
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Post by VFerreira93 on May 21, 2017 21:49:18 GMT
Some of these concept arts look so cool and it'd have been great to see a few of them incorporated into the final product. So much potential was lost and just thinking of it drives me up the wall {Spoiler} Settlement list! Hah, that's kind of cool, even if it reminds me of FO4. I wonder if we'll see some of this stuff in either post-game DLC or in MEA2. I wonder who has the settlement of "Texas"? Sounds like it could be the one on Elaaden. I also definitely like the looks of Cora, Liam and Peebee much more in the concept art. Though, I wonder why a human is "Asari" and an asari is "Asarian". And, OMG, the black Sarah (spelled with the "h" in concept art) is just gorgeous! It also looks like they were originally going for a red/blue conversation dialogue, even if it was "agree/disagree" instead. I noticed on the Tempest, there were spots designated with red and blue x's. Not so sure if we're going to be seeing a settlement list like this in DLCs for this game. Unless one of those is quite large in both content and size . I think that at some point in development it was possible to rename at least some of your outposts. Cora being nicknamed "Asari" is quite funny due to the whole Asari Commando thing. I like the new conversation system they went for in the final product to some degree, but most of the time they just had 2 dialogue options available to pick from which limits the roleplaying aspect for the player. They shouldnt have done that, imo.
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Post by phantomrachie on May 22, 2017 8:32:50 GMT
Tasks are separated out because the have less content than the other missions and don't tend to have any decisions or cutscenes or anything but they can't all be dismissed as fetch quests (although at of people do). There are a couple of ones that just involve scanning rocks or plants to help AI scientists, but alot of them start as something that you think will be straightforward and end with some really nice world building or something really cool. I'd be of the opinion that they'd are some of the best-designed quest of this type that Bioware has ever done. Yeah, there's a lot of interesting quests overall for sure. Doing that one quest on EOS for example that suddenly spawns the architect was awesome. I think the problem overall is that some of these sidequests story content is so good and important, that in some ways should have not been a sidequest per say. Like Sam Memory Triggers and the Water in Eladeen quest. This is why also there's been some criticism on details of the story by critics and such because they likely didn't experience this side quests that really fill in the gaps to a lot of stuff. I didn't mind the tasks per say but I don't like that a couple of them spawn at random locations, and is causing them to glitch on me on Eladeen. I guess it could be an interesting discussion on wether or not insightful story moments should be put in as sidequest to make them interesting but at the expense of not being part of the main quest line. I'd be of the opinion that side quests are best when they are linked in some way to the overall theme or story of the game. A side quest should be optional to complete the game but provide additional world building or story elements to those who complete them. I'll use Horizon: Zero Dawn here as an example (because most people seem to love it). It's side missions are not linked to the main story but provide world building through storytelling and IMO a player would miss out on some essential info if they were skipped. A Daughter's Vengeance and Honor the Fallen for example, provide important insights into how the Carja and the other tribes are adapting to the new peace after years of Carja aggression. Not completing those quests, would leave a gap in players understanding of the world but the fact that they are interesting means that most people probably did complete them. IMO some players were still burned from how lame alot of the DA:I side quests were and dismissed the MEA tasks as fetch quests and so didn't even bother with them. I'm not sure what BioWare could've done to prevent that, maybe improving how the quests in MEA were structured in the menu so that it's more obvious that they are important. Because I wouldn't necessarily want them to change the tasks themselves, I liked how they can start off as something seemingly straightforward and then expand.
