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The Witcher 3 Wishlist
05.02.2013 @ 02:03 #582
KnightofPhoenix said:
›››
They couldn't. Not the way the story is paced and with the complexity of the narrative. It felt like an info dump in my first run. In subsequent runs, when I started to piece thing together better, I wanted that in-depth conversion at the end. He was my friggin' friend, I needed him to explain himself. It's also fitting that Letho seems to be spilling the beans to avoid a conflict. He doesn't want to fight. How easy it would have been to go the cliche route of an evil villain detailing his plans James bond style just before he tries to Geralt.
05.02.2013 @ 02:17 #583
That's what TW1 seriously lacked, with Geralt being so uninterested in what Jacques has to say, which pissed me off tremendously.
The Politics of The Witcher 2: Part 1 / Part 2 / Part 3 / Part 4 / Part 5 / Part 6
My Top 10 Protagonists, Antagonists, and Magnificent Bastards
Tribute Video to the Viper Letho of Gulet
05.02.2013 @ 07:30 #585
1) As many posters already mentioned, the UI should be separate for PCs and for consoles. UI must be better. TW2 has a horrible UI, which is very unfortunate, considering the game's overall brilliant content.
Because I dislike making judgement statements, I'll explain why the UI is bad in TW2. Firstly, what constitutes a good UI? According to the branch of computer science named HCI (human-computer interaction), it's the UI that minimizes the amount of time and clicks/taps/button-presses from the point the user wants to make an action to the point when this action actually happens. Let's make an intentionally obvious example. The CRPG game UI designer wants to create a sword swinging UI and he has in mind two possible ways to do it: one will require to press one button to raise the hand with the sword, pressing one of the 4 buttons to choose attack direction, and a mouse click to execute the attack; the second idea is to make a random attack in one mouse click. It isn't hard to guess that the users, in general, will prefer the second model to the first one because the first model is a chore to master, without adding much to the fun factor. I'll make a note here that if the game was all about fighting simulator and not about much else the first model might have been preferable to the second one but in RPG sword swinging is not the corner stone of the game. Let's discuss the actual examples of bad UI from the game.
The alchemy UI. To drink a potion you need to: press a ctrl button, move the mouse to the middle and click the LMB, move the mouse to the left and click drinking menu, if you don't have the potion you need you need to go back, move the mouse to click on the alchemy menu, make a potion by clicking numerous number of times, go back, click the drinking menu again, click and choose potions to drink, wait forever for the drinking animation to go, and... you'll get back to the menu again where you have to press back twice to get out of the meditation mode. This is A LOT of useless clicking and pressing, which made the process a click-press fest instead of fun fest. This is how I'd have made it for PC: press one button (i.e. 'm') to get into the meditation mode, which will open the screen, where you can brew potions, sleep/meditate, and drink all-in-one screen. Then after everything is set up and "done" is pressed, the interface disappears, Geralt would sleep/wait then drink whatever is selected, stands up and the game keeps going. That's a dozen less clicks and presses.
And the most disappointing about the UI in TW2, which was made for consoles exclusively, is that it's relatively cheap to make right comparing to even a single average complexity quest. I wish CDPR to design two UIs from the beginning: one for PCs, one for consoles.
2) Return the alchemy from TW1, it was the best alchemy system I've ever seen, and I've seen many. Really, it had usefulness, length of effects, toxicity, and special effects related to them perfect, except the DeVrie's potion, which was useless because there were no invisible monsters in the game. As the sayingы go: "Best is an enemy of good", "Don't fix what's not broken"... well, that was the case in TW2. And UI for consoles didn't help either.
3) More and better interaction with Geralt's friends, if they appear there at all considering the location of the next game. TW1 was better in this aspect than TW2, where your friends are very static right after they said their introduction lines. Let them comment on everything going on in the game, let them give you their personal opinions and/or help on many quests, except for some monster related, of course, where Geralt is an expert and should know what he's doing.
