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 ADVENTURE GAME
Menu

Register

Please a better combat system in W3

+
Prev
  • 1
  • 2
  • 3
First Prev 3 of 3

Go to page

A

Amioran

Senior user
#41
Aug 25, 2013
Tommy said:
Please let`s not make this a personal issue .

Not sure I understand the issue at hand if what you want is to stop the animation to cast a sign or signs . If it is then I would have a problem with that .
Click to expand...
No, I'm not asking this (but a dodge or a block SHOULD be able to do this, yes). I'm asking for animations to have all the same behavior, meaning that you can merge signs with attacks as you can attacks with attacks (look at the way the animations and response works: if you do a sword attack after another the two animations are linked together, there's not a pause for the animation to stop then the other sword attack starts. This instead happens with signs intermingled with attacks).

Apart this then there's the problem with vigor and blocking, there's the problem of running around and turning your back to opponents, there's the problem of not strafing, there's the problem of unbalanced skills, there's the problem of input delay in certain situations, there's the problem of bad targeting.
 
wichat

wichat

Mentor
#42
Aug 25, 2013
Selea said:
You know, there's a difference between saying a thing and DOING a thing.
---

OMG
Click to expand...
NO, it's my OMG. We are from around one year to the release of the game, engine is always improved, game is not finish (you say you know that too) and you politely treat us as easy to please dumb kids. You are the first to say that CDPR are not perfect (indeed, everyone of us know it from the begining) and by this imperfection you're asking, no, claiming, no, demanding for a perfect system combat. You show your own request as an intransigent and some times arrogancy words.

You can perfectly manifest you desagree or disappointing with the game or part of the game, but you can do it without treating the rest of followers as overindulgent fans or incompetent people to understand you.. WE understand you, we don't have the same trouble than you.

On the contrary, people here is very patience and always willing to help in any way possible even is they are treated in a supercillious way.

So allow me to bring you back your nice OMG.
 
U

username_2314262

Senior user
#43
Aug 25, 2013
The OP has a point.

I love the game, but TW2 combat does have it problems.

It is unresponsive.

A lot of this comes because the animations halt movement, casting a sign or throwing bombs makes you stop until the slow animation has finished and therefore helps makes Geralt seem unresponsive.
Then the whole rolling to dodge thing is horrid too.

Sure you can get used to it, but that doesnt mean the combat is perfect.

From what ive heard TW3 combat is more responsive.
 
C

cmdr_silverbolt

Senior user
#44
Aug 25, 2013
I feel that when people say that the combat in TW2 is unresponsive, they compare the character's movement to those in other action-RPGs, where you have something closer to hack/slash. In TW2, however, the player is supposed to calculate their moves beforehand, and to react appropriately with something they had thought of from the get-go where such situations call for it.

For example, when you fight nekkers in the woods, you are not supposed to let them surround you, and in the instance that ends up happening, your priority is to make a defensive move, quen, aard or roll, not swing your sword. If you're trigger-happy and you end up swinging the sword, then of course you miss the moment for when you should have made your defensive move, and you appropriately die.

In that way, I really liked the combat system in TW2, but I don't think it's without fault. One thing I didn't like is how stupid your enemy can be at times, i.e. its moves are automated regardless of what you do.

Remember when we fight the Kayran? The damn thing kept putting its tentacles within our reach despite being hurt like that before- I seriously dislike that enemy AI cannot learn from the player's moves, and re-plan its own moves accordingly.

I would appreciate it if enemy AI in TW3 would learn from player moves (e.g. dodge the second projectile you throw at it), and counter player counters (e.g. hitting the player with something aggressive when the player makes a defensive move).

Other than that, I was quite content with TW2 combat.
 
Garrison72

Garrison72

Mentor
#45
Aug 25, 2013
Selea said:
No, I want it to behave fludly and with a good design, a thing you cannot comprehend.

I mean, someone that cannot comprehend like how tying vigor to stamina is a design flaw and someone that cannot comprehend that animations chaining must be the same for EVERY ability I have absolutely no problem understanding why he cannot grasp the difference between this and a gameplay as Bayonetta or Darksiders. I mean, you could neither understand the difference that there is in the game between animations for attacks and animations for casting, what can you really expect? And you even have the pretense of calling yourself an "expert".

As always you have no idea of what you are talking about and then you blame me for telling you so.