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Post by Deleted on May 22, 2017 12:35:11 GMT
I mean, wasnt the Nexus supposed to unlock some blocked areas when you "upgrade" its level or something like that? I remember the devs talking about that on a panel. And also, Meridian (from what I've heard) was supposed to have a much bigger map and such - along with quests and everything in between. Is that one true? Never reached that part of the game, but I've heard it mentioned just before I stopped playing Andromeda. Let's see... There's still 2 novels to be published: Annihilation & Initiation. We know so far that the first one is supposed to be about the Lost Ark. The last one - which I'm prolly more interested to read - is yet to be known. So, based on my assumption, and take this with a grain of salt ( ) I'd say there's going to be at least 2 DLCs down the road. One for the Quarians is almost guaranted to happen. It'd be great to see more additions to either the Nexus or even the outposts themselves but I guess that waiting for more news/updates on this is pretty much all we can do at this point did MET also have novels published? i'm curious if they did any worldbuilding with that. i expect the supposed movie to be a total crap. and btw, even if ea puts ME on hold, i'm VERY sure we will at least get a remastered me trilogy sometime in the next 5 years. no way ea would let a chance like that slide. The first three novels were decent; I liked that they provided backstory for the games (Anderson and Saren, Cerberus and the Quarian flotilla and some interesting original characters) without feeling like the games were missing content if you hadn't read them. I think ME did this better than DA has recently, as too much important information about the DA setting takes place in some of the novels. The last ME novel was written by a guy who had obviously never played any of the games and probably never spoken to anyone on the ME team. It felt like EA marketing outsourced the book to him, gave him some brief notes on the setting and he went from there. It completely contradicts the lore and also retcons most of the characters from previous novels. It's also just poor writing and plot. Yeah, there's a lot of interesting quests overall for sure. Doing that one quest on EOS for example that suddenly spawns the architect was awesome. I think the problem overall is that some of these sidequests story content is so good and important, that in some ways should have not been a sidequest per say. Like Sam Memory Triggers and the Water in Eladeen quest. This is why also there's been some criticism on details of the story by critics and such because they likely didn't experience this side quests that really fill in the gaps to a lot of stuff. I didn't mind the tasks per say but I don't like that a couple of them spawn at random locations, and is causing them to glitch on me on Eladeen. I guess it could be an interesting discussion on wether or not insightful story moments should be put in as sidequest to make them interesting but at the expense of not being part of the main quest line. I'd be of the opinion that side quests are best when they are linked in some way to the overall theme or story of the game. A side quest should be optional to complete the game but provide additional world building or story elements to those who complete them. I'll use Horizon: Zero Dawn here as an example (because most people seem to love it). It's side missions are not linked to the main story but provide world building through storytelling and IMO a player would miss out on some essential info if they were skipped. A Daughter's Vengeance and Honor the Fallen for example, provide important insights into how the Carja and the other tribes are adapting to the new peace after years of Carja aggression. Not completing those quests, would leave a gap in players understanding of the world but the fact that they are interesting means that most people probably did complete them. IMO some players were still burned from how lame alot of the DA:I side quests were and dismissed the MEA tasks as fetch quests and so didn't even bother with them. I'm not sure what BioWare could've done to prevent that, maybe improving how the quests in MEA were structured in the menu so that it's more obvious that they are important. Because I wouldn't necessarily want them to change the tasks themselves, I liked how they can start off as something seemingly straightforward and then expand. That's a good point that there was negative bias coming in from DAI on side quests. From my perspective as someone who hasn't played MEA, just hearing that the side quests were categorized as "tasks" makes them sound like busy work. So that reinforces my DAI bias since 85% of the side quests felt like busy work and I could have easily called them tasks. It doesn't help that the interesting side quests were lumped into the same category as "collect X space rocks" type of typical fetch quests. Perhaps they could have used the DA2 quest management system where the categories were sorted by complexity. There were the main quests, companion quests, secondary quests (full side quests) and then side quests (mostly fetch quests and very minor tasks). dragonage.wikia.com/wiki/Secondary_questsdragonage.wikia.com/wiki/Side_quests_(Dragon_Age_II)
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Post by phantomrachie on May 22, 2017 13:35:48 GMT
<snip> I'd be of the opinion that side quests are best when they are linked in some way to the overall theme or story of the game. A side quest should be optional to complete the game but provide additional world building or story elements to those who complete them. I'll use Horizon: Zero Dawn here as an example (because most people seem to love it). It's side missions are not linked to the main story but provide world building through storytelling and IMO a player would miss out on some essential info if they were skipped. A Daughter's Vengeance and Honor the Fallen for example, provide important insights into how the Carja and the other tribes are adapting to the new peace after years of Carja aggression. Not completing those quests, would leave a gap in players understanding of the world but the fact that they are interesting means that most people probably did complete them. IMO some players were still burned from how lame alot of the DA:I side quests were and dismissed the MEA tasks as fetch quests and so didn't even bother with them. I'm not sure what BioWare could've done to prevent that, maybe improving how the quests in MEA were structured in the menu so that it's more obvious that they are important. Because I wouldn't necessarily want them to change the tasks themselves, I liked how they can start off as something seemingly straightforward and then expand. That's a good point that there was negative bias coming in from DAI on side quests. From my perspective as someone who hasn't played MEA, just hearing that the side quests were categorized as "tasks" makes them sound like busy work. So that reinforces my DAI bias since 85% of the side quests felt like busy work and I could have easily called them tasks. It doesn't help that the interesting side quests were lumped into the same category as "collect X space rocks" type of typical fetch quests. Perhaps they could have used the DA2 quest management system where the categories were sorted by complexity. There were the main quests, companion quests, secondary quests (full side quests) and then side quests (mostly fetch quests and very minor tasks). dragonage.wikia.com/wiki/Secondary_questsdragonage.wikia.com/wiki/Side_quests_(Dragon_Age_II) It does have separate categories for allies & relationship missions & for some of the more important planets specific side missions but I definitely think that another category should've been added. As you say tasks make it sound like this missions are all fetch quests.
