![]() ![]() Madame Carole now awaited the witcher beyond the stockade, among the camp followers' tents. Once he defeated two players, the witcher qualified to in the elite players' club, that is the Poker League. Geralt still needed one more victory, but the members of the local dice poker league had now heard of him. He won all the pay from one of the soldiers in his first match. However before that elite group would notice the witcher, he had to prove his worth by winning with the grunts. #Witcher 2 which design to take poker quest act 2 fullJournal entry You can play dice poker in any garrison worldwide, and certainly in a huge military camp full of soldiers awaiting a battle! There were many game partners for – apart from the rank and file soldiers, Geralt could face Zyvik, Madame Carole and Lasota, the quartermaster's assistant. Beware, because those diagrams are actually not for armor, but for the crafting components leather (calling it "supple" in the English localization), hardened leather ("tempered"), or studded leather ("studded"), diagrams which he incidentally also sells for 176, 251, and 276 orens, respectively. On defeating Lasota, Geralt is given a choice of reward: money (200 orens), or an armor diagrams. Once he has challenged them all (and won), he gains the right to challenge the quartermaster's assistant, Lasota. After defeating the sergeant, Madame Carole will then accept to play the witcher. He must first beat the two dice players in front of the canteen, Gondor and Fragile. ![]() ![]() This quest begins when Geralt speaks to one of the camp's major dice players. And this is from only one class story playthrough, not all of them.)Poker Face: Vergen Poker Face: Kaedweni Camp is a dice poker quest in Chapter II of The Witcher 2: Assassins of Kings available if Geralt chooses Roche's path. (Yes, although the tasks are comparable, SWTOR actually has more roleplaying significance to each sidequest. And let's not even talk about what you need to do in said sidequests, because I think their contents has been covered extensively by now.īasically, when Star Wars: The Old Republic has put more thought and care put into its sidequests, you should know you're in trouble. Sure, some sidequests have a sentence or two, or maybe a codex entry, that somehow contextualize the event, but don't mistake this bare minimum of presentation for something that should be acceptable during 2014, the Year of the RPG. The sidequests are a core aspect of DAI, one that cannot be avoided. And don't hide behind the "it's optional" or "some of it's good seriously guys" sleight of hand because gaining levels, equipment, and power is not optional if you want to finish the main story. DAI's sidequests are bargain bin game design that has absolutely no place in a AAAA+ RPG from a developer as prestigious as Bioware.ĭAI, as a narrative-focused RPG, should not be excused or lauded for being lazy and disrespectful of players' time - not for sidequests or anything else. Nothing in the games you listed is even remotely comparable, as DAI will win by the sheer magnitude of its offenses. Where is this "some of" coming from? Taken collectively, DAI's sidequests are among the worst out there. Still, I agree with the general sentiment that the side quest design needs significant work for the next DA. But stuff like that never gets brought up because it's not convenient to the narrative. There are also quests like building watchtowers in the Hinterlands that are not really compelling since they amount to "go here and press X." At the same time, the Hinterlands has interesting quests like converting the Cult of the Breach down in the south of the Hinterlands to the Inquisition's side. The shards are truly bottom of the barrel when it comes to creative quest design. Inquisition does have some very very bad mindless questing, though. Ditto for landmarks, but those also give you some lore about the surrounding area (but fuck lore, because that's not interesting right?). They are simply a consequence of exploring the map. It's crafted Power, just like you can buy Power at the merchant. ![]() They are a way to gain additional Power and they never pretend to be otherwise. Part of the problem here, as evidenced by that inane RPG Codex image, is that some things are being called quests which aren't meant to be quests. ![]()
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