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Two additions to the game and the quests to go along with them

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G

Ghamorra

Rookie
#1
Jun 7, 2015
Two additions to the game and the quests to go along with them

I apologize in advance for this being in the wrong location. I do not know how to move this thread so if you could please inform me on how to do so I would appreciate it.

1) Teleportation

Geralt doesn't like teleporting and for good reason. I'd imagine that it's probably not easiest experience to tolerate. However, it's the fastest way to beam around the world. Fast travel is immaculately inconvenient as most quests put you a good 2-3 minutes from the nearest sign post. I understand that at the beginning CDPR would rather not give way to the ability to skim past all their hard work at making a beautiful open world but as time goes on running around from sign post to sign post takes more time than actual quests. Especially when you're trying to craft and sell goods which, at least in my experience, is basically an entire game worth of effort in itself. there's also the issue of abuse. Fast traveling from anywhere can be used to avoid fighting and can also be a crutch. So here's my idea:

1) Teleportation can only be earned after you reach Skellige and is given to you when you do a quest for Yen.
2) There's a 3 minute cool down after each use
3) It can only be used while mediating so you can't use it when fighting
4) You can fast travel FROM anywhere but only TO sign posts​

The purpose of fast travel is for those who have played the game enough to appreciate the open world but not be overwhelmed by the vast distance they must travel to do small, minor things like repair armor and sell off goods to the few vendors in the entire game that have enough coin. The quest line to earn the ability is rather tough so you will feel like your earned the ability. My idea for the quest line goes like this:

Yennifer asks you to meet her at Skellige. She has an urgent request for you and asks that you hurry. When you arrive you find her at run down hut just outside of Rannvaig. A family is grieving in a room that appears to be a little girls. Yen looks distressed when you arrive. You ask what's going on and Yen tells you that while she was waiting for you to arrive to Skellige she met a very talented little girl who was very gifted at teleportation. She knew of a method that was revolutionary to the art. Yen grew fond of the little girl and said that she reminded her of Ciri. She then goes on to explain that the littel girl is in trouble. A rising faction of an occult gang found out about the little girls ability to teleport and kidnapped her.

As you learn more about the little girl and where she was last seen, you and Yen journey out to lake where you discover an illusion that protects an entrance to a hideout. Once inside you find a relatively expansive occult village under the lake. Your arrival is not greeted warmly and you must fight the occult's followers and make your way to the leader.

Inside the leader's chamber you find him trying to beat the little girl into submission as she refuses to help him. When he sees you he panics and sets off small earthquake that causes the ground under the lake to collapse filling the underground village with water. Yen throws up a protective barrier around you and the little girl but the vast amount of water filling the room quickly wears Yen down. The little girl starts crying and you calm her. She takes your hand and tells you to close your eyes and take deep breathes. The next thing you hear is Yen calling your name. You open your eyes and you're outside on the lake's shore.

In shock you can't believe you were transported so smoothly. You even joke that teleporting wouldn't be so bad if it was that easy. You then realize why the occult want to know the secret of this little girl's ability. It would be easy to teach whole army's how to do it and teleport behind city walls. After seeing the occult leader attack the little girl the matter has now become personal and while Yen recovers you vow to hunt him down. The little girl tells you everything she knows and heard from her time in his captivity. You find out that he has followings in many cities and villages around Novigrad and Velen as well as Skellige. One in particular is in Novigrad's sewers. An old Warehouse built when the city was first founded. It's long since been forgotten.

You don't anything concrete or exact but you gain enough knowledge about this forgotten warehouse to develop a lead. Rumor has it there was an old fistech dealer used it to store his shipments. Until he was caught and imprisoned he was the largest fistech dealer in Novigrad. He's a frail old man now but you visit him to learn more information. After hearing his stories he agrees to tell you about the warehouse but only after you break him out of prison so he can see sunset one more time before he dies. You agree and once broken out you sit on docks and he tells you why he dealt fistech. You learn of the warehouse and he passes away on the dock just as guards close in around him. You sneak away and go to warehouses location where you confront the leader of the occult gang. This time he's prepared a trap for you. He summons Specters to fight for him. After time he begins to grow tired as his summoning wears on him. You're given a choice, spare his life or kill him where he stands.