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Post by Deleted on May 22, 2017 13:46:24 GMT
<snip> That's a good point that there was negative bias coming in from DAI on side quests. From my perspective as someone who hasn't played MEA, just hearing that the side quests were categorized as "tasks" makes them sound like busy work. So that reinforces my DAI bias since 85% of the side quests felt like busy work and I could have easily called them tasks. It doesn't help that the interesting side quests were lumped into the same category as "collect X space rocks" type of typical fetch quests. Perhaps they could have used the DA2 quest management system where the categories were sorted by complexity. There were the main quests, companion quests, secondary quests (full side quests) and then side quests (mostly fetch quests and very minor tasks). dragonage.wikia.com/wiki/Secondary_questsdragonage.wikia.com/wiki/Side_quests_(Dragon_Age_II) It does have separate categories for allies & relationship missions & for some of the more important planets specific side missions but I definitely think that another category should've been added. As you say tasks make it sound like this missions are all fetch quests. It's an issue of how complex the UI gets after a point, as well. DAI was simple enough in that it was main missions, companions, and then by region, but then that also lumped the more interesting content in with rifts and treasure maps and the more minor things. But it would get cumbersome to have ten different quest categories (plus collectibles plus completed quests) to keep track of.
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Post by phantomrachie on May 22, 2017 14:02:48 GMT
It does have separate categories for allies & relationship missions & for some of the more important planets specific side missions but I definitely think that another category should've been added. As you say tasks make it sound like this missions are all fetch quests. It's an issue of how complex the UI gets after a point, as well. DAI was simple enough in that it was main missions, companions, and then by region, but then that also lumped the more interesting content in with rifts and treasure maps and the more minor things. But it would get cumbersome to have ten different quest categories (plus collectibles plus completed quests) to keep track of. Very true. Too many mission categories would crowd the UI, which never looks great. As Scottphoto has suggested, if the fetch quest missions had a bigger impact than perhaps the grouping would have made more sense. For example, hydroponics could have alien plants growing in it after you finishing scanning all the plant samples. Maybe something as simple as not calling them 'Tasks', which make them sound dull or most of them could've been rolled up into the Planet Assignments section and 'tasks' just left for the handful of fetch quests.
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Post by Deleted on May 22, 2017 14:13:15 GMT
It's an issue of how complex the UI gets after a point, as well. DAI was simple enough in that it was main missions, companions, and then by region, but then that also lumped the more interesting content in with rifts and treasure maps and the more minor things. But it would get cumbersome to have ten different quest categories (plus collectibles plus completed quests) to keep track of. Very true. Too many mission categories would crowd the UI, which never looks great. As Scottphoto has suggested, if the fetch quest missions had a bigger impact than perhaps the grouping would have made more sense. For example, hydroponics could have alien plants growing in it after you finishing scanning all the plant samples. Maybe something as simple as not calling them 'Tasks', which make them sound dull or most of them could've been rolled up into the Planet Assignments section and 'tasks' just left for the handful of fetch quests. Perhaps color code things? Gold for the "main" planet quests and then other colors for other levels. And then there are just three categories: main quest, companions, planets (or Nexus). But I do see how that's a problem when making a judgement call on what constitutes an orange quest versus a red, for example. Or that it's a bit metagamey and if a side quest looks like a basic fetch quest and then turns out to have a twist, like the architect fight on Eos, categorizing them this way would spoil it. I wish the UI would allow for players to customize the quest log so we could create our own folders and move things around, but I realize that's impossible. I mean, from my perspective, just don't make any quests that aren't interesting I still don't understand why games have "fetch X amount of resource" or "kill X numbers of beasts" as their quests. To help people level up and get money/resources quickly? To pad out the game time? To be able to say "the game has over 100 side quests to explore!" in marketing? This is not a MEA or DAI specific complaint; all Bioware games have had them, as well as almost all other game companies. It feels like it's accepted in the industry without question rather than someone asking "wait, why are we still including lots of boring quests?" I would be much happier if a game I played had half as many side quests but the remaining ones were more in depth and multi stage. If developers want casual gamers to have a quick and easy method to gain money and experience, that's what multiplayer is for, not in depth single player story games.