P.S: You are right, TW2 combat is perfect. I mean, you have the broken Quen skill (that with the EE is now completely another thing, so how comes? It was a flaw or not?) then you have the broken vigor mechanics tied to block, then you have the flawed chaining animations of spells, then you have the poor targeting design, then you have the input system not recognized well in certain situations, then you have the total absense of strafing and running around like an idiot turning your back on foes; you are right, everything's perfectly fine as it is.

You are perfectly right, asking for something like this to not happen in the future it means wanting an hack & slash gameplay (Quen LOL). Oh well...

You seem to me as those guys in the Bioware forum that continued insisting that all was perfectly fine in the continuous swarms and comic-book animations of DA2. When people told them they did not make sense they always replied "oh, you want an hack & slash then!" (this seems to be the usual phrase used when you don't know not more what to say but you have to say something, but you understand nothing of what you are saying to begin with).
Click to expand...
I shouldn't even respond to this, but....

You've brought up some valid points and some points which imo are not valid, and may be a result of your hardware or technical issues. Everything you mention has already been discussed at length. I didn't proclaim myself an expert, only that I'm well versed with the concepts you talk about, especially in regard to TW2. I've also been critical with the combat system, but there's also separating deliberate design choices from actual flaws, something I'm not sure your doing. At any rate, you don't like it, you want it to be better. Point taken.
 
A

Amioran

Senior user
#46
Aug 25, 2013
Wichat said:
You are the first to say that CDPR are not perfect (indeed, everyone of us know it from the begining) and by this imperfection you're asking, no, claiming, no, demanding for a perfect system combat. You show your own request as an intransigent and some times arrogancy words.
Click to expand...
I'm demanding nothing. I just would like CDProjekt to work more on the combat aspect (both in design and its technical execution) this time around just because it brings down the rest of the game if it is not good (as this game shows). If the game was mediocre at best you would notice something as this much less, but given that in other aspects the game is a masterpiece, having a combat so amateurishly done in design and mechanics brings all the rest down (it's the same as putting a light color against a light or dark background: if you put it against a dark one the color seems much more bright than in the other case).

Wichat said:
You can perfectly manifest you desagree or disappointing with the game or part of the game, but you can do it without treating the rest of followers as overindulgent fans or incompetent people to understand you.. WE understand you, we don't have the same trouble than you.
Click to expand...
You cannot not have the same troubles than me, just because these I mentioned are facts. If you don't ackowledge them or you are fanboy that doesn't want to see them or just cannot see them (for lack or experience or because you don't care).

There's no way you cannot notice the lack of strafing, the running around with your back at enemies or the bad design of vigor with block/riposte. There's no way you can not acknowledge the changed dynamics in animations for sword attacks and signs, there's no way you can not notice that some skills are unbalanced and that in general the combat goes only in a direction no matter the buiild (i.e. dodge around backstabbing/attacking the lone wolf).

Wichat said:
On the contrary, people here is very patience and always willing to help in any way possible even is they are treated in a supercillious way.
Click to expand...
I'm treating you as you are treating me. You want to let pass that the combat design and how it is executed is well done when, frankly, it's impossible to even remotely sustain. How do you want me to treat you? It would be, again, as someone insisting that the DA2 swarms or repeated environments are "state of the art gameplay". C'mon! I understand you liking the game but playing the part of the ostrich does no good, primarily to the same game you so like.
 
A

Amioran

Senior user
#47
Aug 25, 2013
slimgrin said:
You've brought up some valid points and some points which imo are not valid, and may be a result of your hardware or technical issues. Everything you mention has already been discussed at length. I didn't proclaim myself an expert, only that I'm well versed with the concepts you talk about, especially in regard to TW2. I've also been critical with the combat system, but there's also separating deliberate design choices from actual flaws, something I'm not sure your doing. At any rate, you don't like it, you want it to be better. Point taken.
Click to expand...
If you would have said this at beginning instead of stubbornly insisting that all I say is incorrect maybe we could have had a meaningful debate instead of a bunch of ad hominem.
 
A

Amioran

Senior user
#48
Aug 25, 2013
cmdrsilverbolt said:
I feel that when people say that the combat in TW2 is unresponsive, they compare the character's movement to those in other action-RPGs, where you have something closer to hack/slash. In TW2, however, the player is supposed to calculate their moves beforehand, and to react appropriately with something they had thought of from the get-go where such situations call for it.
Click to expand...
What you mention concerns the timing of the combat, a thing I've already replied above and has nothing to do with what I'm talking about. I would actually prefer an even (much maybe) slower combat approach, personally (and it seems CDProjekt is going in that direction).

