Chris Tian said:
Its funny how you describe the things you don't like about The Witcher and that are exactly the things I love about it.
Different strokes and all that. It'd be a boring world if we were all the same.
Chris Tian said:
I really love that it doesn't hand you everything on a silver platter, that you have to think and pay attention. The guard talks about his guys clearing a new coridor in the crypt, better go check that out.
I agree with you that is this is a good
attempt, but the issue comes up because in The Witcher - as with any other RPG game, honestly - there is a metric fuckton of dialogue. If a player listens to all of it and takes it all to heart, they'll end up doing a ton of pointless stuff and running around chasing rumours. In that case I'd literally just left that crypt, and the walls were blocked. I tried the wind spell on them, as shown in the tutorial, to no effect. At this point I'd exhausted all avenues the game had previously provided, and since I was coming off the heels of such oddities as the drunkard's pointlessly barking dog (complete with cutscene to give a false idea of importance) I wasn't likely to give much weight to another random NPC's announcement that maybe at some future time some other NPCs would consider opening up the crypt. Perhaps. If they felt like it.
Nice idea, poor implementation. Things like that go outside the sphere of understanding provided by the game; Geralt hears a rumour, rumour goes into journal, player knows rumour is worth investigating. Geralt hears pointless chatter, journal ignores pointless chatter, player doesn't waste time investigating. If the game is willing to step outside its own rules whenever it feels like it, it creates an inconsistent and frustrating standard for player behaviour: should we investigate everything unless told not to, wasting hours upon hours on dead ends? Or should we only investigate that which the game labels as noteworthy, potentially missing out on sidequests and loot?
Chris Tian said:
I like that you never know wich decisions will have severe consequences down the line, it makes you think about everything you do instead of thinking "oh no glowing red or blue text, than this wont come back to me", even something little like letting the squirrels take their supplies can come around and bite you in the ass.
I like that too. It makes things interesting, and removes the often mindless selection of the good or evil path. The idea that decisions have consequences is not my problem; it's that there's an inconsistently applied design structure to the game which can lead to players missing out. By all means hit me with unexpected consequences, just don't ask me to scour every corner of the map twice and chat repeatedly to every dull, cookie-cutter NPC in order to get maximum returns.
Chris Tian said:
Coleman is an entirely optional npc, except for the one quest that you have to turn in to him. The Berengar quest will progress when you find the next clue about him. Not to spoiler to much, but just talk to the people in the swamp he might have been seen there.
Heh. This was about the point I ragequit last week, and haven't been back. I got to the swamp, was guiding Gramps past the Drowners, when all of a sudden some fucking plant monster bit my tits off and killed me. I'm yet to summon up the will to go back
Chris Tian said:
You offered to little money, I think he goes for 30 Orens. There are other rings too in the game, think about what kind of ring he might want to see and who could have one of those.
Eduku said:
If you bribe someone and they don't take it, it usually means you're not bribing high enough. Different NPCs have different 'prices', so to speak.
I just assumed he was a Flaming Rose, like the other guards near the area. If he's a city guard I guess I could find a city guard ring, but as the Flaming Rose operate the hospital (unless I'm mixing them up with someone else) it seemed like that would work.
As for the bribe, after I offered it to him and he told me to go away, he then wouldn't talk to me again. Is that a glitch, or is there some kind of reset timer on bribery?