After you deal with the occult leader you return to the little girls hut and her family. Yen back to full strength and as a reward the little girl gives you a orb and teaches you how to teleport her way. Through mediating you can easily move around the world without the queezy feeling of teleportation sickness. After completion of this quest you unlock a new quest to finish driving out the occult gang in other cities.​

2) Kaer Morhen Armory

I'm at the point in the game where I've built up a large stock of cool items I don't want to get rid of. Trophies, weapons and armor, and near infinite supply of crafting materials. The I have so much stuff that I want to keep that at no point can I drop below 85 in weight. I like making sets of armor and I worked hard for my trophies so there's some stuff I just don't want to part with. I think it would be cool to have an Armory so that I can store gear and trophies you don't readily need but want to keep because you have an unhealthy attachment to a cockatrice head.

When you visit Kaer Morhen Vesemir asks if you would like to go on a Witcher Contract with him. A poor beggar he met outside a tavern claimed that a beast the size of a two story building attacked his mining business. At first Vesemir didn't believe him and thought he was some delusional beggar looking for attention. But the beggar mentioned something about the creature that caught his interest. He accurately described two very unique features of two very different monsters. From what it sounded like, it was a hybrid creature impossible to exist naturally. A Morvudd and a Gail, if you can believe it.

Geralt's interest is peaked and you and Vesemir go on a hunt to figure out what the Hell is going on. You visit the beggar and extract more information. He gives you the location of his mine and tells you more about the monster and his illegal mining operation which turns out to be a venture in extracting dangerous chemicals for black market trading.

You and Vesemir journey out to, what appears to be at first, a respectable mining village. Further investigation proves that there are countless reasons why something horrible would attack this location. For the most part the village has been ravaged by something which certainly seems like a large horrific creature but you still manage to find an opening to the mine and you and Vesemir begin your descent. Inside you notice there's a toxic fog seeping from the walls. Using Igni you burn the fog away and follow a trail of blood and destruction deep, very deep into the earth.

Along the route are small cabins miners use for storage and break rooms. One in particular is inhabited by odd man, someone who clearly isn't a miner let alone someone who belongs anywhere near a mine. He's a nerdy man with books and parchment, a scholar. You interrogate him about what he's doing in such a place and find that he's an alchemist. His current research is about transformation and discovered this mine contained the necessary materials to complete his latest creation. A potion produces a toxic gas which allows any creature to be fused with another. He starts explaining the science behind his discovering and at first it seems like he's bragging but as he continues to explain it's clear he's simply mad. He explains that his goal was to take the two most terrifying beasts known to man and make them one.

Geralt, a Witcher, takes offense to this alchemists work. He punches the scholar and knocks the madman out. He gathers the intel needed to track the abomination and sets the only known research on the subject on fire. The take the madman with them as they organize bait and trap. When the madman comes to irate. Tied to a chair, he curses you and Vesemir right as the creature is lured. Frantically, the madman tries to breaks the chair and thus is free from his binds and runs to his creation telling it leave and run away. The creature, a combination of two horrible monsters, eats the madman. It's massive and grotesque easily 20 feet tall.

The fight ensues and you find the creature is not very nimble and Using misdirection and Aard you make it stumble allowing you to attack. Once defeated Vesemir admires work you and him did to kill such a monster. He takes an odd fascination and requests that it goes on display at Kaer Morhen as a testament to the work that Witchers do to keep people safe. You remind him that Kaer Morhen does not have a trophy room so where would he put it. That gives Vesemir an idea and he decides to turn one of the many rooms into a trophy room where you can put on display full sets of armor, weapons, and trophies.
​
 
Last edited: Jun 7, 2015
  • RED Point
Reactions: Redemyr
R

Redemyr

Rookie
#2
Jun 7, 2015
The former, yeah, I wouldn't mind it.

The later,YES 100%, agree.
There should be a chest and more importantly, dummies where you can place your cat/griffin/bear gear. (and hopefully wolf one day)
 
G

Ghamorra

Rookie
#3
Jun 7, 2015
Redemyr said:
The later,YES 100%, agree.
There should be a chest and more importantly, dummies where you can place your cat/griffin/bear gear. (and hopefully wolf one day)
Click to expand...
That's definitely what I was thinking. I see no reason why you can't have multiple sets of armor you can swap through. It seems pointless to have all kinds of cool gear an not be able to store even half of them.
 
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