Interviews and Articles - 2015

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Just to clear some confusion about durability system, the word "destroyed" wasn't maybe the most accurate translation. The weapon will never completely break, but it can end up so dull that you will deal only a minimal damage until you fix it.

I've noticed that you were featured on neogaf as well Shavod so it could be an idea to edit your original post with the extra info (regarding quest items) as well as this cause people seem to jump on everything.... That said it could be also fun to not edit it and watch all these "journalists" post incorrect data again because they're too lazy to actually read the following 2 pages in this topic.

In term of weapons getting worn down. Where as this is completely useless feature in for example Skyrim It actually fits quite well in the Witcher universe. Skyrim essentially suffered from an insane loot drop and insane cash drop where you'll never really get poor and durability is just a nuisance, however in Witcher where you play as Geralt (Witcher's are not known to be rich) this mechanic work as an extra "money dump" which will make the player poorer, which both fits the world really well and also deal a bit with the problem the previous 2 games have suffered from. Because the loot isn't as insane either (better weapons are mainly from enchanting weapons by runes and oils rather than finding a sword with +2 more attack) it's also more manageable than Skyrim for example (you won't just throw away weapons willy-nilly).

On the other hand may people dislike durability because it's often been implemented poorly. Percentage based are shit, and so are a durability "meter" because they cause OCD from the player constantly repairing it for every 1%. It should instead be based like a informative de-buff when looking at the weapon (i.e you look at the sword in your inventory and it states, Worn: -1 - 2 less attack). This fixes all OCD scenario where you'll freak out because it lost 1% durability but rather see in an informative way what this effect does (and can when necessary be temporary dealt with, with oils and such if you are in a scenario where you can't repair it). Also it will still show it's base value (buffs/de-buffs will only be noticeable in the combat log) so you know straight away if your otherwise "Sharp" sword is better than the one you now found.
 
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^^
It was more just the comparison itself.

But yeah, while most of this sounds pretty good, I'm not really a big fan of the active skill slots thing.
I mean for all their talk about how they want to streamline the game and want to remove some of the tedium that the earlier games supposedly had like ingredient gathering, this seems like kind of a baffling move. Like having to manually change skills each time you fight someone slightly different instead of having it be passively active, sure as hell sounds like it's going to be more annoying and break the pace rather than add a sense of needing to prepare or whatever.
In fact I really dislike this idea the more I think about it.

I agree on that. its kinda overkill to have to active skill slots when the mutagen and potion system is already in place. But maybe that's just my mongrel console mind and adding the active skill might make fights even more strategic when fighting different monsters.

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Heres how I am reading this: this is an alternative / replacement / adaptation of the fast / strong / group stances in TW1, something we didn't have in TW2, if we view a skill tree branch something like a stance, then concentrate related skills in the bar we will be better at that kind of fighting style than if we have a more mixed skill tree bar bar. If I'm visualising it correctly to me this is an interesting, conceptually sound, and new character kill method.

Just like Geralt mentally & physically favouring a certain stance, a certain fighting style for a particular battle, instead of being able to mix every fighting style concurrently with no adverse effect on any of those differing stances moves. Actually sounds totally appropriate to me. We could hope theres also a way to maintain and swap between previously constructed skill bars (though outside of combat, or at least with ~30 secs of peace for mental refocussing).

That sounds like a good explanation. and it could (i say "could" because im scared CDP will read your post and take time implementing it, \delaying the game again :p) be great if it was named after stances with geralt visually changing stances and moves set depending on which one you choose.
 
I've noticed that you were featured on neogaf as well Shavod so it could be an idea to edit your original post with the extra info (regarding quest items) as well as this cause people seem to jump on everything.... That said it could be also fun to not edit it and watch all these "journalists" post incorrect data again because they're too lazy to actually read the following 2 pages in this topic.

You're right. I edited my second post and put all the additional info into previous one and changed that bit about weapons durability.

Heh, that's my second larger post about The Witcher 3 quoted on a neogaf. One website (gram.pl) even called me a neogaf member by accident. This kind of trust can't go unexploited... but that's come later.

 
You mean the serious game about a mutant that shoots flame from his fingers, who teams up with a man who was once a hedgehog to save a time traveling girl (who befriends Unicorns) from a group of dimension hopping elves...? I don't know.. doesnt bother me.

Yes that serious game where every single fantasy aspect is grounded and makes sense in the world, a world created by a serious writer who worked carefully to make the series (as some reds have said themselves) like the real world would be if magic and dragons existed, a world where every single magic spell or special ability of geralt's fits in the world rules so in the end everything is fine tuned and believable, but I guess some people fail to see how something ridiculous like geralt going jedi with arrows with no explanation differs from well grounded fantasy elements, which is a shame because a lot of people worked and are still working very hard to reach that level of quality.
But as long as its an unlockable ability like in TW2 then Im cool with it being there, I just hope we dont have to get it in order to progress through the ability tree
 
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Jose Teixeira (...)
>tried to push for a volumetric mist, not allowed by the technical director, may come back to it in the future
That is sad, but expected. Actually that feature is among the biggest differences when you compare early screenshots to recent ones. I really hope they can bring it back later with a patch, even if I won't be able to run the game with the effect.
 
