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Interviews and Articles - 2015

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Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#821
Feb 17, 2015
I actually remember that some times in very old interviews/articles the devs said there would big very big cave systems, or other subterranean maps. It also had to do with loading screens, because thats precisely what they've been saying for a long time, the goal was to make the game loading screen free, even when it comes to interiors, but with the exception of fast travel and city-like huge underground maps.

In fact one of this huge underground maps was confirmed to be in the SOD trailer If my memory is correct.
 
S

scratcherpen

Rookie
#822
Feb 18, 2015
There are 3 types of armor elements: light, medium and heavy. Protection they grant is less important than synergy with combat tactics they are designed for. For example heavy armor favors agressive swordfighting. But you can mix armor elements to balance bonuses they offer.

If you like to twieak and customize, you'll find it attractive, I think.
Click to expand...
Does that means that if i have a blueprint, required materials and gold i can craft one armor and check all armor upgrade variation on that? Or that means hat i can choose what type that armor will be-light, medium , or heavy? Or i can choose the upgrade elements from the big list just for one part of the armor? Or its the levelling system like the one on concept art with Bear armor-from light to heavy? theta77 -could you tell more about this or show something of that on some sample in your next videos?
 
Last edited: Feb 18, 2015
Szincza

Szincza

Moderator
#823
Feb 18, 2015
There was an interview with someone from CDP RED where that someone said you'll play with one set of skills changing/improving it from time to time rather than constantly customizing it.

Does anyone have link at disposal?
 
S

scratcherpen

Rookie
#824
Feb 18, 2015
Q: Explain the skills and armors then.
A: Okay. Activated skills determine tactics. You choose (activate) some of them and you have resources to manage (stamina and adrenaline), so behaviour in combat depends on skill choices. In other words, to use your build properly, you cast signs, parry, dodge and hit with you sword more or less frequently. Some skills grant additional signs modes or special blows.

There are 3 types of armor elements: light, medium and heavy. Protection they grant is less important than synergy with combat tactics they are designed for. For example heavy armor favors agressive swordfighting. But you can mix armor elements to balance bonuses they offer.

If you like to twieak and customize, you'll find it attractive, I think.

Here's the way the skill development works.

There are 4 groups of skills. Swordsmanship, Alchemy, Signs and Miscellaneous. The fifth group some folks were talking about is Mutagens.

As you level up the character, you unlock various skills. You can then assign them to one of the slots. Assigning a skill to a slot makes it active - you can activate and deactivate skills at will making custom builds to suit your current needs best. There are up to 12 slots (+ 4 for mutagens) which are being unlocked as you progress - mutagens modify skills making the skills stronger. To make mutagens even more effective, it's best to use the same type of mutagen and skills in one combination.
Click to expand...
Thats the words of theta 77 and Marcin Momot about that skill system. Is that what you talking about?
 
Szincza

Szincza

Moderator
#825
Feb 19, 2015
@scratcherpen
Not really, but thank you anyway.

I think the interview was with Adam Badowski, still can't find it though.
 
O

onionshavelayers

Rookie
#826
Feb 21, 2015
https://www.youtube.com/watch?v=UB4FqyjlNB0 (start at 6:13)

http://www.gamepur.com/news/18073-witcher-3-wild-hunts-combat-system-more-impressive-assassins-creed-not.html
 
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F

frivolousam

Senior user
#827
Feb 21, 2015
onionshavelayers said:
https://www.youtube.com/watch?v=UB4FqyjlNB0 (start at 6:13)
Click to expand...
I felt like a 10 year old watching this, just the way the guy talked and I liked it :D Good video.
 
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onionshavelayers

Rookie
#828
Feb 21, 2015
I liked the part where he said that the writers were award winning authors, that's what game dev studios should do, they should hire competent writers :)
 
T

thislsmadness

Rookie
#829
Feb 21, 2015
Its weird how the press constantly compares the combat to Batman, The two seem so different to me. Batman is about racking up big combos while taking on hordes of very similar thugs and it loses a lot of its appeal when youre up against Small groups. It looks like Geralt is most often taking on smaller groups, including non humanoids like wolves and flying creatures, and with the emphasis on monster hunting I imagine lots of 1v1 against giant creatures. This game would be terrible with "free flow" combat.
 