This, however, has nothing to do with the change in timing between sword attack animations and signs animations, bad design for what it concerns fighting group of enemies (as with the bad block/riposte in a swordmanship build), unbalanced skills and generally lack of polish for what it concerns the combat as a whole.

You have a game that is full of even the tinest particular for what it concerns the story and then you have a Geralt that acts completely differently from the lore in the combat dynamics and from a technical standpoint you have a targeting and input system that seem to come more from a Gothic game instead.
 
C

cmdr_silverbolt

Senior user
#49
Aug 25, 2013
I'm sorry, but just because a game makes you learn its way of fighting doesn't mean that it has bad design. The combat in TW2 is not perfect, but it's not nearly as unfortunate as your experience describes it.

I also don't think people asking for your PC specs or hardware specifics counts as ad hominems- they're right that those things can affect the responsiveness of the character in battle. You don't have to share that information if you don't want to do that, but you should understand their pov.

But don't worry, it has been mentioned that combat will be more responsive in the next game.
 
A

Amioran

Senior user
#50
Aug 25, 2013
cmdrsilverbolt said:
I'm sorry, but just because a game makes you learn its way of fighting doesn't mean that it has bad design. The combat in TW2 is not perfect, but it's not nearly as unfortunate as your experience describes it.
Click to expand...
It can be fun, sure, but that doesn't mean that it is good (a thing being fun and well done are not necessarily tied together). I had fun too on the first two runs, but still I did notice anyway all the flaws and how bad it is from a pure technical and design standpoint.

cmdrsilverbolt said:
I also don't think people asking for your PC specs or hardware specifics counts as ad hominems- they're right that those things can affect the responsiveness of the character in battle. You don't have to share that information if you don't want to do that, but you should understand their pov.
Click to expand...
I don't reply just because there's no point. What I'm talking about has nothing to do with specs and you see this even in all the videos around the net if you know what to look for (and some of them talk of this too, now less, but in the beginning many did).

Anyway, if it makes people feel happy I have a Core I7 920 OC @ 3.4 ghz and a Nvidia GTX Titan (bought very recently, before I had a GTX 295) and 12 GB of RAM; as for input I don't have wireless devices or anything of the sort (never liked them). I have a simple Kraun KB and a Corsair Vengeance M65 Mouse.
 
wichat

wichat

Mentor
#51
Aug 25, 2013
Selea said:
I'm demanding nothing. I just would like CDProjekt to work more on the combat aspect (both in design and its technical execution) this time around just because it brings down the rest of the game if it is not good (as this game shows). If the game was mediocre at best you would notice something as this much less, but given that in other aspects the game is a masterpiece, having a combat so amateurishly done in design and mechanics brings all the rest down (it's the same as putting a light color against a light or dark background: if you put it against a dark one the color seems much more bright than in the other case).



You cannot not have the same troubles than me, just because these I mentioned are facts. If you don't ackowledge them or you are fanboy that doesn't want to see them or just cannot see them (for lack or experience or because you don't care).

There's no way you cannot notice the lack of strafing, the running around with your back at enemies or the bad design of vigor with block/riposte. There's no way you can not acknowledge the changed dynamics in animations for sword attacks and signs, there's no way you can not notice that some skills are unbalanced and that in general the combat goes only in a direction no matter the buiild (i.e. dodge around backstabbing/attacking the lone wolf).



I'm treating you as you are treating me. You want to let pass that the combat design and how it is executed is well done when, frankly, it's impossible to even remotely sustain. How do you want me to treat you? It would be, again, as someone insisting that the DA2 swarms or repeated environments are "state of the art gameplay". C'mon! I understand you liking the game but playing the part of the ostrich does no good, primarily to the same game you so like.
Click to expand...


Oh, OK. You knnow about me more than myself. Sorry, I've got not such skill of reading minds as you have.
 
tommy5761

tommy5761

Mentor
#52
Aug 25, 2013
@ Selea
The I treat you how you treat me attitude doesn`t cut it much around here . Way too many translation variables around for that . Instead I would prefer to treat people how YOU want to be treated .

Now to the subject of specs . Are you running the software from the appropriate websites for your keyboard and mouse ?
 
Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#53
Aug 25, 2013
Selea said:
It's bad design because for sword attacks it doesn't work that way. A gameplay must be consistent, that's one of the key points.



