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The small design flaws and oddities

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  • The small design flaws and oddities

    Though the attention to details in The Witcher 3 are higher than in games such as Dragon Age and Skyrim, there are some things that I'd like to comment on. Possibly, it will help CDPR to create more realistic and interesting worlds.

    THE WITCHER 3

    1. There are dozens of torches burning in the sewers under Novigrad. Why light them on if there are only drowners there? There were no lights in the sewers of Vizima.

    2. Educated peasants.
    One is struck by the huge number of books in the homes of the peasants. Apparently, reading benumbs the sensation of hunger.

    3. Seashell.
    We constantly find sea shells on river banks. The question is, where do sea shells in freshwater rivers come from, if water flows from the river to the sea, but not vice versa?

    4.The villages look realistic with one little exception - there are no household buildings at all. Without them no real medieval East European village could survive (a barn (stodoła), a threshing floor (gumno), a granary (hambar) and a bath-house (banya)).
    https://en.wikipedia.org/wiki/Hambar
    https://en.wikipedia.org/wiki/Barn
    https://en.wikipedia.org/wiki/Banya_(sauna)

    You can not see the stables, cowsheds and sheep sheds. But they had to keep livestock somewhere before it was eaten, right?

    5. Famine in Velen.
    Velen is starving to death. In the peasants houses we keep finding dumplings, bread, wine and other food supplies. There is soup on the table, and some fried fish in the pan.
    Shelves are full of different dishes, bottles and meals. In times of famine anything that has enough value is sold right away just to buy some food.
    The villages themselves, with a few exceptions, look fairly decent. For comparison, when there was a famine in the Russian Empire, peasants took apart thatched roofs to feed the straw to their cattle. They also took apart log cabins, using the logs as firewood or to they exchange them for flour.

    THE WITCHER 2

    Huge niches with pools filled with red-hot lava were carved into the walls of Vergen, in the vicinity of Mahakam Gate. It is unclear why the lava doesn't cool down. Besides, the devs probably don't know that the lava's temperature is so high that it is difficult to approach it closer than 3-4 meters.

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  • #2
    The only thing I don't really like is that scoia'taels don't have squirrel tails anymore. That was their distinctive feature.

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    • #3
      There are a few more observations:

      1. There is a siege tower standing right in the middle of the field, on the northern side of Fyresdal. Who built it there and why is a mystery, since on Skellige there are no fortresses with high walls near it.

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      2. While Ciri was coming down to the cave, the Crones were cooking the human meat in a pot. Floating pieces of human flesh were seen in the pot. I noticed some of the victims were cooked with their clothes on.

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      • #4
        Originally posted by Ayyub View Post
        I noticed some of the victims were cooked with their clothes on.
        But it's good to get fibers from your food?

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        • #5
          the crossbow sux. That's a design flaw imo. You can argue its only meant for under water or air targets. But if that's so then y make a whole talent tree dedicated to it?

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          • #6
            Originally posted by robwarrior View Post
            the crossbow sux. That's a design flaw imo. You can argue its only meant for under water or air targets. But if that's so then y make a whole talent tree dedicated to it?
            Its only 1 line in the skill tree. Not a whole skill tree...

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            • #7
              Originally posted by Ayyub View Post
              There are a few more observations:

              1. There is a siege tower standing right in the middle of the field, on the northern side of Fyresdal. Who built it there and why is a mystery, since on Skellige there are no fortresses with high walls near it.

              Click image for larger version

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              2. While Ciri was coming down to the cave, the Crones were cooking the human meat in a pot. Floating pieces of human flesh were seen in the pot. I noticed some of the victims were cooked with their clothes on.
              I was wondering about that siege tower as well. If it was near any fortress it would make sense but not out there just near a small village.

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              • #8
                Siege towers are mobile attack platforms maybe the last invaders left it there when the Skelligens attack, anything is possible on Skellige. There are places likes barns and out houses but you are right there is not enough to fit the populaces but hey for their first open world game, the only gripe that I have is the horse/swimming controls the rest is just apart of CDPR showing off and evolving thier skills in amaking a game that rivals most if not all other game developers today and it is two nearly three years old. If Cyperpunk 2077 is half as good as TW3 then I will pay through the arse to get my hands on it. Passion goes into making games at CDPR you can not deny that, with our feedback they could be the front runners of the industry, no problem.

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                • #9
                  Good nitpicks!

                  One thing that you missed on The Witcher 2, is how many times the same hanging armour with the Flaming Rose symbol is used to decorate houses, houses that dont even belong to Knights, nor even to Humans(specially visible on Vergen a dwarven city).
                  Last edited by Yeiiow; 23-04-17, 18:45.

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                  • #10
                    Originally posted by Ayyub View Post
                    1. There are dozens of torches burning in the sewers under Novigrad. Why light them on if there are only drowners there? There were no lights in the sewers of Vizima.
                    At least that one can be explained with gameplay reasons, players would probably complain if the sewers were just left completely dark.

                    Originally posted by robwarrior View Post
                    You can argue its only meant for under water or air targets.
                    Which is an oddity itself, if the crossbow deals almost no damage to a drowner outside water, then why does a single bolt kill the same drowner underwater when water has orders of magnitude higher drag than air? Of course, this is another case where realism was sacrificed for gameplay reasons, but I have to admit it took some time until I realized the crossbow is actually useful under those specific circumstances.

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                    • #11
                      Originally posted by sv3672 View Post
                      At least that one can be explained with gameplay reasons, players would probably complain if the sewers were just left completely dark.
                      We've got a torch and Cat potion for this.

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                      • #12
                        Originally posted by Ayyub View Post
                        We've got a torch and Cat potion for this.
                        Indeed, although it is probably also by design that those are never really needed. I mean, they can be useful, but a player without them is not left stranded.

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                        • #13
                          And I wanted to write about the cannibal camp near a small, ransacked village in western Velen! There are human remains all over the camp. Some of them were hanged and some were in cages. It seemed they had been left to decay there, in the cages and hanging from their ropes.
                          I realize that the people in the camp were cannibals. But still, does that mean that they could bear the smell of rotting corpses? I'm sure they liked to eat people, but not smell their stinky corpses.

                          Last edited by Ayyub; 07-08-17, 02:17.

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                          • #14
                            There's a lot of little things you can nick and pick at.
                            Questionable things like, why does a level 24 quest have level 30 baddies and level 16 loot?
                            Thing is, it's not like they planned it like that. The initial delays of TW3 sort of tells you that there is a lot of stuff they wish they could have done extra passes on.
                            But then, just consider the improvements to various things, besides the graphics, in TW1, to TW2, to TW3. Puzzles, story, mini-games, etc. They get leaps and bounds better.
                            Most of the little things, like not-useful loot, I consider to simply have been thrown in without much attention, a missed opportunity, but really doesn't matter much.


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                            • #15
                              Originally posted by NukeTheMoon View Post
                              There's a lot of little things you can nick and pick at.
                              Questionable things like, why does a level 24 quest have level 30 baddies and level 16 loot?
                              Thing is, it's not like they planned it like that. The initial delays of TW3 sort of tells you that there is a lot of stuff they wish they could have done extra passes on.
                              It is true that the suggested order of playing some mid to late game side quests was shuffled around late in the development, and even a number of main quests were turned into side quests and probably had their levels changed. However, I do not recall encountering "red skull" enemies when playing a quest at the recommended level, except maybe if it was some random enemy not related to the quest itself. On the other hand, under-leveled loot dropped by high level monsters is indeed common and annoying.

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