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Constructive opinions based on the gameplay videos that are released in 2015 (NO DOWNGRADE TALK)

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Z

Zabanzo

Senior user
#161
Jan 27, 2015
Scholdarr said:
No, I don't. You should always use the best tech available. Is it costly? Yes, of course. But it shows. The problem is that when you've seen the "good thing" once you really dislike the "mediocre thing"...
Click to expand...
But the tech they used for L.A. Noire is not avaible. I doubt CDPR has money for all the expensive tech and actors to pull this off in game as large as CDPR.
 
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S

Scholdarr.452

Banned
#162
Jan 27, 2015
Jeromen said:
You don't understand. :rolleyes: It's not about the color palette, but the graphics, which are whitish, faded and very bright. Compare it with what was in The Witcher.

Click to expand...
Well, you do know that the new video is shot at bright daylight with good weather? All the shots from Witcher 1 you show here are basically shot without much sunlight or even in the dark. That's not very fair. Witcher 3 will probably look way darker, less brightist or whitish once the sky gets dark and it begins to rain or the sun goes down. We actually can't say much about that without having seen a video of the game (in it's current state) from various locations and at various times of day and at various wheather states. And imo Witcher 1 wasn't perfect at all here because it was kind of dark and gritty on purpose all the time. I'd rather have a more realistic variety in atmosphere. The world actually is pretty bright and colourful in broad sunlight. ;)
 
M

misho8723

Senior user
#163
Jan 27, 2015
Riordan1 said:
But the tech they used for L.A. Noire is not avaible. I doubt CDPR has money for all the expensive tech and actors to pull this off in game as large as CDPR.
Click to expand...
Yeah, exactly.. and the technology was the main reason the game was so long in development.. and it was the only real great thing about the game.. and many times the technology would make the characters go into the "uncanny valley" .. but the gameplay was boring and the world was boring.. and Witcher 3 has already the best facial animations when it comes to RPG games, so I think that should be enough for the majority of gamers
 
kofeiiniturpa

kofeiiniturpa

Mentor
#164
Jan 27, 2015
For just a couple of things...

Still think the combat looks messy to me.

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.

On the brighter side, it all looks and sounds very pretty. and crisp -- and since I don't know much about the rest of the mechanics (skills, stats, their effects on gameplay, etc), I can't complain about them even if I wanted to. :)
 
JackalJ

JackalJ

Senior user
#165
Jan 27, 2015
kofeiiniturpa said:
For just a couple of things...

Still think the combat looks messy to me.

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.

On the brighter side, it all looks and sounds very pretty. and crisp -- and since I don't know much about the rest of the mechanics (skills, stats, their effects on gameplay, etc), I can't complain about them even if I wanted to. :)
Click to expand...
I think by the time you have unlocked all or most sign posts you are pretty much at the end of the game and I doubt you want to visit old locations. If you do, then walk and don't use the signposts.
 
R

Rocquito

Senior user
#166
Jan 27, 2015
Exentryk said:
Probably worth mentioning my two combat suggestions again:
- Allow mapping of Signs (magic) to buttons on the controller (PS4)
- Allow option to change the "Hold to Roll" control (PS4)

Currently in the battle system, opening the radial menu to use spells interrupts the fluidity in the battle system. Being able to map the spells to certain buttons (like R2+Triangle etc) will fix this.
The rolling aspect being set to a hold button makes it sluggish in operation, and not responsive enough for a action combat system. So being able to set it to another key (like L2+Square) would make it a lot better.
Click to expand...
That's one of the things I asked in a post this morning, I think that would be great! Also, I'll write the suggestions here as this post seems to be more alive:

- The Signs need to have some effect clarification in the selection wheel to remember what they do.

- It would be great to have some 'signs commands shortcuts' in the controls (as mentioned above by you)

- The map should show as many quest objectives simultaneously as the player wants, and be possible to read the quest name/details by highlighting the corresponding point in the map, just like in Dragon Age: Inquisition.

- Hopefully fast travel is located logically for most missions. I mean, it's a pain if to chat with a character you need to walk 3 minutes after fast-travelling, then chat, then fast travel and then walk several minutes again. If important quest points are located far from the FT points and the "journey" is not part of the fun, I hope you can also FT to the objective itself.