Garrison72

Garrison72

Mentor
#830
Feb 21, 2015
thislsmadness said:
Its weird how the press constantly compares the combat to Batman, The two seem so different to me. Batman is about racking up big combos while taking on hordes of very similar thugs and it loses a lot of its appeal when youre up against Small groups. It looks like Geralt is most often taking on smaller groups, including non humanoids like wolves and flying creatures, and with the emphasis on monster hunting I imagine lots of 1v1 against giant creatures. This game would be terrible with "free flow" combat.
Click to expand...
I agree, they've backed away from the AA influence, but the targeting system remains similar. The difference now is Geralt has to be much closer to the enemy to attack. Also, we've seen only a small portion of the animations. Phillip said earlier that you unlock moves in the skill tree and combat becomes a dance. We certainly haven't seen anything like that yet.
 
O

ONLY_ONCE

Rookie
#831
Feb 21, 2015
MESOM's combat is kinda like Batman, it's pretty fun. I've been choping limbs off these past few days, it's brutal but it feels good to do in combat. I Iike it,
I hope TW3 don't skimp on that brutal combat, because it's awesome and it doesn't get old lol... It's funny, I heard the same voice actor say the same line in MESOM as one of the bandits did in the 35min demo wtf? HaHa ;)

The only thing I wish devs would let me do, is turn off those stupid white stars above an enimies head when they are down and the mini map and that damn feet tracker sign telling me how close I am to whatever. They let me turn off all the other stupid shit, like highlighted enimies and some ai button prompts but why not the rest of it?? Meh.. I think TW3 should give players the freedom to turn off highlited animation effects on monsters/enimies when they are down. I know it's to let us know, that it's time to kill them with a finish move... but, lets say it's our second play through and we don't want to see that fake glowing crap effect, just let us turn it off please. Is it not enough to see the enimie down still breathing, that's all I need to see on screen to know it's time to finish it. Please no glowing AC effect on enimies and monsters when they are down, I think the warewolf was glowing when it was down in the 35min demo. I don't care if it's in the game, I just don't want to see it if I don't have to. That I do care about, so give players the options thanks.;) Anyways... when is Toast going live?? 24th maybe lol..
 
Last edited: Feb 21, 2015
P

Pedrolago

Rookie
#832
Feb 21, 2015
Have they really removed gap closing attacks? That would be a bummer
 
Garrison72

Garrison72

Mentor
#833
Feb 21, 2015
King Milhouse said:
Have they really removed gap closing attacks? That would be a bummer
Click to expand...
Not entirely, but the Polish guys who sampled the game explained it clearly: if you are too far away from the enemy, Geralt just swings at the air. You can see this happen several times in the werewolf fight from the demo. You now have to run up much closer to the enemy for the target icon to appear. This makes the system more like Sleeping Dogs.
 
O

ONLY_ONCE

Rookie
#834
Feb 21, 2015
Things that make you go Hmmm.....
 
E

EliHarel

Rookie
#835
Feb 21, 2015
King Milhouse said:
Have they really removed gap closing attacks? That would be a bummer
Click to expand...
slimgrin said:
Not entirely, but the Polish guys who sampled the game explained it clearly: if you are too far away from the enemy, Geralt just swings at the air. You can see this happen several times in the werewolf fight from the demo. You now have to run up much closer to the enemy for the target icon to appear. This makes the system more like Sleeping Dogs.
Click to expand...
I read recently that you can close the distance with an attack, but it has to be a deliberate action. A long LMB click if I remember correctly. But, y'know, take it with a grain of salt since I'm not providing a source, and there are too many interviews for me to sift through.
 
