Forum Discussion
I think it's working as it should be, regardless the fact it's awful. Aside the two planets you need activating vaults because of the main story, all the rest are not mandatory, although you are aware that your job configures making as many planets viable as possible. I think we don't even need to set foot on Eladeen to finish the game, do we?
@PandaTar wrote:
I think it's working as it should be, regardless the fact it's awful. Aside the two planets you need activating vaults because of the main story, all the rest are not mandatory, although you are aware that your job configures making as many planets viable as possible. I think we don't even need to set foot on Eladeen to finish the game, do we?
Which just seems like an odd design decision to me.
I'm only in the middle of my 1st playthough (habitual completionest), but as I see it, my primary objective as a Pathfinder is to create sustainable settlements on as many of these "golden worlds" as possible. Entering the Remnant Vaults to alter the atmosphere/living conditions is my goal. Dealing with the Kett and all the other situations are part of that, hazards I must contend with, negotiating when possible, environmental situations; but my I shouldn't loose site of my ultimate goal. Lives depend on me and my decisions. So a design decision to have some vaults and/or planets optional doesn't make sense from a game play perspective.
- Anonymous9 years ago
I agree.
I also MEGA agree with odd design decision all over. Although you, as a player, know what you main objective is, Ryder is just played around, like a ball to fix everything, making him involved with everything in return; in addition to his job, of course.