Modifié par schalafi, 28 juillet 2013 - 05:02 .
Going back to BioWare roots, the Towers of Hanoi
#51
Posté 28 juillet 2013 - 05:01
#52
Posté 28 juillet 2013 - 07:14
#53
Posté 28 juillet 2013 - 07:39
#54
Posté 28 juillet 2013 - 10:28
On a gravestone in Haven is written "T.O. Hanoi. Unloved, unmourned." This refers to the Tower of Hanoi puzzle used in Mass Effect, Jade Empire, and Knights of the Old Republic.
Modifié par AelixVII, 28 juillet 2013 - 10:29 .
#55
Posté 29 juillet 2013 - 05:51
Or in Mass Effect games, if you'll need to gain information from a computer, you'll need to able to figure the password for this computer. And again, if you'll need to open a door, I wouldn't mind figuring out which wires to short circuit to get the doors to open.
Because I'm colorblind, I'll have to use a walkthrough to get past any color puzzles in games, like the one(s) in DA: Legacy. They weren't that hard to figure out, then. I would rather be without any puzzles of color in games, but I can live with them...
#56
Posté 29 juillet 2013 - 09:43
#57
Posté 29 juillet 2013 - 09:58
#58
Posté 30 juillet 2013 - 12:56
#59
Posté 30 juillet 2013 - 11:23
#60
Posté 30 juillet 2013 - 03:30
Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade. Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?
So yeah, puzzles. We'll probably have some. You're welcome, and/or I'm sorry?
#61
Posté 30 juillet 2013 - 03:34
#62
Posté 30 juillet 2013 - 03:37
#63
Posté 30 juillet 2013 - 10:15
So, whatever you do, BioWare, I'm sure I'll be happy with it. I liked the riddles and puzzles in The Urn of Sacred Ashes and The Golem of Honnleath. They were fun because they made those quests a little different from others. I think DA:O had a good balance of quests that involved riddle/problem solving, quests that mostly needed us to kill everything that moves, and quests that required us to make moral/ethical decisions. Thanks for all your hard work.
Modifié par ladyiolanthe, 30 juillet 2013 - 10:29 .
#64
Posté 30 juillet 2013 - 10:22
Ooo! Lever puzzles! More, please.Lukas Kristjanson wrote...
Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade.
I highly recommend the puzzles in Ultima IX. Some of those, particularly the lever puzzle in the second half of the dungeon Hythloth, were diabolically difficult.
I like the way you think.Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?
#65
Posté 30 juillet 2013 - 10:41
#66
Posté 30 juillet 2013 - 10:44
Lukas Kristjanson wrote...
Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade.
I just want to say I really enjoyed that puzzle. Kudos!
Modifié par In Exile, 30 juillet 2013 - 10:44 .
#67
Posté 31 juillet 2013 - 12:22
#68
Posté 31 juillet 2013 - 12:25
#69
Posté 31 juillet 2013 - 12:33
Leoroc wrote...
I want a legit labyrinth/maze. Randomly generated so you can't gamefaq the solution.
Ugh, no. Can you imagine the hell of frustration after like your 9th playthrough? Unless that thing about always going right is actually true. But that would kinda trivialize the challenge anyway.
I'd prefer word puzzles over spatial puzzles.
Modifié par Foopydoopydoo, 31 juillet 2013 - 12:33 .
#70
Posté 31 juillet 2013 - 12:56
I remember the Tower of Hanoi in KotOR, i never know it is called tower of Hanoi, and it is quite easy
I am fine with puzzles, as long as it is not beyond reasoning
#71
Posté 31 juillet 2013 - 02:13
I had Alistair in my party and he did give me a hint before I even started the puzzle (this doubles as some of the evidence pointing to how smart he really is... lightyears ahead of Maric and Cailan). If you didn't have a full party of four in the Temple, you'd be screwed by this puzzle, though.
#72
Guest_BarbarianBarbie_*
Posté 31 juillet 2013 - 05:47
Guest_BarbarianBarbie_*
Lukas Kristjanson wrote...
I call them the Towers of Annoy, because I'm ever so clever and self aware. But don't worry, we'll mix it up, make it fresh. You can only put smaller discs on larger ones, the middle ones only hold 3 gallons, and the top ones ONLY TELL THE TRUUUUUTH.
Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade. Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?
So yeah, puzzles. We'll probably have some. You're welcome, and/or I'm sorry?
#73
Guest_Raga_*
Posté 31 juillet 2013 - 05:48
Guest_Raga_*
#74
Posté 31 juillet 2013 - 05:57
That said, I fail at Towers of Hanoi puzzles. For some reason I just can't wrap my head around them. I'd be perfectly willing to suck it up, however, if having one means that we get other types of puzzles andmore variety in game play in general.
#75
Posté 31 juillet 2013 - 06:01
ladyiolanthe wrote...
I found the bridge puzzle in Andraste's Temple to be quite easy to reason out. First step: move your companions to test each pressure plate to see which bridge pieces it activates. Jot these down on a piece of paper. I even drew a diagram so it was all represented graphically. Second step: figure out which three pressure plates you need to be putting your companions on in order to advance your Warden.
Well i put my Warden also on those plates because i thought the goal is to make a full solid bridge for everyone to cross, not just the Warden
I had Alistair in my party and he did give me a hint before I even started the puzzle (this doubles as some of the evidence pointing to how smart he really is... lightyears ahead of Maric and Cailan). If you didn't have a full party of four in the Temple, you'd be screwed by this puzzle, though.
That is a problem, because that puzzle is essential, must past it to complete the main quest. While getting companions is optional, that puzzle is created with the main character and 3 companions in mind. So....it is a bad design
Furthermore, when we approach the Urn, the cut scene only show the Warden, the rest disappear, that show as if that quest is for the Warden alone, the rest re appear at the Urn after that and they got injured by the fire...i don't know if it is a bug but it happen in all my playthrough





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