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V

Vigilance.492

Ex-moderator
#836
Feb 21, 2015
eliharel said:
I read recently that you can close the distance with an attack, but it has to be a deliberate action. A long LMB click if I remember correctly. But, y'know, take it with a grain of salt since I'm not providing a source, and there are too many interviews for me to sift through.
Click to expand...
It was from Shavod's Post (http://forums.cdprojektred.com/threads/33354-Interviews-and-Articles-2015/page68?p=1542435#post1542435)

in gry-online video about combat one journalist said that Geralt still can quickly beat the distance between him and enemy by jump attacking him like in The Witcher 2, but difference is that he's not doing that automatically this time around. You do that by holding light attack button, which is useful to catch fleeing enemies, if you choose "no survivors" policy. That's pretty cool, as it gives you a more control over character without taking anything away.
Click to expand...
 
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Garrison72

Garrison72

Mentor
#837
Feb 21, 2015
Vigilance said:
It was from Shavod's Post (http://forums.cdprojektred.com/threads/33354-Interviews-and-Articles-2015/page68?p=1542435#post1542435)
Click to expand...
I totally missed that and it explains alot for me. We haven't seen much of the mechanic because no one in the demos is using it. I wonder why. It seems like a great addition that gives the player more control over combat, but it also means a slight delay before Geralt launches after the target. I get the sense controls are going to require a lot more skill than TW2.
 
Last edited: Feb 21, 2015
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thislsmadness

Rookie
#838
Feb 21, 2015
ONLY ONCE said:
MESOM's combat is kinda like Batman, it's pretty fun. I've been choping limbs off these past few days, it's brutal but it feels good to do in combat. I Iike it,
I hope TW3 don't skimp on that brutal combat, because it's awesome and it doesn't get old lol... It's funny, I heard the same voice actor say the same line in MESOM as one of the bandits did in the 35min demo wtf? HaHa ;)

The only thing I wish devs would let me do, is turn off those stupid white stars above an enimies head when they are down and the mini map and that damn feet tracker sign telling me how close I am to whatever. They let me turn off all the other stupid shit, like highlighted enimies and some ai button prompts but why not the rest of it?? Meh.. I think TW3 should give players the freedom to turn off highlited animation effects on monsters/enimies when they are down. I know it's to let us know, that it's time to kill them with a finish move... but, lets say it's our second play through and we don't want to see that fake glowing crap effect, just let us turn it off please. Is it not enough to see the enimie down still breathing, that's all I need to see on screen to know it's time to finish it. Please no glowing AC effect on enimies and monsters when they are down, I think the warewolf was glowing when it was down in the 35min demo. I don't care if it's in the game, I just don't want to see it if I don't have to. That I do care about, so give players the options thanks.;) Anyways... when is Toast going live?? 24th maybe lol..
Click to expand...
Yeah, Mordor is built very similarly to Batman so it works there, they just replaced thugs with Orcs. Also, I think that glow from the Werewolf is because of the silver bomb Geralt tosses at the Werewolf. Its weird the effect stays on even after hes dead. Although, with the way the Werewolf is lerched over it looks like the death animation is glitched?
 
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O

ONLY_ONCE

Rookie
#839
Feb 21, 2015
thislsmadness said:
Yeah, Mordor is built very similarly to Batman so it works there, they just replaced thugs with Orcs. Also, I think that glow from the Werewolf is because of the silver bomb Geralt tosses at the Werewolf. Its weird the effect stays on even after hes dead. Although, with the way the Werewolf is lerched over it looks like the death animation is glitched?
Click to expand...
True ;)

---------- Updated at 07:31 PM ----------

Vigilance said:
It was from Shavod's Post (http://forums.cdprojektred.com/threads/33354-Interviews-and-Articles-2015/page68?p=1542435#post1542435)
Click to expand...
This all sounds awesome:) I loved the jump animation where Geralt stabs down on his foes in TW2, and to be able to do that when we want too and have control of it ourselves would be rad. I still wan't to know if we can sprint, then push jump,then push attack in mid air, that would kick so much ass!! :)
 
Last edited: Feb 21, 2015
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A

aryman222

Forum regular
#840
Feb 21, 2015
http://gamingbolt.com/cd-projekt-explains-why-the-witcher-3-is-not-60fps-on-the-ps4-and-xbox-one just few words about 30fps on consoles. soon they wil show whole interview with Michał Krzemiński.
 
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