Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

Geralt´s VATS system

+
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
Next
First Prev 2 of 6

Go to page

Next Last
Rudlee

Rudlee

Senior user
#21
Jan 16, 2014
If it breaks the flow of combat, I won't like it very much.
 
Garrison72

Garrison72

Mentor
#22
Jan 16, 2014
The witcher senses are the only gameplay info that has me a bit worried, and as it's described by CDPR, it seems pretty straight forward: read journal entry, unlock special attack. Hopefully there's more to it than that. I just have a hard time envisioning how they will let the player actually aim strikes at individual spots on an enemy.
 
ReptilePZ

ReptilePZ

Wordrunner
#23
Jan 16, 2014
Like this?

http://www.youtube.com/watch?v=owKOjr3RS2I
 
S

Sirnaq

Rookie
#24
Jan 16, 2014
ReptilePZ said:
Like this?
[media]http://www.youtube.com/watch?v=owKOjr3RS2I[/media]
Click to expand...
Yes!

[media]http://www.youtube.com/watch?v=cs5OQrdlq2c[/media]
 
TemerianGirl

TemerianGirl

Mentor
#25
Jan 16, 2014
Sherlock had witcher sense too? :)

http://www.youtube.com/watch?v=wm_GxGsLvj8
 
O

ONLY_ONCE

Rookie
#26
Jan 16, 2014
This game will be just perfect. We all will be in awe. Every five mins will keep saying wow, I can't believe they did this. OMG look they added that too. This game is fucking amazing.Thou Art
not of man ;)
 
Mothra

Mothra

Forum veteran
#27
Jan 16, 2014
The problem with the aracade combat system was that some people want more stats to be involved why others want to more skill to be involved. so most of the time the stats would only give you less damage received and skill either more damage done or no damage taken (roll, roll, roll). Alchemy was stat-boosting, Magic was stat-boosting, only Swordsman has a small skill-involved upgrade in the way of riposte. They already said that upgrades will unlock new moves for Geralt with new stats, that sounds good. But what I really hope they will distribute more stat+skill involving upgrades into the trees to make both sides more compelling / or their mixture.

some example:
skill-involved for me means that a certain upgrade on the alchemy tree would only trigger if you fight/damage/CC a monster in a certain way or +1 move in a chain attack, giving it more hits but harder to pull off
stat-involved is your typical +x to stat, e.g. +1 more potions able to drink or +1 dmg in a chain attack

That way someone who like to play with stats can create a character that does not have to pull off certain moves, achieve certatin states in fights to finish them and others
can create more glass-cannon like chars that have to rely on flashy, tightly-timed combat to win

That way alchemy can get skill-inolved (or not) instead of being just a drinking-game before a fight with some stat-benefits and a flashy green haze effect.

Magic can get more involved by having to setup enemies for certain magic attacks to event hit them

Swordplay will get the most attention anyways :D
 
TemerianGirl

TemerianGirl

Mentor
#28
Jan 17, 2014
VATS system can become handy in TW3 if Geralt will fight against foes in heavy armor.
 
Garrison72

Garrison72

Mentor
#29
Jan 18, 2014
ReptilePZ said:
Like this?

http://www.youtube.c...h?v=owKOjr3RS2I
Click to expand...
Looks like a flashy gimmick, something that requires neither precise timing of Street Fighter or the forethought of The Witcher.
 
V

Villentretanmerth

Rookie
#30
Jan 18, 2014
Yeah, I remember reading that the VATS thing was removed.

I think they removed it because it seemed kind of shallow the way it was described; where with a mouse all you had to do was just point and click on the highlighted area of the monster to disable that area.

For example, if a creature could shoot poison at you, to disable that ability, you would point the mouse cursor on the creature's poison gland and just click to disable it.
 
