I just rewatched and realized you're right! It even changes momentarily when Roach steps over some rocks in the snow. And the snow doesn't look too deep, the mountainous surface can clearly be seen nearby sometimes so non-snow footsteps are actually logical in this case. Thanks for pointing it out![]()
But that's not how things work at AAA studios. Each department takes care of things in their sphere of influence. The art and visual FX departments take care of bugs and shortcomings in their respective areas alone and you won't likely see them pulling double shifts or all-nighters to amend quests, AI scripts or rendering pipelines.While graphics and gameplay being talked over, I think quest bugs are more important; you can live with graphical, gameplay, sound bugs till they're fixed but quest bugs can be gamebreaking, especially main ABCD-CBDA-DABC-... quests. Hope CDPR has prioritized bugfix/polish list accordingly.
Pretty sure the current UI is for PC, too.PC UI.
Actually, I wasn't even making an argument. But assuming I had been, then I'm sorry to say that you would have almost completely missed its point. I purposefully never mentioned footprints in the snow because I already agree with that criticism. My main point was the sound of Roach's footsteps, snowy surface or not. Which, as you can see in my short conversation with ReptilePZ, has so far been proven to possess variation based on surface (at least to the extent of the latest video). Perhaps you thought I meant the lack of footprints was fine when I mentioned "non-snow footsteps" being "logical". If that's so, then I apologize for my poor phrasing. I didn't mean footprints. I meant footsteps as in the sound.Geralt, on the other hand, seems to sound the same whether he's walking in a dungeon or outside on the snow.
The problem with the «logic» in your argument is that it must follow through and not be a mere convenient cop out for this instance alone. Sure, let's assume that here snow is too shallow to be imprinted. Surely, there are other areas where such is not the case, like the snowed on valley in that shot. Therefore, obeying that logic of yours, you will join me in requesting more fleshed out environmental effects such as foot/hoof prints, decreased speed and ease of movement, etc.
Since no one here is privy to the environment art and visual FX departments' to-do list, I am making the call to say, yes, definitely, snow needs a lot more attention than what it seems to have received thus far.
Most of it , probably. But we also want to see UI navigation with mouse and keyboard.Pretty sure the current UI is for PC, too.
I've been play games for a long time and one thing i have to say is normally when you start a new game normaly a RPG there is a lot of talk and cutseans. Remember they started playing in the begging of the game. Another thing is you probably won't have a lot of trouble with dialogue because of the open world aspect dialogue is very costly to make plus the dialogue animations are the best i've seen in RPG games. Games like Dragon Age have okish dialogue scene but when you get into a side quest it's pretty bad. I've heard from the reviews that the side quest have as much quality as the main story and if that's true i'm impressed. So i don't think you need to worry open world games have you normally running around doing things that you won't be cluttered with quest. I sometimes even get mad when they are a lot of quest i'm doing but very little interactions with characters and NPCs.I didn't say I don't like conversations and dialogs, just saying that I seen it more of that so far instead of gameplay.. I prefer to PLAY a video game rather then watching it..And I wish that it's just my opinion, but I today I read Kotako review and writer also notice lots of amount of cutscenes in the first hour of his playing, saying that he spend that almost all time watching rather then playing.. But that's just a little detail for my POV, you can't make game for everyone to be perfect..
But no matter of that, I don't doubt that this won't be another masterpiece from CDPR! Knowing that MilezZ already respond of low-texture bricks problem and that they already working on it, it just a guarantee that they listen to their fans and that final product will be an epic game!
So if i understood correctly you are saying there shouldn't be fast travel? For a huge world like this there needs fast travel. I personally will try to not use it but people who don't have much time on their hands would like to fast travel.For just a couple of things...
One of the lesser issues I have is that the fast travel mechanic they have looks completely uninspired and just "thrown in because big world needs it". There's no involvement or intrigue with such a thing at all (once all the needed roadsigns are found, the whole devolves into hopping around the map "because why not"), and it looks dull. A wasted opportunity for additional - even if minor - gameplay variety, if you ask me. Conveniency is one thing, but this just feels artificial.
I do agree with him somewhat. A GTX 980 to have the same graphics as a PS4 would be stupid i don't think that will happen because they are still testing the game. And yes you can obviously lower the graphics but if you need a high end card to play the game at the same graphics or lower than a PS4 then there is something wrong there.Uuuuh, turn down some settings and don't play the game at ultra? Seems pretty simple.
Too close lol. For me it's too far something like a MMO. But i agree with you, they should have it adjustable no reason not to. I really hope CDPR takes this into consideration it's the most simple things that has in many 3rd person RPGs.--- The camera is too close to Geralt for my liking. I hope on PC it is adjustable.
Even here in this screenshot the graphics looks faded than in The Witcher 1!It's really not very subjective, just look at this(or watch the debut gameplay video) then watch the last gameplay video.
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I liked the old pallette better but it's not much of a concern for me.
Barring the fact that he's able to dive into a body of water with his armor/weapons on, I actually found the swimming to be appropriately paced and his dive fine.By the way, have you all noticed how Geralt doesn't meet any resistance when he rushes into the water?