Then, a couple of wishes/suggestions that unfortunately it's too late now, but I hope you can confirm that someone thought about these things before me and they are in the game

- Regarding the combat, I hope there is real progression in terms of moves, combos and possibilities as long as you advance during the game, not just 'you hit harder and your Signs last longer'. Really new moves and combat possibilities. No need for Geralt to become Bayonetta, but I think there could be new combat moves to unlock to apply to different situations, for example a dodge to swap position when you are surrendered (Batman somersault in Arkham series is a good example), a kick to stun an enemy with shield, a dodging slash for quick countering (specially useful with some beasts or wolves...). Something that gives the feeling of "advancing" and "evolving gameplay" as you spend more hours with the game, not the same possibilities from beginning to end. Even adding some new combos just for the beauty of it, anything would help preventing the feeling of "combat is the same from beginning to end". And combos that involved the use of a Sign would look amazing, but it surely is too late now...

- Hopefully the indications on where to go in quest descriptions (dialogues and journal) are concrete enough to reach them without having to follow arrows or marks in the map. Every help is good, but clear indications are usually more immersive than 'follow the yellow arrow"
 
T

TheDeathRun

Rookie
#167
Jan 27, 2015
kofeiiniturpa said:
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.
Click to expand...
I'm genuinely curious - what gameplay variety do you have in mind for fast travel? o_o
 
E

Exentryk

Senior user
#168
Jan 27, 2015
kofeiiniturpa said:
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.
Click to expand...
How would you go about handling this?
 
S

Scholdarr.452

Banned
#169
Jan 27, 2015
Riordan1 said:
But the tech they used for L.A. Noire is not avaible. I doubt CDPR has money for all the expensive tech and actors to pull this off in game as large as CDPR.
Click to expand...
Well, Motion Scan might not be available (which is pretty sad imo) and it might be very costly but you can reach almost the same thing with a professional performance capture setup. Combine a face with a huge number of polygon, a really good mocap equipment and a really skilled animation guy to do the fine tuning and you'll get pretty realistic facial expression. Of course it's still a huge effort. But imo it's an effort worth the costs in a game that is that story driven and that features that many dialogues and cutscenes. I mean you probably look at Geralt's face a relatively often in the game so it's not an outlandish wish to ask for even better and more lifelike facial expressions.
 
T

TheDeathRun

Rookie
#170
Jan 27, 2015
Rocquito said:
Hopefully fast travel is located logically for most missions. I mean, it's a pain if to chat with a character you need to walk 3 minutes after fast-travelling, then chat, then fast travel and then walk several minutes again. If important quest points are located far from the FT points and the "journey" is not part of the fun, I hope you can also FT to the objective itself.
Click to expand...
Pretty sure you can only fast travel to the signposts, and I'm relatively sure CDPR would've intelligently and strategically scattered them among the various Points Of Interests. Of course we'll have to wait for the actual game to see.

I personally won't be fast travelling at all though. That's a real test of world design ;)
 
R

Rocquito

Senior user
#171
Jan 27, 2015
thedeathrun said:
Pretty sure you can only fast travel to the signposts, and I'm relatively sure CDPR would've intelligently and strategically scattered them among the various Points Of Interests. Of course we'll have to wait for the actual game to see.

I personally won't be fast travelling at all though. That's a real test of world design ;)
Click to expand...
Looking at the general quality of TW3 seen so far, I'd have my expectations as high as yours. But as I'm playing now TW2, where some missions just ask you to move to a point to speak with a guy, take a decision, then run to another place to just speak with another guy, I just thought it worth mentioning to the guys at CDPR. Just in case :D
 
K

KlimV

Rookie
#172
Jan 27, 2015
MilezZ said:
Of course we keep going over assets and polishing them, it's among the reasons we pushed the game back - we see this as much as a bug as, say, a gameplay glitch. I can not really give you a clear answer as to the case with the bricks. They did look very out of place though so it is very likely that they were on someone's task list and had just been bumped up in priority, because it was shown that it was seemingly more apparent than assumed. Obviously we in the locations department take a special pride in our work and try to make our "babies" look as good as possible at all times. :)
On the other hand, the game is huge so it's always good for you guys to keep an eye out and point at things that we might've overseen. Chances are we miss something and would have to patch it afterwards. We're trying hard to avoid these scenarios though, even with things that might be very subtle. Generally not a fan of a "release now, fix later" mentality - as you might've noticed *cough* two delays *cough*.
Click to expand...
I'm also wondering whether you will be working more on light and brightness. Many players would prefer it less bright. Thanks. :)
 
E

erxv

Rookie
#173
Jan 27, 2015
Scholdarr said:
They are apparent because they are different than reality and therefore break immersion (even if the effect is kind of small).
Click to expand...
you do realize you are playing a Videogame right? this isnt real life, its about a monster hunter fighting werewolves, giant bears and drowners for christ sake.......
 