For swords attacks it doesn't work like that. You can merge one attack with the other, with signs you have to wait the animation of the attack to end, and then (after a little pause caused by more frames than needed) the animation of the sign casting to start. Again, a gameplay must be consistent: or you don't enable the merging for everything or you enable it for everything elsewhere there cannot be good timing in fighting.

The timing you talk about is just why the gameplay is not well done in this point, because every good system has a certain timing that the player get accustomed to: TW2 has a different timing depending on which action you do (and not tied to a certain skill, it is an arbitrary and artificial change of timing) and this is bad design.



As I said, it is mostly seen with FCR and playing in a certain way. If you play "normally" it is very difficult to see this because:

You don't need good timing dodging around and dodging actually resets an input block, so also if your input blocked and you then dodge you can either not understand it blocked to begin with. Given that 99% of the people play TW2 by rolling around a lot (there's no other way to play, isn't it?) it is difficult you encounter the problem if you don't know where to look.

But if you install FCR and change way of playing (not dodging) then you start to see all the flaws in the input dynamics.




And do you like it? I mean, do you think it's a good gameplay one where you have to dodge all the time and sort of "game the system" to win? As it is now you have always to go for the lone wolf outside because you cannot fight a group for various skill choices. I cannot understand how people can really defend this type of gameplay and either say it's well done.

People are here even comparing Dark Souls with TW2, do you understand it? What there can be of more distant from it I don't know.



Witcher games ARE rpgs. Moreover I said that combat is A primary aspect, not the only one. I said that story and characters are, in the same way. Still, combat is a large part of an rpg, included The Witcher, in fact. There are a lot of fights in the franchise, isn't it?



It was not trolling, it really seem to me like they took very little time on researching and making the gameplay aspect. First with that Quen turning the gameplay in complete hack & slash, removing it in the EE now it's only dodge and attack from behind, and this only talking of the theoric aspect; if we enter in the technical we have, again, the broken rythm and fluidity that is something you are not used seeing in a studio of this level. I mean, seriously, it seems like they didn't either test the system themselves and took serious work on it.




They didn't focus on the combat aspect too much in this iteration, and I say what I see. When the EE came out I thought they would have worked on that aspect first of all and lost a lot of time to rework it properly given how many people (that knew of what they did talk about) at the time said the same as I'm saying now, but nothing much was done apart little touches. They focused even more on the story etc.

Probably they did because at that point it would have taken too much time to revisit everything and they already started working on the next game, but still, the result is what we have and surely the combat is the weakest aspect of the game.



Thank you for this information. I really appreciate it.

I'm very happy that they seem to be working on this aspect much more this time around.
Click to expand...
No, what you call consistency, is your own assumption that the game was meant to work in way, but it simpy works in another way, thats not consistency.

Its the same as if saying since i can pick up herbs to make potions, then every single plant i see whould work for that, or if you say in a fighting game you should be able to combo super attacks with normal strikes just because they can be done one after the other in the same stance, its not inconsistency, the game never tells you, or implies in any way that casting signs is another perfectly combinable move just like every sword swing.

Sword attacks are one thing, and signs use is another, they are meant to be used for different porpuses and in different situations, and as well, they are not meant to be used in the exact same way or be interchangeable one with the other.

"or you don't enable the merging for everything or you enable it for everything elsewhere there cannot be good timing in fighting... every good system has a certain timing that the player get accustomed to: TW2 has a different timing depending on which action you do (and not tied to a certain skill, it is an arbitrary and artificial change of timing) and this is bad design"

Again this "rule" is just your taste, all games have different timings, because all games have different animations, this is why i said that your problem isnt the "melting" but the time, in a fighting game a kick might cost more time than just a punch, and its the same thing.

Of course, i understand (at least i think i do), that your problem isnt animations with different length(otherwise you'd complain about every game), but its that pause that happens after the animation is apparently done, well, while this does suck in my opinion, its still isnt plain bad design, its simply a decision meant to be there that you and i disagree with.

If the animation instead of having a pause after it, would actually last until the exact time you can use a sign, it'd be the same gameplay-wise, obviously it would look better, but for playing the game, its the same time you have to wait, and the same time you have to meassure, and you would have to use the attacks in the same way.

About the rolling around and input block, i did play the game quite some time without dodging to see how it was with just running and blocking, and havent noticed what you talk about, BUT, you may be right since i didnt test this too much, so ill just take your word in this aspect.

