Gameplay Feedback Thread

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All right, after my share of games, here are some of my views on game balance :

- Geralt can go from good to overpowered as soon as he gets the medallion card, because he has several powerful cards that do not need any charge to use them. As long as it is balanced by the fact that he needs the right die, it's good, but when he is sure to get that dice, it gets too powerful.
He can also get some by the use of potion at the beginning of a fight, but this is balanced by the fact that he needs to use them at the start of the fight. Though he gains charges for all potions when he prepares himself.

- Triss, in the other hand is clearly not powerful. Her powers come with one charge, but she can only charge one card per turn, and she needs the right die to do so. She also have a medalion-like card that can gives her the right die, but it has charges and cannot be recharged. And her cards do not seem powerful enough compared to other character's cards and do not seem game-breaking if their use would be allowed a lillte more often, because, right now, it is too restrictive.

- Dandelion is near overpowered. His cards can be used as often he wants per fight as long as they have charges and it is too easy too have charges. He buy them with money and can have two coins per turns (thus, two charges per turn if he wants). Plus he can gains money with other cards, so I never found any limitation to it. And when he goes to fight with all those cards, he become so powerful that it is a wonder that the game is called "The Witcher Adventure Game" and not "The Bard Adventure Game". The only limitation to his overpower is when he chooses the quest where he needs to bring money and not proof.

- Yarpen is near overpowered, but less than Dandelion. He has the same system of cards use (as many as you want per fight as long as they have charges). But he can only charge up to two cards per turns. But his cards as the same effects as Dandelion's.
I hesitated to say that he was more powerful than Dandelion because of the fact that he can get one lead for free almost every turn if he choses to (on a dice roll).

So, in retrospect, I seem to find almost everyone overpowered, which wouldn't be a problem if Triss wouldn't lag behind with her inability to be powerful.
Or it may be because I never had luck with her.
 
Hello! I have found two bugs so far:
2. As it happened to another player, i did not gather the exact origin of the damage, but: on his turn he received 2 wounds and contributed them to his "spare" fields. In the same turn, all his wounds were transformed into poison wounds. The bug was as follows: when the dwarf received his 2 wounds, the other 3 players saw that he received 6 wounds! We all wondered why he did not have to distribute 6, but 2.

I may be misinterpreting what you said but I have seen some bad(foul) fate cards or monsters that turn regular wounds into poison wounds so what could have happened is that he receive the two wounds and they went to his spare slot and then those two were turned into poison wounds. So they did not receive 2 wounds + 2 poison wounds(6 in total) but just 2 and a conversion to poison so "4" wounds which would explain what you saw. But as I said I could be misinterpreting what you said and it could indeed be a bug.
 
At the moment there is very little to do while other players are taking their moves. You can't even examine your quests or see what the other player is doing. It would be better if for example the game was divided into phases and all players took their phases at the same time. Eg action/move phase, then battle phase etc.

Also I agree with others here the end condition seems quite abrupt and advancing the war track etc has very little effect on the game. Perhaps a better end condition would be that the quests that were being done works towards a global goal everyone is working towards and the quests really are more there to help you face higher monsters eg by giving you additional dice etc.
 
OK, just signed up and played a game earlier today.. Here are my first impressions in no particular order:

- The concept is very nice, well executed, and i'm a fan of this sort of board game. (I love lords of waterdeep)

- The tutorial, such as it is, is terrible. A single player game without any AI at all where you take a a few turns and use the concepts explained in the tutorial instead of just reading them would be much much better.

- As others have mentioned, player to player interaction is very low. A limited number of slots for players depending on location size.. the option to help or hinder in fights, limited resources per place per turn, or a way to block a path for a turn to others all would be ways to make it feel more like a multi-player game and add some strategy to determining who wins instead of it feeling like its just a single player game with waiting between actions.

-Sound.. Please add some sort of volume control that is separate for music and other sounds. I have to assume that its in the works, and for now you are just trying to test the most basic mechanics.

