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In the Witcher 3 can we have more side quests like "The Secrets of Loc Muinne" and "Gargoyle Contract"?

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dragonbird

Ex-moderator
#21
Mar 4, 2013
I'd definitely prefer those where there's an element of randomness in it so that you still have to think. The Boss Dialogues in DX:HR are still my favourites, for exactly that reason. What I'd like to avoid is the kind of puzzle where you could, if you wanted, just look up the answer in the wiki. (And yes, the repeat playthrough issue is definitely a problem to me. At one time, I knew the sequence for the flames before the operator better than I knew my ATM PIN).
 
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username_3652227

Rookie
#22
Mar 4, 2013
i would like to see more quests with trolls, because theyre the best

"wisha man like, men?"
 
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matheusmls

Rookie
#23
Mar 4, 2013
that was one of the best side quest of the game, I really apreciate it!
 
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vongraudenz

Rookie
#24
Mar 4, 2013
I actually liked all of the puzzles in W2. I enjoyed them for the way they were constructed, as well as the fact they were not repetitive.
 
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FoggyFishburne

Banned
#25
Mar 4, 2013
vonGraudenz said:
I actually liked all of the puzzles in W2. I enjoyed them for the way they were constructed, as well as the fact they were not repetitive.
Click to expand...
I enjoyed most of them with the exception for the "Operator-Door-Riddle-Code-Word-Bullshit-Puzzle". Fuckin' hell. No rhyme or reason. You can't employ your intelligence or creativity to solve it. There's no alternative way to do it or path to the boss. No, just memorize this sequence, as if we're in fucking school, punch in the right combination and voila. You're rewarded for either a) having a good memory or :cool: being lazy and scribbling down the answer or hell, you might have done what I did which is c) check youtube.

Secrets of Loc Muinne, that pentagram you had to draw in order to experience the final moments of Sabrina Glevissig, even the succbus autopsy was better than the operators riddle.
 
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chromie92

Rookie
#26
Mar 4, 2013
Blothulfur said:
Claws of Madness as well, fucking quality. Humanity and inhumanity, and what they do to the victims and the perpetrators, and how those monstrous acts serve to mark all too frail minds, haunting them in as real a manner as the Nilfgaardian haunts those ruins.
Click to expand...
It's one of my favorite quests along with Little Sisters. I'm kind of worried at how many quests or rather how few quests of such quality will be in Witcher 3.
 

Agent_Blue

Guest
#27
Mar 4, 2013
dragonbird said:
I'd definitely prefer those where there's an element of randomness in it so that you still have to think. The Boss Dialogues in DX:HR are still my favourites, for exactly that reason. What I'd like to avoid is the kind of puzzle where you could, if you wanted, just look up the answer in the wiki. (And yes, the repeat playthrough issue is definitely a problem to me. At one time, I knew the sequence for the flames before the operator better than I knew my ATM PIN).
Click to expand...
I can understand that, especially since we're going to get 3 different epilogues and repeated playthroughs are bound to happen.

The thing is, though, I find randomized solutions really lame. Puzzles are checkpoints, a deterrent to make sure only people in the know proceed. It makes perfect sense the answer lies somewhere within a piece of information quite hard to come by, not some computer generated sequence with no ties whatsoever to the backstory, surroundings or overall context.
 
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cmdr_silverbolt

Senior user
#28
Mar 4, 2013
You guys are asking for tougher puzzles, but I can just imagine the complaints now and can't help but smile. If a puzzle is truly challenging, then not a lot of people are actually going to appreciate it. The Secret of LM puzzles were fun, but I wouldn't call them challenging. What I liked about the Secrets of LM quest was that it featured different types of puzzles.

Whatever happens in a quest, it shouldn't be easy to get it done- there should be surprises or obstacles. I also liked one part of the Mystic River quest where it required the player to work out where to drop the letter. I wished more quests in TW2 had done something similar; it shouldn't be obvious right away what the player has to do in order to accomplish an objective.

I also liked randomly finding a journal regarding the Wild Hunt in a place where I didn't expect, and at a time I wasn't looking for it. It's really boring when things in the world are highlighted in distinct ways when they are important or relevant. The game should require the player to really observe the world in order to navigate it, and do whatever.

...I am thinking quests in TW3 might already be like this, and maybe that's why the Focus feature was added. In that case, it should be possible for the player to never have to use the feature if they do not want to do that.
 
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whiplash27

Senior user
#29
Mar 4, 2013
I do like the idea of more "figure it out yourself" quests. Too many RPGs have the whole "Go here and do this" thing to them. Just follow the arrow on your map to exactly where you have to go. Like how does Geralt know exactly where something is in a place he's never been? Give a general location and let the player explore and figure out what it is that he's looking for and how to accomplish the task.
 
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dragonbird

Ex-moderator
#30
Mar 4, 2013
AgentBlue said:
The thing is, though, I find randomized solutions really lame. Puzzles are checkpoints, a deterrent to make sure only people in the know proceed. It makes perfect sense the answer lies somewhere within a piece of information quite hard to come by, not some computer generated sequence with no ties whatsoever to the backstory, surroundings or overall context.
Click to expand...
Examples that would work in context, from the Operator fight:
You're told how to create the response to the challenge passphrase to get through the first door. There's no reason why the challenge needs to be the same every time. Even my online banking has more variation in it than that :)
When you get into the first room, some of the flames are lit, some are not. There's no reason why it has to be the same flames every time.
The first of those is a checkpoint - you need to have had the dialogue with Bras, and the game won't allow you to respond at all unless you have, so the puzzle becomes meaningless. The second isn't a checkpoint, you need to work it out on your own.
 
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