Could someone put in spoiler tags where I can find a garbage bag?
Only place I have so far was in talking to the Union boss, but I feel like I was forced into it, sinceyou can't leave without finishing your talk with him to get the keycard, and due to whatever build I had at the time, talking to him always meant death in his chair.
Save scummed repeatedly to find a way out or through, but unfortunately there isn't one, and had to revert to an old save before I entered the area altogether.
Only place I've found that had that kind of design problem so far, but still disappointing to encounter.
Taking me a bit of time to adjust to not trying to click through every dialogue line.
So used to other CRPGs where you're supposed to make sure to go through every line.
Here it seems detrimental since it uses up time and can make people upset at you. But correct me if I'm wrong.
seems like theyre collectibles? or something to sell? I had a ton of leftover items by the endActually, thinking about it are the postcards and Van Eyck(sp?) posters do anything or are they just collectible things?
You don't need to be this obsessive. Worrying about time should not deter you from reading all the dialogue you want.Taking me a bit of time to adjust to not trying to click through every dialogue line.
So used to other CRPGs where you're supposed to make sure to go through every line.
Here it seems detrimental since it uses up time and can make people upset at you. But correct me if I'm wrong.
I'm at the end of day 2 and I think my game might have bugged—can someone let me know if I should restart it?
I was doing the "get the whole story from Titus" task after talking to Klaasje about the tape and then going back to him. During the conversation with him, the camera slid over to the barkeep guy (during the "get us 20 beers" thing) and then, for some reason, never slid back. i finished the whole conversation and the camera snapped back to me, but there was no one around me—no hardie boys. I got a task to talk to Klaasje about Titus's "whole story", but when I went through her apartment, she wasn't there or on the balcony.
It's 11:30 PM. am I missing something? did my game break somehow?
This is DEFINITELY a game in which you don't just want to blithely click on every dialogue option you haven't explored, though. A lot of them can profoundly damage your relationship for zero gain. You have to think about what you're doing.You don't need to be this obsessive. Worrying about time should not deter you from reading all the dialogue you want.
cool, thanksShe does disappear at a certain time late night, I don't know if 11:30 is past the cuttoff point. I'd keep playing until the next day and see if she reappears.
And depending on your tolerance for actively and intentionally offputting gameplay, I highly recommend Pathologic 1. I love that game to bits, even if it doesn't love me.For anyone who wants to scratch a similar itch after this, check out Pathologic 2.
Yeah, certain options will blow up on you. I was more addressing the time concerns. I wouldn't recommend playing the game fretting over time limits.This is DEFINITELY a game in which you don't just want to blithely click on every dialogue option you haven't explored, though. A lot of them can profoundly damage your relationship for zero gain. You have to think about what you're doing.
I got to that area without Kim at night and I recallOnly place I have so far was in talking to the Union boss, but I feel like I was forced into it, sinceyou can't leave without finishing your talk with him to get the keycard, and due to whatever build I had at the time, talking to him always meant death in his chair.
Save scummed repeatedly to find a way out or through, but unfortunately there isn't one, and had to revert to an old save before I entered the area altogether.
Only place I've found that had that kind of design problem so far, but still disappointing to encounter.
And depending on your tolerance for actively and intentionally offputting gameplay, I highly recommend Pathologic 1. I love that game to bits, even if it doesn't love me.
The complex, nested dialogue trees and highly developed world of Disco Elysium really remind me of Pathologic, as I've said earlier in this thread. If you need more, look there.
In addition to this question, can someone explain, with minimal spoilers, what the "opting-in/opting-out" thoughts are?Anyone having issues with flashlight? I kinda feel like it's not working properly?
Any pants I can find besides the starting ones and the jeans in the coal vent? I don't wanna run around pantsless but I hate these stats.
They give you access to thoughts based on ideologies like communism and what all. I don't think opting in actually does anything except giving you the thought to internalize if you want to.In addition to this question, can someone explain, with minimal spoilers, what the "opting-in/opting-out" thoughts are?
You don't need to be this obsessive. Worrying about time should not deter you from reading all the dialogue you want.
That's fine, we all have such days, sometimes I wake up a 1111, the next day will be better.How do I use the thought cabinet?
My intelligence is 1 so there's a good chance my character is too stupid to use it, but there's also a chance that I personally am too stupid to realize what I need to do.
Edit: Looks my real life intelligence is close to 1. You click internalize and it shows how long it will take to figure out in game as well as the bonus (or adverse effect).
It's East of the plant, but south of Land's End.What is the "old fish market?" The fishermen shacks or something at the Martinaise waterfront?
So I just finished. I played through with 5/4/1/2, and while there are a couple of spots that the low physical made awkward I think I was able to get by largely because I didn't invest much in Thoughts and just used skill points to meet important skill checks.
I ended up pretty hard walled at one point and had to use a beer to raise stat caps so I could make one check that I couldn't figure out any other way to handle; I hit a *really* lucky roll early on which ended up costing me access to a thought that would have made the physical skill stuff significantly easier, I think, and without it the low cap on physical instruments made one side quest a problem.
That said, I am really curious about ending spreads. Specifically I'm curious if the game railroads you in a couple of spots:
- Is it possible to have a deathless tribunal? I lost half the Hardie boys and two or three of the mercy; the game couldn't make up its mind on six or seven dead. I can't figure out what I could have done to lower the body count, but it seems like there should have been a better way.
- I intervened and managed to head off a war between the union and the corporation; if you don't, is there actual chaos in the streets? Or does everything still empty out?
- Are you scripted to encounter the phasmid? It doesn't seem to be mandatory to end the plot, but it is pretty significant.
*Really* satisfying game; I'm currently weighing between doing another play through now with a wildly different build, or waiting a bit to put some distance between the story and I.
Having read a bunch of impressions of the end game, I think it's fairly railroaded.You always get into a firefight and people always die. I think 3 Hardie boys and the mercs will always die. There's never a war. You always encounter the Phasmid, though without the right thoughts you can't communicate with it.
There arethree drivers you can talk to; the racist, the old woman, and a third driver.
Anyone unable to buy the boombox in the pawn shop? He told me the price and I have enough but the only options are to ask to play a tape for free and to exit.
Okay, so objects that highlight in green are standard interactive objects, and presumably objects that highlight yellow are ones I can interact with because I've passed a hidden Perception check. There are also objects that highlight in white that I can click on but can't actually do anything with. What are these? Do they become available later?
Okay, this is bad. I think I locked myself out of completing the negotiator sidequest because much earlier I passed up an opportunity to press Tommy about some topic.
Is this really the only way to complete it?
Did you also talk to thevendor/driver who doesn't think of himself as a driver? He's way south by the drawbridge.
I never pushed Tommy past the breaking point on anything, so I wouldn't think you're locked out.
You have to actually click the section of the shop where the boomboxes are sold.
White are either locked behind a key, a quest, or an item (such as chaincutters or a pry bar).