Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Dragon Bones is one of the one's on a time limit. If you don't go to the spot they are at and dig them up fairly soon someone else will come along and take them.
Like the save system, this is an anti-fun anti-feature.
So for main quests or any other quest that has urgent wording, do it now!
Very rarely do you ever get told how much time you have, so it should always be assumed that any quest that sounds urgent, should basically be done right away...
Ironically, I just failed the one chasing the Dragon Bones, which in itself makes little sense, as I literally passed the other group stumbling along the road (after I beat the crap out of them in our first encounter), yet the bones were gone when I got there... Even reloading, and bee-lining straight for the bones, they were still gone...
I clearly missed some arbitrary window as I was wrapping up another quest which actually seemed quite urgent, and delayed handing over the initial message to the Abbott, as it didn't seem urgent prior to speaking to him... A bug, perhaps?
Yeah... That is just poor design... There should be no timer ticking down until you speak to the Abbott as, prior to that, there is no obvious time pressure... It's just a message, and there's no competition until the other guy hears about the bones...
If that's not a bug, it's absolutely a design over sight, as the timer should only have kicked in after the conversation about you having competition...
This is something that Warhorse do in their quest design... Unlike other developers, they don't hand hold anywhere near as much, and are very happy to let the player fail, and it was actually pretty common in KCD1 for quests to have a time limit...
Like I've said above, it's always stressed in the dialogue, or even in the journal...
In this quest however, it seems the timer triggers early, before you have the conversation about their being a reason for a timer, which seems like a bug, or quest design oversight...