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Post by phantomrachie on May 22, 2017 14:51:45 GMT
Very true. Too many mission categories would crowd the UI, which never looks great. As Scottphoto has suggested, if the fetch quest missions had a bigger impact than perhaps the grouping would have made more sense. For example, hydroponics could have alien plants growing in it after you finishing scanning all the plant samples. Maybe something as simple as not calling them 'Tasks', which make them sound dull or most of them could've been rolled up into the Planet Assignments section and 'tasks' just left for the handful of fetch quests. Perhaps color code things? Gold for the "main" planet quests and then other colors for other levels. And then there are just three categories: main quest, companions, planets (or Nexus). But I do see how that's a problem when making a judgement call on what constitutes an orange quest versus a red, for example. Or that it's a bit metagamey and if a side quest looks like a basic fetch quest and then turns out to have a twist, like the architect fight on Eos, categorizing them this way would spoil it. I wish the UI would allow for players to customize the quest log so we could create our own folders and move things around, but I realize that's impossible. I mean, from my perspective, just don't make any quests that aren't interesting I still don't understand why games have "fetch X amount of resource" or "kill X numbers of beasts" as their quests. To help people level up and get money/resources quickly? To pad out the game time? To be able to say "the game has over 100 side quests to explore!" in marketing? This is not a MEA or DAI specific complaint; all Bioware games have had them, as well as almost all other game companies. It feels like it's accepted in the industry without question rather than someone asking "wait, why are we still including lots of boring quests?" I would be much happier if a game I played had half as many side quests but the remaining ones were more in depth and multi stage. If developers want casual gamers to have a quick and easy method to gain money and experience, that's what multiplayer is for, not in depth single player story games. That is the million euro question. Why have these quests at all? In my experience, they tend to be used as an easy way to encourage the player to explore an area they may not have otherwise. For example, the 'breaking rocks for science' lead me to explore an area of a planet I might have ignored and I found some cool things to explore out there. They are also a quick way to give some world building, there is one in MEA that involves setting up beacons. The disembodied voice of the dead engineer's, dead daughter offers encouragement every time you set one up, turning a basic quest into something tragic. Ultimately quests like these seem like a legacy issue from the MMORPGs that open world single player games get alot of their ideas from. MMORPGs have fetch quests so there is always something for a player to do & plenty of ways to level so they keep their subscription up to date. Open World single player games looked to MMORPGs for alot of their game design ideas and this was one they picked up, stuck with and now it's a tradition that no one seems to question. While I would rather fewer quests with more depth or more stages, if we have to fetch quests, I'd at least like them to make sense within the context of the game. In MEA, scientists asking you to scan alien minerals & plant life makes sense, you're a frontline explorer, you'll come across all kinds of weird stuff on your journey and scientists need to study it so the AI can survive. The Inquisitor stopping to help every random jerk when there are demons pouring out of a hole in the sky doesn't. Quite frankly, I rather less content is considered "optional". Mandatory content tends to get more attention, so I'd rather little optional content and instead more ways to engage with the mandatory content; approaching it in a different order has an effect or different outcomes based on decisions made in other mandatory quests. The more quests designers know for a fact you will do, the more those quests can be interwoven into the rest of the game.
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Post by Deleted on May 22, 2017 19:43:30 GMT
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Post by Scottphoto on May 22, 2017 19:46:46 GMT
lol well that makes more sense, they do look pretty neat on that site, with the metallic blue. Still a very silly addition but better to think of these instead of seeing them as Beats rip off
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Post by Deleted on May 23, 2017 12:36:06 GMT
Sigh. Of course that's why. How did we not predict that this was just shameless product placement? MEA2 is probably going to have corporate logos plastered across the Tempest and Nomad.
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Post by The Haunting of Praise Adrast on May 23, 2017 17:30:17 GMT
Here is an Andromeda question, forgive me if it's answered in the game and I missed it: who built the mining facilities on H-047c? I know who's running them, but how did they get there? Is it supposed to be exiles? The timeline is janky enough as it is–what, the Hyperion arrives 18 months after the Nexus, then a couple of months pass before the uprising/exiles getting the boot. They left with some shuttles, the clothes on their backs, some weapons, and two weeks worth of food. In about a year they've spread all over...I realize some of it, like Kadara, is simply taking over buildings that were already there. But H-047c...they brought vehicles to shield from the radiation, then somehow built all that stuff and got a successful mining operation going? Was it the Angara who did it? I know I should enable my Video Game Logic, but I find myself a-wonderin' all the same.
Also, it seems like playing as an Exile might have been a bit more fun. They're the ones who really explored, who had to find a way to survive, and got shit done! All without the assistance of a creepy head computer!
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Post by Deleted on May 23, 2017 19:13:23 GMT
It looks like it's exiles. I think we see stolen AI tech scattered about.
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Post by jjdxb on May 24, 2017 5:49:10 GMT
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