4) It would be great if there were less useless junk. You cannot avoid collecting junk even if you don't want to because it's so tedious to pick
5) Return the visuals (2D style) for dice poker from the TW1. And if CDPR wants to make it better they should make the winning condition as a bankruptcy of Geralt's opponent, which can be achieved by wise betting like in real poker.
6) Music in TW1 was better than in TW2. I would like to have TW1 style of music in TW3.
7) Fix the annoying repetitive monologues, which are triggered every time you approach the . They are good to listen for the first time but it gets very annoying when NPCs repeat their very short lines in a loop. Either make those loops longer of fire them one time and then let them say some less annoying general phrases like "how's it going?" or some ambient noise where you don't distinguish any voices.
8 ) I wish finishers back in TW3, but better than in TW1. There are no finishing moves in TW2, there are stupid finishers' cut scenes, which take you out of combat, you don't control anything and you loose orientation in the process. It would be awesome if there were finishers, which happens in-fight and your enemies won't wait for you too, therefore the finisher when you're fighting multiple enemies should be very swift and it's the last enemy around it can be something fancy. But the most importantly: IT MUST BE IN-GAME, not in the cut scene.
Things I think shouldn't be in the game but I'm rather neutral about it:
1) I won't cry if junk crafting is gone from the game completely. IMHO, the witcher is not a generic trash collector. CDPR should save it for the Cyberpunk game where it is way more appropriate.
2) Ridiculous rate of monster respawn. I don't know why did CDPR do that but it was unnecessary. If difficulty is required I'd prefer tougher monsters to respawn every 10 seconds.
3) Please, remove anachronisms from the game. From time to time Geralt and Co. shows knowledge of genetics, nuclear physics, theory of evolution and other too advanced scientific knowledge for the medieval world (yeah, I know that some of those were in the books too, but it shouldn't be there either).
4) I'm not a fan of monster trophies as a stat booster. That's silly. Bring back royal hunter from TW1.
Things I hope CDPR won't do in TW3:
0) REMOVE QTE from the game for good. It sucks, period.
1) I will be disappointed if Nilfgaard will be reduced to stupid Nazies-like everybody-is-evil empire, glimpses of which we saw in TW2. Give them rational reasoning, make them understandable in some ways. I'd prefer them to be pompous hypocritical state that "spreads the culture to savages" than cartoonish evil.
2) I will be disappointed if the Wild Hunt will end up as a absolute evil elves from other dimension, who want to conquer the the Witcher's world... That's a very boring plot, it would be good if it were something more complicated than that.
3) I would be disappointed if the plot of TW3 will be about "saving the world" either from Nilfgaard or from the Wild Hunt. Such cookie cutter plots are already in every RPG, so keep it original. What was strikingly better about TW1 is that it was not that type of scenario. Hopefully, it won't be also about "saving the princess" type scenario, which is also beaten to death. As a suggestion, what could be an interesting and not too many times used plot is sneaking out of Nilfgaard with Yennefer where you get in all sorts of circumstances and troubles because of the war that is going on.
4) I would be disappointed if TW3 will be empty open world game where is nothing to do except trash hunting like Fallout3, Skyrim and other Bethesda's lazy crap. Making open world with good plot is practically not feasible unless somebody is willing to make a game for more than a decade. So, I wish CDPR to stick to their guns what they do the best and are the best in: non-linear plot driven RPG with restricted freedom of travel.
05.02.2013 @ 09:59 #586
05.02.2013 @ 13:43 #587
Costin Moroianu said:
We knew he had secretly worked for the Emperor from the start, we knew he had fooled Sile and everyone else with his plan, we knew Letho, Geralt and the two other witchers had moved south to find Yennefer and if Sile was spared we knew Yennefer was in Nilfgaard.
The only things we find out from Letho are: His reasoning for joining Emhyr, the fate of Yennefer and what Letho thought about everything that happened. Excuse me if I don't find it bad that CDPR decided to tell us at the end of the game that Yennefer was still in Nilfgaard for certain because that is the only really important bit of info.
Every point he brings up in the article already had been argued to death on these very forums. I see nothing compelling about how he presents his points in any way, so yes it's trash. ›››
got your point ....sorry... i read that post i also felt bad...thatsy i want an opinon regarding this post....
