So I'm back... Anyhow, I'll answer tenlang and Moonknightsg questions/conserns to the best of my ability. Hopefully it will add some new colours on your issues.
I wanted to express my concerns about the release of this game.
1) The inventory will be organized and well developed, or will be based on the terrible setting of The Witcher 2?
2) There will be the possibility of carrying out missions with a partner (with which a chat during the trip maybe near a fire) ???? Or would most of the time alone?
3) In the cities NPCs will be like those seen in Assassin's Creed? That is silent and with little interaction. Or you can talk with most of these ?? (see Skyrim or the first TW).
4) There will be many choices as possible in the first Witcher? O will be smaller and simplified as in the second chapter?
5) There is broad support for the mod?
I'd be curious to have your opinions about
1. How the design will be is yet not 100% certain. In the game play video
https://www.youtube.com/watch?v=N4ony2r0QFs#t=27m15s you'll get an idea on how it will be designed. In terms of system it will be based somewhat in between of both previous games with a grid system and weight based (at least that's what they've told us so far). I recommend you stay put and hope for mods if you won't find the current system appealing.
2. Quests will be similar to Witcher 2 in that some quests you will have a partner with you (mainly due to it make sense in that quest). The main source of quests however will be carried out alone (The Witcher way).
3. Similar to previous games that they will have a "locked" conversation/dialogue and unless they are of some more major importance (or provide information) won't really be intractable with Geralt. This is mainly due to reason and time and with Novigrad that should hold anywhere from thousands (loosely claimed by the developer in the game play video) of random NPC, having Geralt to interact with each one would be impossible simply due to all costs and time it would take to implement these conversations.
4. Mixture of both most likely based on the amount of quests available. I'd say that most quests involve multiple choices however they are more based on conversation choices and kill/spare choices so that CD RED doesn't have to design every quest in 2 or 3 different ways, but rather can take a portion of the end of said quest, allow player choice and change the final outcome.
5. In due time it will come. Witcher franchise do offer full mod support, the thing is that it isn't that easy to mod things (with the exception of armour/weapon etc) due to the complexity of how quests "unfold" (like in contrast for example Paradox games, which are extremely mod friendly).
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- Igni has no effect with the wooden shield.
- Health regeneration after combat is too fast
- There is still auto-refill
- Parry and dodge don't consume vigor.
- Vigor regeneration is too fast
- When you use Igni the camera get too close to Geralt, reducing FOV.
- There is that useless quest marker on Johnny's "house"
- Use Quen doesn't keep empty vigor bar as we saw in TW2, and this make that sign too OP.
- That "dungeon" in the demo's ending is too simple as the final battle.
"Igni has no effect with the wooden shield." Igni will be based mainly I assume on number (I.e resistance versus effect), If you actually are referring on how easy it is to burn a wooden shield you'd actually be surprised that wood do take some time to actually start burning (based on the material and the humidity in the air and the wood itself), especially more compact sources as shields.
"Health regeneration after combat is too fast" It was played on easy for demonstration purpose (claimed by developers) to avoid unnecessary dying. The actual game will be harder (unless obviously played on very easy difficulty).
"There is still auto-refill" Potions will require the recipe to be discovered (which mean ingredients) , after that each potion will hold a number of charges, when these run out you will have to refill it (but for a much cheaper cost).
Parry and dodge don't consume vigor. This is obviously subjective whether this is a good or bad thing. Strikes do however, I personally am glad that you aren't punished or blocking seeing as that was useless in Witcher 2, but yes, I can see your point. Then again, who knows how it will be on harder difficulty settings.
"Vigor regeneration is too fast" Played on easy as stated, won't be as fast on harder difficulty settings.
When you use Igni the camera get too close to Geralt, reducing FOV. Design choice by CD RED, however completely legitimate concern. Unfortunately this will probably not change unless it's given a choice in the settings or are modded out.
"There is that useless quest marker on Johnny's "house" Unfortunately yes, this is the punishment of catering to a larger audience. Hopefully there will be a setting to turn this feature of. Witcher 2 provided more than sufficient journal system for a quest marker to be absolutely moot.
"Use Quen doesn't keep empty vigor bar as we saw in TW2, and this make that sign too OP." This is a balance issue. It depends on how Quen interact. Will it prevent all damage or some? Will it have a cooldown etc?
"That "dungeon" in the demo's ending is too simple as the final battle." Again, difficulty settings and this was one side quest. Some quest will be harder, some easier. It's bad game design if all quests feels like a boss battle, if this is true for all quests in the game then yes, I agree with you, but we don't know yet how quests will be and we shouldn't judge quests solely on 1 quest shown at easy difficulty settings for the viewer.