It doesn't require that much processing power to just change the texture on the shield when it's burned. It's just more dev time for creating those assets/feature.
I just find it funny how Geralt does vertical slashes and the victim just splits in half horizontally. Either it's a really old build or their dismemberment system needs more refinement.
HERE IS WHAT I REALLY WANT FROM THE WITCHER SERIES GAMEPLAY.
I want to see real gameplay where the enemy actually has some AI implemented. Just walking forward slowly and randomly attacking is not a real AI. I want to see them fight like a normal person. They should be able to parry/dodge/flee just like Geralt. If Geralt missed or whiffed an attack, the enemy should punish him for that. If a mob is fighting Geralt, they should have some tactics/formations where they surround him and attack him at the same time, or whatever is the best fighting technique/formation. If the mob consists of two melee soldiers, three archers and a mage, the obvious formation would be melees fight close to Geralt or protect mage/archers, while archers stay back and shoot arrows and mage heals or use other spells... etc.
If they can add AI to NPCs, I don't see why they can't have some AI for gameplay.
CDPR should really focus on the gameplay. They have a long way to go if they want to departure from the typical RPG gameplay elements where mechanical skills are not required. We already know that CDPR excels in other departments. I want to see them departure from the typical RPG gameplay where leveling and loot/armor determines the strength of your character. The weapon that you use or armor that you wear should not determine your strength, but should only supplement (like in real life). Geralt's primary strength should be his mechanical ability to fight like a real swordsman. If you're considered a skill player at the Witcher, you should be able to master every ability that Geralt has to offer, be it from his speed/dodge/parry/slashes/zoning/predicting/finding-weaknesses, when/where/who to use Ignis on, etc.
I guess I just want a real high ceiling skill based game. Here's what I meant by that.
Right now, there's no such thing as "I am really good at RPG games."
However, other genre has this skill ceiling:
- To be mediocre at FPS, you have to play non-stop for about a year to aim and shoot.
- To be mediocre at Fighting games, you have to play at least a few years. One year just to learn how to do special moves consistently. Another year just to learn how to do combos. Another year to learn how to execute things fast. And another year to master a few characters.
- To be mediocre at RTS games (like Starcraft) you need at least a year to reach 100 APM (actions per minute). Pros are at 400 APM. This does not include your multitasking or strategic abilities.
I'm not asking for these high level of skill since RPG is not a competitive game. But I would like the gameplay to have some sort of skill at least where you have to put in some time and effort to master those skills (preferably mechanical skills). Just because you found a good armor or weapon automatically gives you skill and power is kinda boring and not rewarding... However, if you spent your time practicing fighting with Geralt, learning how to anticipate/dodge/attack/use-spells perfectly and knowing your enemies strength and weaknesses; only until then you are a skill fighter. Otherwise you should always lose to a mob in hard difficulty, just like in other games.
Of course if you want to play the game for its story, just play in easy mode.