![]() It's okay to have different playthroughs and rewards based on choices you make, but these choices leads only to missing a ♥♥♥♥♥ collectible required for an achievement. The hidden treasures in this game are only obtainable if you have the relevant map, so I always assumed that if I chose to bypass a chance to get a treasure map or any other unique item (like a weapon or card fragment), I would not be able to get it later, regardless of my reasons for doing so. ![]() Originally posted by Sarsben:I'm not sure exactly which part you're referring to, but if I recall correctly, it's something along the lines of an encounter that offers a treasure map as a reward for doing a morally dubious thing? If so, I'd say that's perfectly appropriate for a Witcher game, and for choice and consequence driven RPGs in general. The fact that you can permanently lose certain character cards or miss out on card upgrades based on choices you make should make that abundantly clear. I do agree that this sort of thing is aggravating if you're playing the game with the attitude of wanting to have a "perfect" playthrough, see and do everything and be able to get all the cards, but I don't think it's meant to be played that way. Is it horrible design when an RPG has a player make a choice that leads to different outcomes? Should they all be patched so that all choices lead to the same outcome? I know this isn't exactly an RPG, but it makes no effort to hide the very prominent choice and consequence elements, both in the branching story bits and in the small encounters like the one you've described. It's not unusual in any way for RPGs to offer rewards for doing "evil" or amoral things, and let the player decide whether or not to accept them. I'm not sure exactly which part you're referring to, but if I recall correctly, it's something along the lines of an encounter that offers a treasure map as a reward for doing a morally dubious thing? If so, I'd say that's perfectly appropriate for a Witcher game, and for choice and consequence driven RPGs in general. It should be that if you go to the spot where the card is, then you can collect it, period. Rather, this problem should be patched so that players who made the right moral choice are no longer arbitrarily restricted from collecting all the cards. I shouldn't have to replay the game from scratch in order to fix what is clearly a very awful design decision. The only "solution" I've seen offered to the problem I'm pointing out here is to "replay the game from the start." That would be an incredibly boring, aggravating, and time-wasting exercise. Why this horrible design in the first place? Yet the game does warn you when you are about to get locked out of its content by switching from one map to the next. To add insult to injury, the game gives you no indication or warning whatsoever that if you happen to choose the right moral choice, then it is going to deny you from having access to some of its main content (i.e. So for doing the right thing, the game punishes you in a totally ludicrous and completely unfair way.Īnd I read that this terrible design decision also locks you out of Achievements and also getting another special card at the end of the game. Then I searched the internet, and I found many people saying that you are not able to get the "waterfall" chest if you did the right thing and took care of the thief/murderer who was stealing from and killing all your civilian subjects. I scouted out all possible points with stuff on the map, so I was confused as to why there was no chest icon to represent me not having opened one. I beat all of the first map, and then I was stuck at 9/10 chests. I've just experienced a horribly designed aspect of this game.
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