The rotating blocks one was lame. That's the only one I remember.
Even the NPC dialogue timing was off. She was saying "you got it!" before it even started to glow.
VaranisArano wrote: »Varanis Arano, Mirri, and Eveli stand outside of the towering, gleaming bulk of the doomvault.
Eveli says, "Look, I think the symbols on those red cubes match the book! Maybe if we make the symbols match on the cubes the doomvault doors will open."
Mirri checks the symbols. "You're right! Eveli, read us the symbols."
Eveli reads out, "Well, the first one looks like a squiggly tree, and-"
The doomvault doors grind open as Varanis dusts off her hands, looking pleased with herself.
"How did you do that?" Mirri asks, pouting a little. "I'm supposed to be the daedrologist."
"Oh, I just poked the cubes until they did something."
"That's it?" Eveli packs up the Mysterium Xarses, sounding disappointed. "We didn't even need the book."
"Yep. That's pretty much the secret to adventuring right there: poke it until something happens. Or look on the wall. You'd be surprised how many ancient Khajiiti temples hid the answer to their riddles in plain sight on their wall."
You mean like the weird rune lock things in Blackwood? Yeah I thought the same. Why bother?
Saying that I don't want proper puzzles either. If I wanted puzzles I'd play a puzzle game.
SeaGtGruff wrote: »I, for one, do NOT miss the rotating puzzles of ESO5:Skyrim where there are 3 rotating totems, each having several possible positions, and you have to try every possible combination until you finally hit upon the correct one. There are a few locations that have clues in the room which help you narrow down the number of possible combinations to just a few, but there are other locations with no such clues.
Fenris_Arainai wrote: »SeaGtGruff wrote: »I, for one, do NOT miss the rotating puzzles of ESO5:Skyrim where there are 3 rotating totems, each having several possible positions, and you have to try every possible combination until you finally hit upon the correct one. There are a few locations that have clues in the room which help you narrow down the number of possible combinations to just a few, but there are other locations with no such clues.
They usually had answers on the hand-key that you had to use to open them.
SeaGtGruff wrote: »Fenris_Arainai wrote: »SeaGtGruff wrote: »I, for one, do NOT miss the rotating puzzles of ESO5:Skyrim where there are 3 rotating totems, each having several possible positions, and you have to try every possible combination until you finally hit upon the correct one. There are a few locations that have clues in the room which help you narrow down the number of possible combinations to just a few, but there are other locations with no such clues.
They usually had answers on the hand-key that you had to use to open them.
I'm not talking about the big round door puzzles that have dragon-claw keys. I'm talking about the puzzles with 3 separate totems or whatever you want to call them, which rotate to show different carvings. Sometimes there are carvings up on the walls near each one to show you which icon you need to rotate it to, but sometimes 1 of them is missing, and sometimes you can't see any such "clues." In those cases, not only do you need to try every possible combination, but sometimes you even need to figure out which side of the totem is the one you're supposed to be looking at, because the totems might not all face in exactly the same direction.
>ESO5:SkyrimSeaGtGruff wrote: »I, for one, do NOT miss the rotating puzzles of ESO5:Skyrim where there are 3 rotating totems, each having several possible positions, and you have to try every possible combination until you finally hit upon the correct one. There are a few locations that have clues in the room which help you narrow down the number of possible combinations to just a few, but there are other locations with no such clues.
It's nice that ESO has mostly avoided those sorts of tedious puzzles, although I agree that the trend toward "it's impossible to get it wrong" puzzles is less than ideal.
Why make me press E two-three times for each cube if they don't even want me to solve a puzzle? Hell, just make it automatic then.I look at them as just a way of presenting a part of a story, just like a dialogue or a cut scene.
You mean like the weird rune lock things in Blackwood? Yeah I thought the same. Why bother?
Saying that I don't want proper puzzles either. If I wanted puzzles I'd play a puzzle game.
"I've turned this one to the left twice and nothing has happened! I'm completely screwed and lost!"
*Turns it left one more time. Clicks.*
"Whew I can't believe I solved that ancient mystery lock that kept the worlds from merging!"