I'll need to play a few more games at this point to refine some other thoughts on it, but i'm looking forward to playing some more and exploring the various characters.
 
1- There need to be a way to kick inactive players: Perhaps allow for a vote to kick them, then they have say X seconds to respond or be removed from the game. Been waiting for a while not for a player to make his move nothing is happening so I guess I will have to forfeit the game that he is messing up.
--> So a timeout function or kick ability with a 20 second fuse or something (Canceled when someone makes a move)
2- A sound to signify that it is a new players turn (Now it appears a bit timid and it would make it easier to know when something is happening on the map.
3- Make sure that the different colored decks are in the same order as the same colored icons on the taskbar should be an easy fix
 
Oh: Windowed mode! Must have that unless you add more depth to what you can do while waiting for other players to do their thing.
Could also be nice if you added more insight into other players actions. Why on earth can you not see thwm throwing their dices!?
 
6 games now: 2 stopped due to inactive players and so the game was no more, 3 ended with the other player quiting before the game was even warm and the 1 was actually finished (A short one with close to no interesting events, the other player knew where to go and voted 1 quest so done in 5 min).

So far the online function is not dominated by feel-good sentiments...
 
As stated by others players before me the tutorial has to much information. The game is really complex and it feels like it's aimed at experienced players of traditional tabletop role playing games so it would be great for 'noob' players like me to have a more interactive tutorial. On the other hand the game is quite beautiful and enjoyable to the eyes and ears, though it would be good to have something to do within the game while you're waiting for your turn like a codex with interesting information to read as there is in other Witcher games. Also the ending of a game is quite abrupt, maybe some more animation will do the trick of decorating it a little more. Despite not being able to enjoy the game at its best I felt like there's a funny and compelling gameplay inside it.
 
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About the Music
i hope in the finished product there won't be the same melody the entire time
I'd like it to change from time to time, even though the dwarven music is nice
 
I'd like to see a parallel turn-mode like in Civilization 5. As it is, I haven't seen any interaction between characters and currently much of the game play consists waiting for the others to finish...
 
After 1st game:

+ Tutorial (I saw its allready being worked on)

+ Player interaction:
-There is a great lack of player interaction I dont see the point to play a multiplayer board game were you only compare the final points. It should be either coop game where the game trys to beat all of you or competitive were you can interact against the other players (not directly lore wise, but with card events that will work against their interest. (make a monstear appear in another player location, bad luck card makes someone lose "random" clue points, gear, delayed etc)
-The only card I found that can affect another player was move adversial effect from your region to another.
-No options to join forces with another player that I found either.

+As other already said, needs an option to see your own stuff while another player is on his turn, so you can plan your next move and saving time for everybody else.

+Better postion for icons like monster, sometimes I cant tell wich city is the monster on (I'm sure after few plays I'll just get to it), some faded area border lines will help, so you know what is inside of which region.

+Dices, Just need a little more work so the UI works better, double-click to move a dice to its position and button to move all of them at once. And fix the clumsines feel they have now (Its work in progress i know)

+If I'm not wrong once you get Delayed effect, you can just get as many delayed effect on this turn as you want that it will only affect you once. I.e I got several bennefits in exchange in one turn getting delayed several times, next turn I only had one action (wich i could cancel using a good luck card I got last turn to get an extra action) that felt unbalanced. Maybe once you have been delayed, you should be unable to make nay other action that gets you delayed again.

Promissing game, for me they key to radicaly improve it, is more interaction between players, will keep trying it and see how it evolves :)
 
I'm impressed by quality of current beta version. Just come here to say this, 'cause all remarks about gameplay/interface flaws were said before in this thread.
 
After 1st game:

+Dices, Just need a little more work so the UI works better, double-click to move a dice to its position and button to move all of them at once. And fix the clumsines feel they have now (Its work in progress i know)

It already works

+ Where to send crush reports? Can they be sent from the login screen automatically?