About my playstyle, i hate rolling around all the time, i dont like it, and i think its because the other concepts are applied in a very bad way, thus rolling became by far the most useful and reliable choice, as i said in my other post.

Its fair to compare Dark Souls's mechanics to those of TW2 cause they are esentially and conceptually very similar, apart from timing, but its the application of that concept, of that idea, that its done in a much worse way in TW2, and therein lies all the complaints about the combat in TW2, both from casual players, and loyal fans alike, even when it might be really fun for a lot of us.

I think you are confused what something is, with what its labeled as, using "genres" to define games is an extremely vague and inaccurate choice since a long time ago.

The only thing one can say TW games are, its that they are TW games, the end.

Its the same that happens with Mass Effect, a lot of people say "its an RPG!!" and others say "Its not an RPG!!! its ahooter with char creation and dialogue choices, or whatever" and both of this claims are a superficial generalization and simplification to easily designate and resume the game, while the true, most accurate and precise statement, is just that ME is ME, and it plays like ME.

This is why people discussing games in general and in detail dont use genres, but use other games as points of comparison.

It is true, that RED advertises or refers to TW games as RPGs, but of course, what the hell would they call them otherwise? what time or space could they have to truly and effectively explain how TW plays in every talk or headline? what word could there be to simplify it without falling into uncertainty and possible missguiding?, none.



About combat in the context.
"it is as much important (if not even more for some aspects). "

Ask this to any witcher dev or fans, and you'll likely get the same answer, "its not like that".

"I said that combat is A primary aspect, not the only one" and thats exactly why i said "you say combat is a primary aspect to the RPG genre"

Yes the games do have a lot of combat, but they have plenty of all things RPGs tend to have actually, CDPRED like to try to do everything, if combat was that important to them for their vision of their RPG as is the story, they wouldnt even include easy difficulty modes, and add an automatic decision system or something like that.

What it might "seem" doesnt matter, CDPRED are probably the most ambitious and crazy-for-detail AAA developer in the industry today, and calling out their intentions, rather than their performance, is once again useless.

Actually, if they didnt even cared for the combat, why are you creating this whole thread? you made it because you wanted to help them with constructive criticism (as well as some small accusations imo), so you already know they DO want to make a good combat.

Everybody can screw up, make mistakes, take bad decisions etc. If RED would've made great combat in addition to all things they do, they'd do basically perfect games, and nobody is perfect.

You say what you see? so you saw every member of the gameplay team in their offices working and listened to every conversaton they had? no, so you dont say what you see, lets get serious.

As you know, i totally agree that the combat is by far the worst part of the game, but we can only make guesses, and i would be inclined to believe, that a team that has done all what RED has done, and behaves like they do, and rewrite the entire combat system from their already amazing TW1 just cause they want to change things forever until their perfect vision is reached, does not lack will power or intentions, or puts little focus into somethng as important as combat.

I mean seriously look at how other devs act, Assassins Creed has bad combat since its first game and after 4 sequels it still sucks the same or more, and the worst part is, it does that in the EXACT same way, its not like they tried to change but failed, and like this, i could probably talk about 90% of the whole industry.

To end up our conversation, i wanted to add this thing about the combat from TW3 that i forgot.

I didnt add it before because its not a quote or anything like that, but i've read every single article and report made by journalists who saw a gameplay presentation both at E3 and gamescom, and one of the things almost all of them were surprised by, is the fluidity of the animations blending together and how Geralt could seamlessly combo-up sword strikes and signs in all directions without even having to move the camera or turn his whole body.

Needless to say, im very excited, and i think we will both enjoy the next game a lot when it comes out.
 
A

Amioran

Senior user
#54
Aug 26, 2013
Geraltofbsas said:
No, what you call consistency, is your own assumption that the game was meant to work in way, but it simpy works in another way, thats not consistency.
Click to expand...
It's no my assumption. A good gameplay design has certain variables to take in consideration. One of them is timing of abilities that must be consistent one with the other. For example you can have signs take more to activate than sword attacks, that would be fine, but a completely different things is when the time it takes more depends only on technical issues.

You can see clearly that's a technical issue because if you use a sign after another there's not a wait time caused by the previous animation (if there's not a time to activate the ability, as in case of Yrden, for example), you can spam them almost immediately one after the other. So, for design, signs should not take more time than swords attacks to activate when intermingled with them.

If this was for design there would be no problems. The issue comes because the problem is a technical one and there is no consistency because of bad implementation. THAT'S the issue.