05.02.2013 @ 14:31 #588
However as the character developed, the enemies did not match and past the first act combat quickly got very boring.
Big issue, because not only does less challenge mean less excitement, but it also breaks immersion somewhat - monsters seemed so weak that I could rush through areas without use of signs or potions and all combat quickly became just a chore to get through so that I could find out what happens next.
I request that for the next game significant attention is paid to this aspect of design. An optional level of difficulty that would make sure that strategic combinations of signs/tactics and preparation with proper potions are still absolutely necessary for survival in the later stages of the game. Not just through enemies hitting harder/taking more damage before dying, but through behaviour of enemies.
For example one thing I remember of my playthrough was that many times in combat enemies were just too damn slow - my Witcher had quite a lot of downtime in middle of fights if he just chose to take a few steps back. A lot of the easy enemies in the game could be made to give players adrenaline rushes simply by making them faster and a lot more aggressive in pursuit and attack.
Melee would be more exciting if a second or two of a break and a chance to take stock of the situation in middle of a fight was a privilege that the player needs to actively earn through the use of strategic fighting skills (stuns/trips/feints/jumps/positioning/signs/thrown items like alchemy concoctions) and not just something available to them if they decide to trot a few paces away from the enemy.
Make enemies actively swarm, move erratically and feint to complicate timing of attacks for the player, lunge/jump at any attempt to run away, and be fast enough to chase down the player - and be relentless about it through out the fight.
05.02.2013 @ 14:45 #589
It doesn't matter to me if back-pedaling is slightly slower than turning around and running -- in no instance would a skilled swordsman ever expose his back unguarded, during combat, to an enemy -- or can only be done when locked on; to me, that's what the whole lock on feature should be for anyway.
But yeah.
We've come from a far beyond time
Forever the fire burns in our hearts
Our world shall never die
05.02.2013 @ 15:10 #590
What I'm trying to say is 'give us time to fuck around with sidequests'. If there's an urgent situation we can't go and do sidequests because it breaks immersion. I wasn't able to finish the Succubus sidequest in Iorveth path chapter 2 and that Baltimore quest because there was an urgency to save Saskia and I had more important things to do than hunt look for a succubus. I would've done the Succubus quest if it wasn't canceled by the Royal Blood Quest.
Chapter 3 of W2 is riddled with this urgency. I shouldn't be helping Cynthia look for some artifact,doing monster contracts or arm wrestling when Triss is in danger. I mean you could do it after rescuing Triss but that seemed rather unsafe and weird because everyone keeps saying the talks are soon.
In W1 however this was not the case. The main quest made me wait. The dwarven smith says "The lightning rod will be ready in a day or two" the same goes for that magic mirror in chapter 4. There's a whole bunch of other instances the game tells you to wait like Triss saying meet me at the evening tomorrow for the New Narakort party. So we could totally explore find something to do like doing it with the gossip girl or investigate that whole blue eyes case or vincents lycanthropy.
I don't think W3 should tell us "well you can't do sidequests after you speak to this quest giver" but we should be able to see it coming for example, I didn't visit Detective Maarloeve immediately after I exited the sewers with Siegfried because I thought it'd be rude and I probably stink from being in the sewer. Looking for the Tipperath gave me infinite time to finish everything in Chapter 2.
I also suggest that to enhance the urgency of the main quest. We shouldn't be able to do sidequests. They should be locked until the urgency of the main quest is over.
05.02.2013 @ 17:15 #591
As long as there is still a strong focus on the main narrative and less on traipsing around for x number of hours doing the exact same thing over and over again in an "open world" (the TES experience) then I'll be happy. Given that The Witcher 1 and 2's strength was it's character and story it would be unfortunate if that were to be weakened just so that people could go off the beaten path.
That and I'd really like to get rid of that ghastly beard.
07.02.2013 @ 15:44 #592
Hicks233 said:
As long as there is still a strong focus on the main narrative and less on traipsing around for x number of hours doing the exact same thing over and over again in an "open world" (the TES experience) then I'll be happy. Given that The Witcher 1 and 2's strength was it's character and story it would be unfortunate if that were to be weakened just so that people could go off the beaten path.