ReptilePZ

ReptilePZ

Wordrunner
#31
Jan 18, 2014
slimgrin said:
Looks like a flashy gimmick, something that requires neither precise timing of Street Fighter or the forethought of The Witcher.
Click to expand...
Obviously it needs to be reworked before it's implemented in the game. Point is, it keeps the flow of combat going and it allows the player to target specific body parts. Combine that with Geralt having to know the anatomy of a monster before identifying a weak point, as well as maybe having to quaff a Blizzard to activate the mode (which needs to be redone so that it's not ridiculous - requiring better positioning/timing), and you have a proper witcher mechanic
 
Shavod

Shavod

Wordrunner
#32
Jan 18, 2014
Villentretanmerth said:
Yeah, I remember reading that the VATS thing was removed.

I think they removed it because it seemed kind of shallow the way it was described; where with a mouse all you had to do was just point and click on the highlighted area of the monster to disable that area.

For example, if a creature could shoot poison at you, to disable that ability, you would point the mouse cursor on the creature's poison gland and just click to disable it.
Click to expand...
In the latest interview Paweł Sasko confimed they still going to implement this system.
 
  • RED Point
Reactions: charleswang95
B

blackgriffin

Senior user
#33
Jan 18, 2014
i think it could be great if they make a slow motion/ bullit time so you could have a chance of hiting the spot
P.S. who else is thinking sharingan and chidori about this identifing weak spot and strike for instant kill
 
G

goopit

Forum veteran
#34
Jan 18, 2014
slimgrin said:
Looks like a flashy gimmick, something that requires neither precise timing of Street Fighter or the forethought of The Witcher.
Click to expand...
You're a very dismissive person slim

Imagine if you could only slash once with no slow-mo unless you drink a potion,like Blizzard and you'd need to stun the monster before you're able to do the slash.
 
Garrison72

Garrison72

Mentor
#35
Jan 18, 2014
guipit said:
You're a very dismissive person slim

Imagine if you could only slash once with no slow-mo unless you drink a potion,like Blizzard and you'd need to stun the monster before you're able to do the slash.
Click to expand...
That did come off a bit blunt. The way you explain it, I can see it happening I guess. Enable Blizzard, time slows down and we have a brief moment to aim with the arc as seen in the Rising vid. Then we tap strike and Geralt executes the move.
 
ReptilePZ

ReptilePZ

Wordrunner
#36
Jan 19, 2014
slimgrin said:
That did come off a bit blunt. The way you explain it, I can see it happening I guess. Enable Blizzard, time slows down and we have a brief moment to aim with the arc as seen in the Rising vid. Then we tap strike and Geralt executes the move.
Click to expand...
Also, don't forget that those were stationary targets in the tutorial video. Aiming is much harder when the enemy is actually moving and you're trying to hit a small, very specific part of the body.
 
A

archont

Forum regular
#37
Jan 19, 2014
Lots of good posts in this thread. In particular those of you who acknowledge the stat-based vs skill-based approach to gameplay. It's not easy to achieve a good compromise without it spiralling out of control - since those are basically opposing styles of gameplay. Tekken vs Nethack to use extreme examples.

I particularly like the idea of creating divergent playstyles - a fragile skill-based glass cannon vs a meathead stat-based tank.

VATS - the less said the better.

I see the potential for a system of precision targetting in W3 but unless thought is put into it, it'll just turn into an I-WIN button. It'll get abused over and over.

While it's possible to fine-tune the difficulty of the actual cripple mechanic, that wouldn't be the best choice. Parrying/riposting in W2 was difficult to get right - for the most part it wasn't worth it. However enable crippling ("witcher vats") after a successful parry and the skill/reward ratio is just about right.

The cripple mechanic needs an element of risk, which is why I'd like it to be only viable when no other enemies can interrupt the animation. You draw an enemy out from the group, troll for a riposte, then cripple. If you get interrupted while crippling, you get stunlocked.
 
A

apollozen

Rookie
#38
Jan 19, 2014
The interview I saw, said it worked by slowing time and allowing you to target weak points, or similarly with humans, knock the sign out of a caster by severing his arm. Then your action playing out at full speed. Sounds a lot like how MGR works. Hitman/Max Payne also have similar features it works well in all 3 games. I LOVE the idea, see someone about to cast a sign at you? Quickly slice off his arm. Adds some depth and strategy (I imagine you won't have unlimited resources for this mechanic in combat). From everything we've heard so far, it sounds an awful lot like a merging of Dead Space necromorph style killing tactics and Hitman/Max Payne/MGR, which if executed PROPERLY will make combat amazing.