Geraltofbsas said:
Of course, i understand (at least i think i do), that your problem isnt animations with different length(otherwise you'd complain about every game), but its that pause that happens after the animation is apparently done, well, while this does suck in my opinion, its still isnt plain bad design, its simply a decision meant to be there that you and i disagree with.
Click to expand...
Again, it's not a decision because it doesn't happen sign with sign (for example you can cast two Igni one after the other without problems). It is a technical fault having to do with animations and input delay in certain cases.


Geraltofbsas said:
Its fair to compare Dark Souls's mechanics to those of TW2 cause they are esentially and conceptually very similar, apart from timing, but its the application of that concept, of that idea, that its done in a much worse way in TW2, and therein lies all the complaints about the combat in TW2, both from casual players, and loyal fans alike, even when it might be really fun for a lot of us.
Click to expand...
I said it myself that it can be fun, still this doesn't remove all the problems it has.
When I said that people are comparing TW2 to DS I didn't mean by this that they are confronting the two (that would be appropriate even if embarrassing), I meant that some of them are pretending that TW2 combat design is as well done as DS and so if you have a complain with the design of TW2 it is just that you don't understand the mechanics (it is a tactic to sort of say: "if you don't like it it is because you suck at the game", that's typical of fanboys).

This is utter bullshit because there's a world of difference between the implementation of DS combat and the one of TW2, they are on completely different levels of polish and design.


Geraltofbsas said:
It is true, that RED advertises or refers to TW games as RPGs, but of course, what the hell would they call them otherwise? what time or space could they have to truly and effectively explain how TW plays in every talk or headline? what word could there be to simplify it without falling into uncertainty and possible missguiding?, none.
Click to expand...
While I can either agree with what you said generically on this point, TW2 is unquestionably an Action RPG, so there's no problem defining a boundary to it. It pertains to the genre in almost every single point.

Geraltofbsas said:
Ask this to any witcher dev or fans, and you'll likely get the same answer, "its not like that".
Click to expand...
So are you really saying to me that fans of Geralt and TW franchise in general don't think combat a primary aspect? I mean, what does Geralt do? Is he a pacifist wanting to change the world by bringing peace on earth with diplomacy? Make me understand...

Maybe you can arrive to say so to certain other RPGS, but certainly not of TW, since Geralt archetype is what it is and so combat is a primary aspect of the character. How can you say then that's not of the game itself? It doesn't make sense, seriously.

Geraltofbsas said:
Yes the games do have a lot of combat, but they have plenty of all things RPGs tend to have actually, CDPRED like to try to do everything, if combat was that important to them for their vision of their RPG as is the story, they wouldnt even include easy difficulty modes, and add an automatic decision system or something like that.
Click to expand...
I know that there are people that prefer focusing on the story, but this doesn't change the fact that combat is a primary aspect of the game either for the same Geralt archetype. Every person is entitled to play the game as s/he likes, but this goes completely outside the point of what's important on a genre in general.

For example if you had a game about Sherlock Holmes done as an action adventure, an user could either decide to activate all hints for the adventure part and focus more on the actin, but this will not change minimally the fact that a Sherlock Holmes game primary aspect is the investigation, given the lore.

Geraltofbsas said:
What it might "seem" doesnt matter, CDPRED are probably the most ambitious and crazy-for-detail AAA developer in the industry today, and calling out their intentions, rather than their performance, is once again useless.
Click to expand...
And in fact I'm calling out their performance in this thread. I said myself that TW2 is an AAA title in many aspects (the majority), and in fact just for this it's such a shame that the combat instead seems to come from a B title for the polish and dedication (both in designing and implementing).

Geraltofbsas said:
Actually, if they didnt even cared for the combat, why are you creating this whole thread? you made it because you wanted to help them with constructive criticism (as well as some small accusations imo), so you already know they DO want to make a good combat.
Click to expand...
I cannot know what their priorities can be for this game. It is obvious that in TW2 combat has resulted as not being a priority as if they focused much more on the story and background aspect (if this was done willingly or unwillingly, we will never know).

I sincerely hope that now that they already have the engine made, they know how to make an immersive story and game world they will focus this time much more on the gameplay aspect (and not only for what it concerns combat but also for the inventory, the UI etc.) But there could actually be a chance that since this will be an open world game they will focus once more on other things instead and combat will (sadly) go on the background once more.

I created this topic just so that I can give my opinion on the importance of gameplay hoping that they can consider this and make of its good (i.e. very good if CDProjekt focus on something with their love) implementation a priority (as it should, again imo).