That and I'd really like to get rid of that ghastly beard. ›››
I am all for that the more distance they take from TES the better game they will make . From what i read they have something like KoTOR in mind with different planets / areas having different chains of quests and characters.
07.02.2013 @ 19:41 #593
Each faction has 4 players on each side but the imposing faction cannot identify the other players from the get go. You could choose as select classes: archers, swordsman, mages,.. from that particular faction and would blend in with the rest of the npcs. Each time a player dies he will take on the role of the next random npc in the battle. But never in a close proximity, like 10-100m.
The battle itself will play in stages (in siege: assault to the walls/breach/gate secured/city battle/king's court for example) and at the final stage each player will get a role according to the score (best player > king, second best > King's mage,..) with a final epic battle.
Probably hard to implement by now but I hope the guys over at CD project Red might read this and take some inspiration out of it.
07.02.2013 @ 20:41 #594
Krowkie said:
Each faction has 4 players on each side but the imposing faction cannot identify the other players from the get go. You could choose as select classes: archers, swordsman, mages,.. from that particular faction and would blend in with the rest of the npcs. Each time a player dies he will take on the role of the next random npc in the battle. But never in a close proximity, like 10-100m.
The battle itself will play in stages (in siege: assault to the walls/breach/gate secured/city battle/king's court for example) and at the final stage each player will get a role according to the score (best player > king, second best > King's mage,..) with a final epic battle.
Probably hard to implement by now but I hope the guys over at CD project Red might read this and take some inspiration out of it. ›››
Are you sure you're on the forum for the right game?
08.02.2013 @ 12:14 #597
A return of the npc's from the previous games based on your choises, bring back the other witchers, letho if u didn't kill him, everybody at least for a single quest or even just for a short story/ dialog.
More minigames: all previous games and some new like say sword fighting tournements, fishing/ whale hunting, gathering crafting components, if we get to use a bow maybe an archery contest.
More crafting posibilities and add other witcher weapons hoping we get the silver chain from the intro in witcher1 a good crowd control or for boss fights to take them down for a few secounds but we can onli use it once until we take in back from our kill and have different levels like if u use it on a boss it might break if its made weak steal.
Let us navigate the sea as we see fit, make some small islands with specific beasts, pirate baried treasure, give us sea monsters to kill (say u are on a big ship and u get atacked buy a sea dragon/serpent or sea creature of your choise).
Bring back the strong fast and group styles maybe a dual weild option in the sword tallent tree, piruet, step back to evady, damage to nerby enemies
More monster variety, keep the ones from 1&2 and add more from unique bosses like griffin, cerberus, sea monsters cyclops, cemetaurs, dragon etc to small are specific. Create some cult organizations like in the first witcher.
Sorry for my spelling, what do you guys think?
08.02.2013 @ 12:38 #598


The more items we put into our horse's inventory the more he'll visually have stuff on him, For example the horse in the top picture has 20 items on him while the horse in the second picture has 50.
It'd be cool if some items like swords had their own model on the horse. If I had 20 items on the horse and they're all swords the horse would have a cloth wrap full of swords. They don't have to be the exact swords I picked up just the impressions of them being there.
Make the items on the horse and Geralt bounce around too like they have physics to them.
blackgriffin said:
There was a carving animation in Monster Hunter for the PSP that I want Geralt to do in TW3.
here http://www.youtube.c...1F8Kurfo#t=820s
What I sure don't want is our enemies turning into brown bags.
08.02.2013 @ 14:36 #599
08.02.2013 @ 15:00 #600
blackgriffin said:
That is actually a very good idea. Reminds me of the XCOM: Enemy Unknown autopsies. They were pretty tongue-in-cheek (what you see) and informative at the same time and I really enjoyed them.
They could make a different animation for each monster type and make it look serious to fit in the game. It wouldn't require that much work to implement and I believe that something like this is much more interesting than reading walls of text like in older games.
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