It's certainly different from what we're used to - in any game, really. I can't think of a system like it. I'm up for experimenting.

Materia system in Final Fantasy 7 comes to mind. Though there are vast differences, the main point is that your character has a certain amount of open slots (more slots become available with better equipment) in which you can allocate any skills from your skill pool (passive/active) in the available slots, and thoughtful combination of skills will give you extra benefits. I found myself enjoying that system a lot.

Just like Geralt mentally & physically favouring a certain stance, a certain fighting style for a particular battle, instead of being able to mix every fighting style concurrently with no adverse effect on any of those differing stances moves. Actually sounds totally appropriate to me. We could hope theres also a way to maintain and swap between previously constructed skill bars (though outside of combat, or at least with ~30 secs of peace for mental refocussing).
Yep, makes sense to me.
 
Materia system in Final Fantasy 7 comes to mind. Though there are vast differences, the main point is that your character has a certain amount of open slots (more slots become available with better equipment) in which you can allocate any skills from your skill pool (passive/active) in the available slots, and thoughtful combination of skills will give you extra benefits. I found myself enjoying that system a lot..
Thanks, I'll go check it out to get an idea of how this works.
 
Thanks, I'll go check it out to get an idea of how this works.

yea this activated slot skill mechanics (i can already tell) will be a good design especially to anyone who's been a fan of some of the older rpgs like ff7. It creates such a varied & refreshing style to how the gameplay gets manipulated depending on how you want to customize.
The decision to not being able to max everything in a single playthrough is also a good restriction too imo. Many games lose their replay value once the player has been given and seen everything that the skills have in place for them and breaking the immersion of a difficult world when you just go around in essentially God mode.

Lol no wonder some journalists (probably casual rpg gamers xD) have expressed some murmurs and concern for the complexity of the skill tree system. I imagine it's not something you'd grasp immediately but will definitely get used to it later on and find it incredibly simple.
 
tried to push for a volumetric mist, not allowed by the technical director, may come back to it in the future

Grrrr... It bothers me more than it should when i hear something like this, I mean I fully respect what they choose to do but it just really bugs me. I really hope we don't lose other features like this and we can hopefully get this before an Enhanced Edition. I just have been so fascinated by all the crazy advanced tech and effects used in this game and want it to be as good as possible. While i don't know much about volumetric mist and such and would like to learn more, does this mean we won't be getting any mist or fog or just not as good?
 
I'm sure there will be fog and mist, as all the other games which have them until now :) They just won't be volumetric. (Maybe semi-volumetric though?)

Actually, if let's say volumetric mists can be an option that is easily activated/deactivated with an option, why not add it as an extra video option? I'm just speculating here of course, as I have no idea if it can be implemented like that at all (maybe it should be buried into the engine from the start or something). But if there are advanced features like that, and they are afraid that most systems will not be able to handle them right now, why not adding those settings inside a category like "Extra Graphics Options", and writing a red warning text beside it like there had been with Ubersampling in TW2? If it is possible of course, like I stated before.
 
Materia system in Final Fantasy 7 comes to mind. Though there are vast differences, the main point is that your character has a certain amount of open slots (more slots become available with better equipment) in which you can allocate any skills from your skill pool (passive/active) in the available slots, and thoughtful combination of skills will give you extra benefits. I found myself enjoying that system a lot.


Yep, makes sense to me.

To me, it seems like its inspired by the way modern FPS handle character progression (which, ironically, was inspired by RPGs). Those games have gotten rid of permanence and encourage players to freely mix up perks/abilities/attachments. You might unlock a couple dozen new skills, perks, ect as you level up, but you can only ever "slot" a handful of them. If youre sniping you may use a totally different setup than if you are rushing or defending.

This reminds me of that but scaled up to a 100hour RPG. So instead of 3 slots with a dozen things to pick from, we get 30 slots with 100+ skills to choose from.
 
weapons (including swords) will not last forever and can end up dull if used too much, which will result in minimal damage.

I remember seeing an interview a few months ago and they said Geralt would use only swords since witchers were swordmasters and to be loyal to lore etc etc... it seems this has changed :D.

So we'll have war axes and maybe spears? i can't wait to see this.
 
That is sad, but expected. Actually that feature is among the biggest differences when you compare early screenshots to recent ones. I really hope they can bring it back later with a patch, even if I won't be able to run the game with the effect.

Would you direct me to the screenshots that show the difference?

Because I took the statement to mean the feature never really saw the light of day. Marcin said both VGX and SoD trailers would be able to be replicated in their complete fidelity in the final game, something which would not be possible if your assessment were true.

And, reluctantly resurrecting the subject, I'd say José's statement, if indeed it were to mean that volumetric fog was removed after being shown, that statement would bear repeating that the removal of a graphic feature previously shown goes by the name of downgarde. I'm sorry.

Not the end of the world though.
 
I don't care about graphics, just wondering what was left on cutting table and what was implemented :p
On the recent stream they talked about Nvidia stuff for PC users. The GoG one where they talked over the gameplay video. I honestly can't remember if they mentioned anything specific other than the fur. I love a lot of what's in that video. I wouldn't really mind if they had to cut stuff like the water though.
 
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