Geraltofbsas said:
You say what you see? so you saw every member of the gameplay team in their offices working and listened to every conversaton they had? no, so you dont say what you see, lets get serious.
Click to expand...
I say what I see in the game and its results and from this I come to some conclusions (they can be right or wrong but it is the most everybody can do).

What you are saying now makes really no sense at all.

Geraltofbsas said:
I didnt add it before because its not a quote or anything like that, but i've read every single article and report made by journalists who saw a gameplay presentation both at E3 and gamescom, and one of the things almost all of them were surprised by, is the fluidity of the animations blending together and how Geralt could seamlessly combo-up sword strikes and signs in all directions without even having to move the camera or turn his whole body.
Click to expand...
Good.
People can think otherwise but I created this topic just because I love the game and for this I'm sad about the combat. Just like you can be sad seeing a perfect exhibition of an athlete brought down by a banal error.
 
S

Sirnaq

Rookie
#55
Aug 26, 2013
tl;dr

I found witcher2 combat to be great. You only have to understand how the combat works, that's all.

http://www.youtube.com/watch?v=mTYDUoJUXXk
 
E

Eldanon

Senior user
#56
Aug 26, 2013
Selea said:
I still don't understand how can one really like a "gameplay" where you have to constantly dodge around not because the system is done that way but because some skills are not balanced properly aand so they don't work as they should (on paper) and you are FORCED to do it
Click to expand...
Well get used to the idea that in this world people like DIFFERENT THINGS FROM WHAT YOU LIKE. Wowie wow. This thread has been probably the most annoying thing I've read in ages and each post from OP is just dripping with venom and disdain for everyone else.

I LIKE TW2's combat system. I like everything about it. I am perfectly FINE with the fact that I can't cast a sign in the middle of a swing. In YOUR opinion it's a bad system. You keep claiming it as a fact when in fact its just your opinion. You're entitled to your wrong opinion.
 
Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#57
Aug 31, 2013
Selea said:
It's no my assumption. A good gameplay design has certain variables to take in consideration. One of them is timing of abilities that must be consistent one with the other. For example you can have signs take more to activate than sword attacks, that would be fine, but a completely different things is when the time it takes more depends only on technical issues.

You can see clearly that's a technical issue because if you use a sign after another there's not a wait time caused by the previous animation (if there's not a time to activate the ability, as in case of Yrden, for example), you can spam them almost immediately one after the other. So, for design, signs should not take more time than swords attacks to activate when intermingled with them.

If this was for design there would be no problems. The issue comes because the problem is a technical one and there is no consistency because of bad implementation. THAT'S the issue.




Again, it's not a decision because it doesn't happen sign with sign (for example you can cast two Igni one after the other without problems). It is a technical fault having to do with animations and input delay in certain cases.




I said it myself that it can be fun, still this doesn't remove all the problems it has.
When I said that people are comparing TW2 to DS I didn't mean by this that they are confronting the two (that would be appropriate even if embarrassing), I meant that some of them are pretending that TW2 combat design is as well done as DS and so if you have a complain with the design of TW2 it is just that you don't understand the mechanics (it is a tactic to sort of say: "if you don't like it it is because you suck at the game", that's typical of fanboys).

This is utter bullshit because there's a world of difference between the implementation of DS combat and the one of TW2, they are on completely different levels of polish and design.




While I can either agree with what you said generically on this point, TW2 is unquestionably an Action RPG, so there's no problem defining a boundary to it. It pertains to the genre in almost every single point.



So are you really saying to me that fans of Geralt and TW franchise in general don't think combat a primary aspect? I mean, what does Geralt do? Is he a pacifist wanting to change the world by bringing peace on earth with diplomacy? Make me understand...

Maybe you can arrive to say so to certain other RPGS, but certainly not of TW, since Geralt archetype is what it is and so combat is a primary aspect of the character. How can you say then that's not of the game itself? It doesn't make sense, seriously.



I know that there are people that prefer focusing on the story, but this doesn't change the fact that combat is a primary aspect of the game either for the same Geralt archetype. Every person is entitled to play the game as s/he likes, but this goes completely outside the point of what's important on a genre in general.

For example if you had a game about Sherlock Holmes done as an action adventure, an user could either decide to activate all hints for the adventure part and focus more on the actin, but this will not change minimally the fact that a Sherlock Holmes game primary aspect is the investigation, given the lore.