It also fits with lore, Geralt's speed was never effectively communicated in TW2. When he is high as fuck on potions he is supposed to dance circles around fools, slowing time is the best way to show him doing this, without making it a button mashy hack and slash (Blizzard potions communicated it in TW1).

The ONLY worry I have is how it will be implemented resource wise.

Ideally for me it would work something like this:

- A Witcher should always go in prepared this includes pre-drinking long term effect potions (which wouldn't add to toxicity, you'd have a limited number of buff slots for these) which need to be consumed before battle as well as taking short term effect potions that can be used in combat.

- Blizzard would be one of these potions, and since most monsters (and the fact it will help in many human encounters) will need you to use this system, you will have to gather the ingredients yourself (make them somewhat rare, but respawning or something).

- In order to activate it you'd need to drink a Blizzard potion, which would MAX out your toxicity for a period, afterwords preventing the use of other short term potions (heals, quick vigor regen etc), and offer some negative effects on Geralt until the debuff went away.

- Each time you max toxicity in combat less of it will drop off(for example: first Blizzard potion you use at 0%, after the debuff goes away and you can use it again, you will now be at 25%, in this example after 3 potions you would still be at 100% toxicity even after the ending of the debuff and thus consuming any more potions would incapacitate Geralt and lead to a game over, OR alternatively, it just won't work and Geralt would have to fight the rest of the combat sequence with no potions and all the negatives of being max toxicity).

- For casters a Blizzard potion could allow multiple casts during the time frame. Alchemists may have an extra charge slot for it, or have it allow a secondary target for sword users.

- You could have talents make it have different effects/bonuses/penalties depending on offensive or defensive playstyles

- Easier difficulties could be more forgiving in the number of in combat potions you get.

This system would emphasis the preparation aspect of Witchers, while not making it grindy OR cause the combat to devolve into spamming this mode (by the fact of you can only use so many...you don't need to farm all day, because having 100000 potions won't trivialize a fight). It would also emphasis decision making and tactical choice (do I go for a limb removal now? or do I REALLY need a quick heal?...will I get another chance at removing this limb? etc), as opposed to a style of running around til the ability is ready again, and using it. All while making sure the rest of the combat mechanics (blocks, pirouettes, ripostes etc) are still incredibly important to have mastered on high difficulties, because you can't "Witcher Sense" everything in every fight. It also has a clear potential downside.

And again, the penalties would be less severe on lower difficulties, and also allow you more in combat potion usage. Which could also help difficulty scaling be less about adding health and dmg to enemies and be more about managing potion use correctly.

I HATE the idea it would be activated on a successful block and parry, cause it would promote a style of play that is passively waiting for it to proc. Similar to rolling around in TW2 using Aard until something is stunned...than one shotting it, or rolling around until you get behind something and killing it in 4 swings regardless of difficulty.
 
tommy5761

tommy5761

Mentor
#39
Jan 19, 2014
Blizzard could indeed work for the "vats" system . The one thing I would hope for is that toxicity wouldn`t just cancel itself after the time expired . In other words to cancel the toxicity you would need to meditate . That would also stop the spamming of potions .
 
A

apollozen

Rookie
#40
Jan 19, 2014
Tommy said:
Blizzard could indeed work for the "vats" system . The one thing I would hope for is that toxicity wouldn`t just cancel itself after the time expired . In other words to cancel the toxicity you would need to meditate . That would also stop the spamming of potions .
Click to expand...
Well that wouldn't help in combat and limit you to one usage. After combat, meditation could be how you "reset" toxicity sure.

But I think the 0->100->25->100->50->100->75->100->100(No more potions until you meditate out of combat after this point) while in combat is better.
 
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
Next
First Prev 2 of 6

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.