S

Scholdarr.452

Banned
#174
Jan 27, 2015
thedeathrun said:
Pretty sure you can only fast travel to the signposts, and I'm relatively sure CDPR would've intelligently and strategically scattered them among the various Points Of Interests. Of course we'll have to wait for the actual game to see.

I personally won't be fast travelling at all though. That's a real test of world design ;)
Click to expand...
You don't have to wait for the actual game to see. Here you are:

View attachment 9766


erxv said:
you do realize you are playing a Videogame right? this isnt real life, its about a monster hunter fighting werewolves, giant bears and drowners for christ sake.......
Click to expand...
Faulty argument. Even a fantasy world is based on certain rules. Usually these worlds work pretty similar to how our world works with only some adjustments (like magic and monsters). A fantasy world doesn't automatically mean that everything is possible all the time and that there aren't any rules at all, like the rules of physique. On the opposite, in the Witcher world these rules very much apply. Immersion isn't about reality, but about believability or better, consistency with the game's rules and lore.
 

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O

OliverDK

Rookie
#175
Jan 27, 2015
Well my take:

Positive:
+++ The world seems full of life which to me is very important in a open world game: children playing, people going about their business, wind in the trees, dynamic day, no loading and so on.
+++ The main dialogue is perfect for me. I could wish for nothing more. It seems fluid and believable from what I have seen so far.
+++ The general graphic is to me quite impressive: houses, people, trees, horses, mountains and so on.
+++ The combat looks fun, engaging and fluid to me.
+++ There's a lot of variations in the world: NPCs look differently, trees, bushes and vegetation seems varied, armor and clothes seems varied and VERY well done. Environments also seems varied without it being over the top which some games can tend to be like.
+++ The attention to detail is mindblowing most places. It really seems a lot of thought have gone into creating this world and every part of it.
+++ Exploration. I get the sense of a world that is worth exploring, that there's something new and exciting no matter what direction I should choose to go. That is to me hugely important in a open world game. That was one of the things I loved about Skyrim, the feeling of wanting to explore to find out what is behind that mountain, what is in that valley or in that cave.
+++ Of the little of quest we have seen and read about in the previews I get the impression that they will be engaging and fun and not generic and mmo-like.
+++ Ambient dialogue seems varied. And so far they seem subtle enough not to distract, but engaging enough to make you feel like part of the world.

Constructive criticism:
--- As others (not all) I think the world is way too colorful and bright. It's not as dirty, griddy and dark as I expect a medieval RPG to be and how I imagine TW world should be like. TW1 was perfect in this regard - dark, dirty and dangerous. TW3 feels more and more mainstreamed in this regard (maybe to appease more pople) which in turn makes it feel less mature and less believable to me. The earlier trailers nailed it but the closer we come to release, the more bright and colorful it seems the game becomes.
--- In turn this brighter and more colorful world ruins some of the atmosphere and immersion of the game to me. Like in DA:I I find it so hard believing I am running around in a world in war, turmoil and chaos, when everything is bright and beautiful. The world should reflect the situation it is in.
--- I miss a few things from earlier trailers, like the pollen flowing in the air and a more subtle sky.
--- The game looks great, but as others have mention the 90 degree walls and other things "ruins" the overall impression, which is a shame.
--- The camera is too close to Geralt for my liking. I hope on PC it is adjustable.
--- Dialogue timing .....Damion talked about it in the live stream, that in certain places you only had a few seconds to pick your dialogue option. That to me is BAD BAD BAD game design.

In general though I am very positive.
 
Last edited: Jan 27, 2015
T

TheDeathRun

Rookie
#176
Jan 27, 2015
Scholdarr said:
You don't have to wait for the actual game to see. Here you are:

View attachment 9766
Click to expand...
Actually we do, because that map only shows the fast travel points, not the points of interests. Which was what was under discussion - whether POIs are integrated well with signposts.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#177
Jan 27, 2015
thedeathrun said:
I'm genuinely curious - what gameplay variety do you have in mind for fast travel? o_o
Click to expand...
Exentryk said:
How would you go about handling this?
Click to expand...
In short. Random encounters during the "fast travel". It just always feels weird to me that a game boasts about its lively and involving world, but then provides a mechanic to bypass it. I'd wanted it to be more organically an in-world gameplay mechanic to consider, rather than a "no-questions-asked" conveniency feature for the sake of having such (because the large continuous world demands a method to travel faster to avoid tedium). It's less convenient than normal "teleporting", but gameplay wise it is far more interesting because it is an actual consideration and player involvement.