And in fact I'm calling out their performance in this thread. I said myself that TW2 is an AAA title in many aspects (the majority), and in fact just for this it's such a shame that the combat instead seems to come from a B title for the polish and dedication (both in designing and implementing).



I cannot know what their priorities can be for this game. It is obvious that in TW2 combat has resulted as not being a priority as if they focused much more on the story and background aspect (if this was done willingly or unwillingly, we will never know).

I sincerely hope that now that they already have the engine made, they know how to make an immersive story and game world they will focus this time much more on the gameplay aspect (and not only for what it concerns combat but also for the inventory, the UI etc.) But there could actually be a chance that since this will be an open world game they will focus once more on other things instead and combat will (sadly) go on the background once more.

I created this topic just so that I can give my opinion on the importance of gameplay hoping that they can consider this and make of its good (i.e. very good if CDProjekt focus on something with their love) implementation a priority (as it should, again imo).



I say what I see in the game and its results and from this I come to some conclusions (they can be right or wrong but it is the most everybody can do).

What you are saying now makes really no sense at all.



Good.
People can think otherwise but I created this topic just because I love the game and for this I'm sad about the combat. Just like you can be sad seeing a perfect exhibition of an athlete brought down by a banal error.
Click to expand...
Well i think we're going to just have to agree to disagree on ths one, i think CPRED intentionally made signs not combinable with sword swings, and even if they did wanted to do it, its impossible to judge what they wanted to do, and thus, if its badly done.

You said "A good gameplay design has certain variables to take in consideration" and i think thats exactly what we should accept(not like) about TW2's combat, when geralt uses a sign, he kind of enters in "sign use mode" and moves in a way, the same happens with the sword, but mixing those two together to me isnt anywhere near a matter of consistency, hence why i never expected signs to be combined seamlessly with sword strikes at all, i just took the game's "rules", and played, but its ok i understood your point, and you did with mine, we just judge things differently.

About DS and TW2 yeah i agree with you, but DS has its problems too, DS is closer to TW2 than to perfection or nearly flawless application.

One thing i notice is that DS's much slower speed makes it far easier to judge it as if it was very precise and responsive, while to me, its not like that too much.

Using genres to define games isnt a problem, depending on what you expect those games to be cause of that "title". TW can be called an action RPG, but luckily, it doesnt try to be just that, if you catch my meaning.

Oh combat surely is an important aspect, just not nearly as much as the story, the characters, the lore, etc.

Im not sure what you mean with "AAA title in the majority of the aspects", you mean the quality? cause AAA just means the money behind it and the size of the studio or amount of devs.

Many "B" games such as, maybe the new devil may cry if you consider it one, have better combat than AAA titles like AC or mass effect 3.

"I say what I see in the game and its results and from this I come to some conclusions (they can be right or wrong but it is the most everybody can do)."

I understand, thats precisely why my point was that maybe you should judge the game first and rather than the brain of those who make it.
 
K

Krisk7

Senior user
#58
Aug 31, 2013
Selea said:
First of all, hello to everybody.
[...]
Click to expand...
CD Projekt wanted to create a meaningful combat that will be much more than button mashing ala Skyrim or MMOs. We ca see that they are still looking as combat system is in my opinion single aspect of the game that got totally overhauled from TW1 to TW2 and I expect we will see almost equally big changes now. So I think they are very much aware. To make a really good system the task is very ambitious and it's difficult. I think we will be satisfied with TW3 combat.
I know that you wanted to provoke a debate, but using words like "amateurishly done" you are simply showing your lack of respect to the devs and undermine your credibility as someone who wants to see them make progress.
 
wichat

wichat

Mentor
#59
Aug 31, 2013
I bet that the TW3 system combat will require intelligence, reflex and creativity from the player more much than masherbuttons, and that will rile the majority of lazy gamers.
 
A

azarvilgefortz

Senior user
#60
Aug 31, 2013
Selea said:
Please don't listen to this guy, I beg of you.

OMG. Have you read something about what I wrote till now?
Click to expand...
Yes, I have read something about what you wrote.

Let me summarize.
You want a better combat system because you believe the combat in TW2 is flawed. (Your opinion)
Community members are giving you their opinion and/or are trying to understand your problems.
You respond (occasionally quite arrogantly) to the community members for sharing their opinion.

You will just have to accept that some people have a different opinion from yours.
 
Prev
  • 1
  • 2
  • 3
First Prev 3 of 3

Go to page

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.