Dear developers.
In the 3rd part of The Witcher, preparation for hunting on different opponents was not thoroughly worked out. All missions were solved simply by using the sword! But the difference between whether is: to go to attack a person, a humanoid-like monster, a big beast, a huge monster or an armored target like a troll or a stone golem, there is a significant one. Therefore, I propose in the next part of game work out damage with various types of weapons to various opponents. A cleaver against the armor to be broken, a saber or katana against light armor or flesh that can be cut precisely, a sword is a universal solution, a spear or halberd against a massive "boar". And sometimes it may be necessary to craft a trap and this will be the only possible option to get through mission without injuries.
The second point is drugs and poisons. I did not notice practical influence by it in the game process. Yes it does more damage but that's all. Enemy behavior practically does not change. It would be cool that without knowing recipe and how to use it against the enemy, it would be mostly almost critical. In addition, I still remember a story, in the beautiful first part of Barldur’s Gate, with poor-quality iron for armor and weapons, which made them fragile and short-lived. It is possible good idea to use such a mechanic when applying particularly toxic recipes to weapon and armor make equipment become worthless. Then there would always be a dilemma - to damage or even destroy a quality blade or use a cheap one. And then the usage of optional and low-level weapons as consumables would not as purely cosmetic and useless option as after the beginning of the Witcher 3. Perhaps (as a plot hint), in the 4th part of The Witcher, creatures will be more adaptive to drugs and poisons you had so now it is necessary to use more toxic ones?
The third. The fight. Especially the witcher’s fight, which is described as a dance. The basis of the dance is rhythm. Each pack of movements has its own. The first part of The Witcher has a part of this. As a pro dancer, I propose to add simple combos in way to add the essence: of which part of the body is better to use as a leading one after performing one blow to get another blow ideally effective in chosen style. In the 3rd part of game Geralt inflicts blows options by himself and it was pleasant for me as a player to watch them (and let it be so), but I didn’t feel much like a participant in the battle-dance itself. What am I proposing? Start studying all movements during training (namely visually) when and where it is possible to effectively maintain the rhythm of the battle and / or redirect it to the desired style/way. Using: arm / arms, legs or body. Yes, I understand - this is a new three corresponding keys additionally in the process of pressing the main attack. Additionally, player could choose his battle style with various opponents in the settings (similar to the alchemy or character management section). For example, choose which hit to take first and from it go further in battle. Also, to study the records by the battle technique on different weapons and with different opponents (as an option from the Witcher diaries) and battle styles will automatically improve giving the player more various techniques in battle. Here is an additional motivation to explore the world - to master all battle techniques, to become an absolute master! It may be worth a little slowing down the start of some shots to make it easier for a player to make decisions. But don't let this bother you. As a pro dancer, I can assure you that the effect of the speed of the performed movement is achieved by its speed at the end. Even a slow movement, accelerated at the end, feels fast. Especially when the limbs are used at the end: particularly arms and head, but also legs.
Best regards!
(Sorry for my English. Google translation.)
[Edited -- SigilFey]
In the 3rd part of The Witcher, preparation for hunting on different opponents was not thoroughly worked out. All missions were solved simply by using the sword! But the difference between whether is: to go to attack a person, a humanoid-like monster, a big beast, a huge monster or an armored target like a troll or a stone golem, there is a significant one. Therefore, I propose in the next part of game work out damage with various types of weapons to various opponents. A cleaver against the armor to be broken, a saber or katana against light armor or flesh that can be cut precisely, a sword is a universal solution, a spear or halberd against a massive "boar". And sometimes it may be necessary to craft a trap and this will be the only possible option to get through mission without injuries.
The second point is drugs and poisons. I did not notice practical influence by it in the game process. Yes it does more damage but that's all. Enemy behavior practically does not change. It would be cool that without knowing recipe and how to use it against the enemy, it would be mostly almost critical. In addition, I still remember a story, in the beautiful first part of Barldur’s Gate, with poor-quality iron for armor and weapons, which made them fragile and short-lived. It is possible good idea to use such a mechanic when applying particularly toxic recipes to weapon and armor make equipment become worthless. Then there would always be a dilemma - to damage or even destroy a quality blade or use a cheap one. And then the usage of optional and low-level weapons as consumables would not as purely cosmetic and useless option as after the beginning of the Witcher 3. Perhaps (as a plot hint), in the 4th part of The Witcher, creatures will be more adaptive to drugs and poisons you had so now it is necessary to use more toxic ones?
The third. The fight. Especially the witcher’s fight, which is described as a dance. The basis of the dance is rhythm. Each pack of movements has its own. The first part of The Witcher has a part of this. As a pro dancer, I propose to add simple combos in way to add the essence: of which part of the body is better to use as a leading one after performing one blow to get another blow ideally effective in chosen style. In the 3rd part of game Geralt inflicts blows options by himself and it was pleasant for me as a player to watch them (and let it be so), but I didn’t feel much like a participant in the battle-dance itself. What am I proposing? Start studying all movements during training (namely visually) when and where it is possible to effectively maintain the rhythm of the battle and / or redirect it to the desired style/way. Using: arm / arms, legs or body. Yes, I understand - this is a new three corresponding keys additionally in the process of pressing the main attack. Additionally, player could choose his battle style with various opponents in the settings (similar to the alchemy or character management section). For example, choose which hit to take first and from it go further in battle. Also, to study the records by the battle technique on different weapons and with different opponents (as an option from the Witcher diaries) and battle styles will automatically improve giving the player more various techniques in battle. Here is an additional motivation to explore the world - to master all battle techniques, to become an absolute master! It may be worth a little slowing down the start of some shots to make it easier for a player to make decisions. But don't let this bother you. As a pro dancer, I can assure you that the effect of the speed of the performed movement is achieved by its speed at the end. Even a slow movement, accelerated at the end, feels fast. Especially when the limbs are used at the end: particularly arms and head, but also legs.
Best regards!
(Sorry for my English. Google translation.)
[Edited -- SigilFey]
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