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The Witcher 3: Wild Hunt @ gamescom2014

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wichat

wichat

Mentor
#281
Aug 15, 2014
Ciri changed this way? that's ,,, oh... it gives me the goosebumps!

Thanks a lot Zorn and take the rest which you deserve!
 
gregski

gregski

Moderator
#282
Aug 15, 2014
Thanks @EmperorZorn! I hope tomorrow after you take some rest, you'll be able to go into less obvious things like art direction, atmosphere, how it all "feels"...you know, all the things a true fan will know and which we won't really get from them journalists. Some of your subjective, overall thoughts.
 
EmperorZorn

EmperorZorn

Moderator
#283
Aug 15, 2014
HellKnightX88 said:
Thanks for the explanations Zorn :)
Click to expand...
You're welcome, my friend.

..well apart from all that there wasn't that much new.
They showed us no crafting, no alchemy.

But rest assured: I gave every dev a hug from the community and they were happy about that.

Then I briefly talked to the German quest designer who ran the presentation (forgot his name, sorry) and
he seemed amused by my reaction to Ciri in the last bit, so we talked about the integration of Ciri and Yennefer
into the game and from what he told me we have nothing to worry about.

He said they are taking those characters very cirious (which made me grin) and we'll have plenty
opportunity to talk and relate to them in the Witcher 3 aswell as to other characters.

Then t-shirts happened.


gregski said:
Thanks @EmperorZorn! I hope tomorrow after you take some rest, you'll be able to go into less obvious things like art direction, atmosphere, how it all "feels"...you know, all the things a true fan will know and which we won't really get from them journalists. Some of your subjective, overall thoughts.
Click to expand...
Well, I have to work tomorrow - so I'll share some of these impressions with you now.
A special service from me to you, Gregski~

To me personally the best atmosphere and art direction was created by the hut with the tapestry,
it had a lot of dark, shady corners and the flickering candles cast eerie shadows.
The tapestry itself looked pretty stunning, but you all have seen that part already.

I was a bit disappointed by the Ladies of the Woods when they revealed their true selves.
Sure, they had this bizaare, otherworldly look. But one witch being fat, one being thin and one
being of average stature, all with caskets on their heads, made them look like a circus troupe.

Not that their design was bad, no.
It was just that when I read about it from journalists I expected... something else.

Overall I think that indoor locations had twice as much atmosphere as the open world locations.
The fog in the swamp was a nice atmospheric detail, but it should be thicker.
I feel that the player can see too far in this rather flat location and that kills the thrill of exploration a bit.

The same goes for the night during the werewolf hunt. It could have been darker.
At least that would give the cat potion and torches a proper use.

I also got the impression that world design is a bit heavily focussed on points of interests.
You always see something interesting you can go to, but I feel that the only thing you find in between
these points are monsters to kill and loot. I hope I'm mistaken.

The music is really excellent and the sound design of the signs being casted is wonderful.
You really feel impact and feedback on hits due to these sound bits.
A roar of a monster can even tell you what awaits you if you enter that part of the forest.

And last but not least there was this huge monster stomping through the swamp.
They said we'd be able to hunt at some point too, but it seemed to be really big and have some sort of carapace.
 
Last edited: Aug 15, 2014
  • RED Point
Reactions: Bellator Pius Gratus, Fallout_Wanderer, randyrhoads and 6 others
Shavod

Shavod

Wordrunner
#284
Aug 15, 2014
Another thing that bothered me about Igni was that you can set wood shields ablaze, but it doesn't do anything (yet).
The shield burns and the fire goes out after a while. In my opinion the enemy should throw the burning shield away,
so that Igni at least has some sort of use on this type of opponent.
Click to expand...
That's weird. When they show the same footage on the Comic-Con, enemies were apparently throwing their shields away after Geralt strike it with Igni. Maybe you need an upgraded version of Igni for that?
 
HellKnightX88

HellKnightX88

Forum veteran
#285
Aug 15, 2014
EmperorZorn said:
Then I briefly talked to the German quest designer who ran the presentation (forgot his name, sorry) and
he seemed amused by my reaction to Ciri in the last bit, so we talked about the integration of Ciri and Yennefer
into the game and from what he told me we have nothing to worry about.