You must live in a part of the world that doesn't get snow very often. Having snow on trees is a "very specific weather condition." NOT having snow on trees is what you usually get in the inhabited snowy parts of the world such as Poland or Canada. The reason is it either falls off or sublimates. As a person who spent more than 90% of his life in snowy places, what I saw in that demo wasn't unusual at all in that respect. (In other respects it's a different story. As you pointed out there could be footprints, sound, etc., I'm not disputing that.)Yes, that can happen in real life under very specific weather conditions, which, unless the game has the highly unlikely ability to simulate the whole spectrum, should be ditched in favour of a broader, more typical scenario where trees do get snowed on. I am extremely sceptical of any suggestion that the absence of snow on trees is there to simulate specific meteorology, rather than to simply save Devs the chore of retexturing those assets..
No. There definitely should be fast travel for precisely the reason you point out. The back and forth between places in a game this big and with this much content will get really, really tedious in the long run no matter how crispy and living the world looks like if the player always needs to trudge through it manually.So if i understood correctly you are saying there shouldn't be fast travel? For a huge world like this there needs fast travel. I personally will try to not use it but people who don't have much time on their hands would like to fast travel.
Well what do you suggest because unlocking teleport areas if you wanna call it that i think is a good idea. The map starts out with nothing and when you go exploring things start appearing in the map. Let's say i discover a city or town that's a better place to teleport than lets say a wilderness or a land of nothing. If i were to do it i would do it like that i personally don't know any better way. I hate the UbiSoft formula of climbing a tower and unlocking areas because it shows you all points of interest and i think it doesn't make you wanna explore the only exploration is going to the towers. Here you still need to find areas.No. There definitely should be fast travel for precisely the reason you point out. The back and forth between places in a game this big and with this much content will get really, really tedious in the long run no matter how crispy and living the world looks like if the player always needs to trudge through it manually.
What I am asking is the fast travel to be more organic part of the world and at the same time a hands on gameplay mechanic to be considered by the player. That it be given relatively(!) the same amount of focus as the rest of the mechanics, instead of having it as simply an unlockable "teleport" system that looks and feels artificial and just thrown in for the sake of it needing to be there one way or another. That it also adds to the gameplay - a higher degree of interactivity and mechanical considerations - rather than only removing from it.
Well, actually, it looks like it's designed to be both things you're asking for.What I am asking is the fast travel to be more organic part of the world and at the same time a hands on gameplay mechanic to be considered by the player. That it be given relatively(!) the same amount of focus as the rest of the mechanics, instead of having it as simply an unlockable "teleport" system that looks and feels artificial and just thrown in for the sake of it needing to be there one way or another. That it also adds to the gameplay - a higher degree of interactivity and mechanical considerations - rather than only removing from it.
The point is that when you can fasttrack the distances between you and the roadsing, all it does is it removes the traveling.Well what do you suggest because unlocking teleport areas if you wanna call it that i think is a good idea. The map starts out with nothing and when you go exploring things start appearing in the map. Let's say i discover a city or town that's a better place to teleport than lets say a wilderness or a land of nothing. If i were to do it i would do it like that i personally don't know any better way. I hate the UbiSoft formula of climbing a tower and unlocking areas because it shows you all points of interest and i think it doesn't make you wanna explore the only exploration is going to the towers. Here you still need to find areas.
Yeah... but that's not really what I mean. Going on horseback by holding a button is not really even "fast" travel and the the roadsigns are still just "teleport here" points.Well, actually, it looks like it's designed to be both things you're asking for.
"Hard" fast travel - use signposts, which are not everywhere, so you still have to reach a place that would make sense for a signpost to exist(like crossroads, a village etc). It's a teleport system but embedded organically into the world.
"Soft" fast travel - choose a waypoint and then hold a button so your horse navigates itself to that location, but you still have control and can react at any time.
I'm no expert on snow, so I'll take your word for it (though it does contradict my direct short-term experience in Northern Europe). A follow-up question, (as the thread might get locked, who knows): How should REDs go about depicting snowfalls then, that is, should snowflakes (rendered as particles) deposit on branches and then fade away? I'm thinking that it might look odd having flakes go through branches as if they were neutrinos. What do you think would be a technically feasible but realistic way to go about it?You must live in a part of the world that doesn't get snow very often. Having snow on trees is a "very specific weather condition." NOT having snow on trees is what you usually get in the inhabited snowy parts of the world such as Poland or Canada. The reason is it either falls off or sublimates. As a person who spent more than 90% of his life in snowy places, what I saw in that demo wasn't unusual at all in that respect. (In other respects it's a different story. As you pointed out there could be footprints, sound, etc., I'm not disputing that.)
Like properly a lot of people I have no idea in technical terms what it is (lightning, color palette, post processing filters, eg.) that have made the to me obvious change in the shade of colors in the game. Like you I liked the old "style" better and therefore I am a huge fan of how the game looked in earlier trailers compare to the newer trailers and gameplay.It's really not very subjective, just look at this(or watch the debut gameplay video) then watch the last gameplay video.
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I liked the old pallette better but it's not much of a concern for me.