+ There is a need in player's action log. With active card name (that on click open full card info)
 
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After 5 hours of constant playing I can tell that I will buy both the digital and the retail version of the game. I give away my second key to a friend, and I played with her the entire time. While with foreign ppl the game will need more interaction, with friend it is totally different experience. We had a great time, and tomorrow will continue with the longest game. Turn on the Witcher OST, all of them, and let's rock. :D
 
Stuck after quest completion

Playing as Triss, I just encountered a bug after completing my (first) quest : the consequences were resolved as expected, but then, no VP were added to the main counter, and the quest counter didn't increased.

I wasn't proposed a new quest, so after this turn, I was stuck with the completed quest still visible.
However, after zooming the completed quest card and then clicking on Hide, the card disappeared from the board until the next turn.

One of the other player mention he encountered the same bug yesterday.

Apart from some text glitches like "consqeuences" (will never be the same...) on quest cards, the game is already quite enjoyable :)
 
Hey all, just did a quick first game to get started, and here are my first impressions. Some of them seem to have been mentioned already, but I'll give my take on them anyways. (in no particular order)

+ I think some of the game elements could benefit from having a mouse over text to see what they are, what their name are, info (wounded/cursed actions). That could be an option to activate for players who can solely rely on the visual cues.

+ Maybe there could be an option to review one's own cards while other players are playing. Maybe by separating the display of one's own player card from the player actually playing. The UI is quite big for now so it would be hard to fit, but being quite big, maybe it could be reduced a bit, as right now it takes up quite some space on the screen.

+ In any case, when another player is playing, as of now, it is quite obscure what goes on (I realize most messages are placeholders) You barely see or understand what the other player is doing. Seeing their battles for example would be nice. I'm actually wondering if the game wouldn't benefit from an "action log" that would allow anyone to review the actions taken/cards played by every player. Think the card log from heartstone for example.

+ Having the different locations colored to show they belong to a single region is nice, but I think it would be better if the frontiers of the regions were at least slightly outlined. Not being familiar with the game yet, it can be tricky sometimes to see in which region the monster tokens are located or which are "adjacent" regions.

+ Also, I found the roads a bit hard to read I think, especially when they go behind decorations. I had a real hard time discerning exactly which towns were connected to which. I also had a bit of trouble of understanding exactly why I would be encountering such or such monster while moving.

+ Minor detail, but a sound cue when a message pops into the chat would be great.

+ Now this one is mostly about the game mechanics itself, and even if it seems to have been said a lot already, bear in mind I have barely played it at this point, but it feels like there aren't really many ways to interact between players. No helping, no hindering (except maybe sending a monster to a region where a player is). It feels more like running "along" other people than playing "with/against" them.

Will keep trying it out and report any other thoughts, have fun all.
 
Hi All!
Me and my friend played for some hours tonight:
I'm impressed! The game is fascinating, I like the choice for the background music and for sound effects. The visuals are pretty good either, and the map is well pictured in the game. We tried the medium and short match, two medium games and a short one.

The first game was good, smooth, some mechanics still to be figured out but not so difficult to have an enjoyable experience!
At a certain point the game stopped while I was fighting a monster (I used Geralt, and I started with a developement card before the fight).
I rolled the dice, put the swords and the shields in the proper boxes, hit the "resolve" button and that's it, all disappeared beside the dices and the wooden table.. But hey, that's a BETA, so it's ok! We had about 40 minutes or more of play before the accident.

The second game we stopped shortly because my session said that my friend disconnected, while he had not..!! Maybe some problems with my internet connection..

The third game was the short goal one, played smoothly and without problems, apart from a couple of turns in wich me or my friend had no possibilities but end the turn instantly, without explanation..!

A couple of things:
- separate the different regions (colors, dotted lines, ecc..)
- more chat support (add some sound, maybe microphone support)

I still think that's a good game!! And I'm planning to get the physical version either =P

Good job!
 
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Video and Audio Options?

I imagine someone has already posted this. In case they haven't, graphic and audio options on the main menu would be extremely helpful. Thanks!
 
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