I think it would've been neat if the Witcher sense was utilized to accommodate this sort of feature; what you may or may not encounter, what you may or may not bypass during the trek (both hostilities and other opportunities).

Perhaps you get ambushed by someone or something, perhaps you spot them before they spot you and may want to sneak past or sneak attack it/them. Passing time; fast travel through the roads might be safer, but in-game-time it takes more than hoofing through the badlands that are more dangerous (of course this would require time-sensitive quests too). There are tons of bigger and smaller possibilities.

Another thing is hired transportation. A gameplay consideration there too for the cost of transportation (that's perhaps safer than hoofing on your own).

A lot of effort has (from what I've understood) been gone into manual traveling. I'd like the at least some effort to go into giving some meat and mechanical intrigue for the more "gamey" aspects too -- fast traveling being a chief offender here. I'd like to "want to" use the fast travel rather than avoid it because it makes the gameplay feel lazy for not offering anything.

It's all simply about adding gameplay flavor to whree there is none right now; and my general dislike for conveniency for the sake of it features. But as I said, it is of those lesser issues I have about the game.
 
S

Scholdarr.452

Banned
#178
Jan 27, 2015
thedeathrun said:
Actually we do, because that map only shows the fast travel points, not the points of interests. Which was what was under discussion - whether POIs are integrated well with signposts.
Click to expand...
Hm, you might read some of the fast travel points: "Lighthouse", "Abandoned Sawmill", "Ancient Crypt" or "Whale Graveyard" sound pretty much like points of interest to me. And given the fact that the fast travel points are kind of "statistically well spread" among the country should serve that you never have to walk too much once you explored the fast travel point.

OliverDK said:
--- As others (not all) I think the world is way too colorful and bright. It's not as dirty, griddy and dark as I expect a medieval RPG to be and how I imagine TW world should be like. TW1 was perfect in this regard - dark, dirty and dangerous. TW3 feels more and more mainstreamed in this regard (maybe to appease more pople) which in turn makes it feel less mature and less believable to me. The earlier trailers nailed it but the closer we come to release, the more bright and colorful it seems the game becomes.
Click to expand...
I say it again: the video was shot at bright daylight so of course it's bright and not as dark. The game will look completely different during nighttime or during bad weather. And by the way, it's a common misconception that medieval times were all "dark", quite the opposite. That misconception is based on our tendence to connect "dangerous times" with "darkness". That's the formula for the "film noir" for example. But actually, even during the most dangerous times, the world can be as bright as possible if the sun shines and the sky is blue... ;)

I wouldn't call that mainstream-oriented neither here, since Skyrim was pretty much "dark and gritty" compared to other games.
 
Last edited: Jan 27, 2015
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T

TheDeathRun

Rookie
#179
Jan 27, 2015
Scholdarr said:
Hm, you might read some of the fast travel points: "Lighthouse", "Abandoned Sawmill", "Ancient Crypt" or "Whale Graveyard" sound pretty much like points of interest to me. And given the fact that the fast travel points are kind of "statistically well spread" among the country should serve that you never have to walk too much once you explored the fast travel point.
Click to expand...
Actually, you're quite right. I just realized the fast travel signposts are all named, possibly indicating that they are located directly at points of interests.

Definitely not going to fast travel then. Looks like I'm going to get to know Roach real well.
 
T

TouPoutsou

Senior user
#180
Jan 27, 2015
The world, character and overall visuals are fantastic with one exception. The ground. This needs to be worked on, especially the snow. Other than my only concern is the combat, which surprisingly most people seem to have enoyed. One of the biggest complaints over TW2 was the clunky combat, with automated pirouets. If you think about it TW3 has an ambition of piushing the boundaries in every RPG aspect
-Best visuals of all time in an RPG. This will happen, no doubt about it. Personally the king is already TW2. Dragon Age I does not match the visuals of TW2(obviously my opinion but still)
-Most engaging story
-Some of the best dialogues
-Strong characters
-Choises affecting the plot more than any other game so far
-Biggest most detailed open world so far

And this leads us to the combat. Why not try to push the limits there as well? I would love Dark SOuls inspired combat, where you have absolute and precise control over your character, with over 7 different attack moves, depending ON YOUR ACTIONS, rather than one button automated attacks with autotarget. That was the issue on TW2, and i really do not want to be repeated in TW3.
 
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