And speaking of which: all those question marks on Skellige, are they worth it? Because on my first playthrough I started to notice that they are basically smuggler's caches infested with annoying sirens and I did a couple but gave up. It was really hard to finish the game with those question marks on the map but I couldn't bare to spend hours going around on a boat, killing hundreds of sirens when I don't even need more loot (by the time I reach Skellige, I always have 20,000+ crowns). I'm just afraid that one of those question marks may contain something that is actually interesting and I'm missing out.
Some of them are, but a lot of ? marks, even on the Mainland, indicate minor stuff that basically fills up the countryside between the really interesting stuff (in the villages, ruins, major dungeons, certain camps etc.). They are meant to 'break up' your travels across the landscape (some of the quasi-dynamic encounters serve the same role, but have a bit more substance to them).
The only way to be sure is to take a looksie...
This is, by the way, something both future CDPR and BioWare games could profit from: A decent system to generate procedural content / create simple scripted content to help ‘fill the gaps’ in their respective gameworlds. A lot of the little camps and chests in TW3 form the equivalent of DA:I’s ‘filler content’. It’s not that annoying because they are a relatively minor (and entirely skippable) part, but it’s there. I’d rather have some dynamic encounter system with bandits, soldiers, monsters etc. to break ‘the flow’, rather than these little camps and chests that lack any story whatsoever.
So you’d get something like this:
‘Hey, this spot near the road shows evidence there used to be a small encampment here’
‘What the heck? Bandits ambushing me? There were none when I came here earlier’
‘Okay, killed the bandits, now let’see…oh they camped here, figures. Hurray, chest with goodies!’
‘Cool, the tents that used to be here are now ragged’
‘Tents are gone, cool’
‘Oh…there’s troll roasting an Elf in the old bandit camp spot…hmmm…level 36. Better let him eat in peace then…’\
‘Melitele, now he starts singing…I’m outta here…’
I would totally dig this for the on-the-road fluff content, rather than chests or shards, but I get it that developing something like this isn’t as easy as it sounds.