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번역 관련 문제 보고
Hate things like this in games.
I mean....it's just not that hard of a puzzle. Also, if you screw it up enough times (I think starting at 3x) the other characters with you start calling out "suggestions" that are basically hints for how to solve it.
If you just draw a grid of four bridge sections and then mark out the six spots on each side of bridge where people can stand (creating a 4 x 12 grid showing which blocks become solid for each place you can stand 1A-6A and 1B-6B, you'll see what your options are pretty quickly.
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The only puzzle in this game that had me gnashing my teeth (and I admit I totally turned to the wiki) was that blasted demon-freeing puzzle in Shale's DLC. If it was JUST a 5 x 5 "move crap out of the way of other crap till this all lines up and the circuit is complete" puzzle, that would have been fine, but the added twist that a few spots will only move diagonally or whatever just made it tedious. Hat's off to whoever had the patience to grind through solving that thing originally.
At least your gameplay isn't *completely* stuck by any of these puzzles. If any given puzzle is chapping your nethers, you can always go off and do something else for a few.
AMEN!
IMO, puzzles which force the player to save & repeat until they finally luck onto the correct solution should *never* be a part of games like this. It's simply poor game design. I don't mind tough puzzles, but please give us some dang clues!
There are a couple of similarly stupid puzzles without clues in Awakenings. Bleh!
Ah but if you put in too many clues, you end up with people just following recipes, not solving riddles. An example of such would be the largely pointless "just do these x steps in order" of the elven ritual in the Werewolf area. At least it was a little less obvious than the "match these glyps on this statue right here" *cough* puzzles *cough* in Skyrim. ;)
I just can't get mad at the Bridge puzzle in this game. There's literally only one solution, and to find it, you only need put in the effort to sequentially stand on 12 spaces and record which blocks go solid. The characters *do* tell you that you need to get someone across the bridge, and they *do* tell you that you need to make the bricks fully solid to walk on them.
I *suppose* they could have added in conversation that flatly said "the bricks need to be fully solid before anyone can stand on them, that will take two of us standing somewhere that solidifies them," and "It seems bricks made solid by two people standing on the same side aren't truly stable." But Golly that's *really* spelling the puzzle out for you.
It's just not that hard to suss out that you need a solid brick to move to, going forward, BEFORE you move anyone in such fashion that the brick under your feet fades one, let alone two, points back to "not there."
I do wonder now, if one is saving and reloading upon falling off this bridge, instead of just letting the fail teleport them to the beginning (you don't die when you fall, unless you die in nightmare, I've never tried that), does that bug the script so the companions never speak their clues?
I do also agree that puzzles with at least 7 possible solutions and I'm too lazy to calculate how many (but it's a LOT) possible non-working permutations with little to no ability to track what you already did, that don't even reset but just stay horribly messed up so that you have to restart and try again (I'm looking at YOU, stupid tedious demon-freeing puzzle!) need to die in a dumpster fire. ;)
Right - just like there is in the Uthenera temple in the Brecilian forest. The ritual with the fountain and the water bottle is roughly depicted on a stone tablet that you find.