He said they are taking those characters very cirious (which made me grin) and we'll have plenty
opportunity to talk and relate to them in the Witcher 3 aswell as to other characters.
Click to expand...
Music to my ears.
 
M

MilezZ

CD PROJEKT RED
#286
Aug 15, 2014
That quest designer was Nikolas Kolm, aka GingerEffect ;)
 
  • RED Point
Reactions: Bellator Pius Gratus, jerf.674, wichat and 4 others
EmperorZorn

EmperorZorn

Moderator
#287
Aug 15, 2014
MilezZ said:
That quest designer was Nikolas Kolm, aka GingerEffect ;)
Click to expand...
Oh, really ? Then I hugged the right person ! :)
And you were right, the public booth was cool.

Which reminds me.... dear community, I have two codes for the Witcher comic issue#1 to give away.


I'll leave this little present for the community here, up for grabs.


Comic code #1 - REDEEMED
DVAZJBN5
Comic code #2 - REDEEMED
P7SWMLW9

Go here to redeem them.

If you use a code, please be so kind and let us know - thanks ~

 
Last edited: Aug 15, 2014
  • RED Point
Reactions: Bellator Pius Gratus, wichat, AutumnalWanderer and 1 other person
Alan989

Alan989

Forum veteran
#288
Aug 15, 2014
EmperorZorn said:
Oh, really ? Then I hugged the right person ! :)
And you were right, the public booth was cool.

Which reminds me.... dear community, I have two codes for the Witcher comic issue#1 to give away.
Who wants them ?
Click to expand...
Can I have one? I'll send you a friend request if you do! :)
 
EmperorZorn

EmperorZorn

Moderator
#289
Aug 15, 2014
AL890 said:
Can I have one? I'll send you a friend request! :)
Click to expand...
Grab it above, while it's hot !
And you can still send me a friend request, all of you can.

I hope I was able to bring at least a little glimpse of Gamescom to all of you,
even if my access to information was very restricted. But Kinley will scratch that itch for you guys, so no worries.

If you have any more questions for me, don't hesitate to ask.

 
Last edited: Aug 15, 2014
  • RED Point
Reactions: Bellator Pius Gratus, onethirdjack.247 and Alan989

Jupiter_on_Mars

Guest
#290
Aug 15, 2014
EmperorZorn said:
You're welcome, my friend.

..well apart from all that there wasn't that much new.
They showed us no crafting, no alchemy.

But rest assured: I gave every dev a hug from the community and they were happy about that.

Then I briefly talked to the German quest designer who ran the presentation (forgot his name, sorry) and
he seemed amused by my reaction to Ciri in the last bit, so we talked about the integration of Ciri and Yennefer
into the game and from what he told me we have nothing to worry about.

He said they are taking those characters very cirious (which made me grin) and we'll have plenty
opportunity to talk and relate to them in the Witcher 3 aswell as to other characters.

Then t-shirts happened.




Well, I have to work tomorrow - so I'll share some of these impressions with you now.
A special service from me to you, Gregski~

To me personally the best atmosphere and art direction was created by the hut with the tapestry,
it had a lot of dark, shady corners and the flickering candles cast eerie shadows.
The tapestry itself looked pretty stunning, but you all have seen that part already.

I was a bit disappointed by the Ladies of the Woods when they revealed their true selves.
Sure, they had this bizaare, otherworldly look. But one witch being fat, one being thin and one
being of average stature, all with caskets on their heads, made them look like a circus troupe.

Not that their design was bad, no.
It was just that when I read about it from journalists I expected... something else.

Overall I think that indoor locations had twice as much atmosphere as the open world locations.
The fog in the swamp was a nice atmospheric detail, but it should be thicker.
I feel that the player can see too far in this rather flat location and that kills the thrill of exploration a bit.

The same goes for the night during the werewolf hunt. It could have been darker.
At least that would give the cat potion and torches a proper use.

I also got the impression that world design is a bit heavily focussed on points of interests.
You always see something interesting you can go to, but I feel that the only thing you find in between
these points are monsters to kill and loot. I hope I'm mistaken.

The music is really excellent and the sound design of the signs being casted is wonderful.
You really feel impact and feedback on hits due to these sound bits.
A roar of a monster can even tell you what awaits you if you enter that part of the forest.

And last but not least there was this huge monster stomping through the swamp.
They said we'd be able to hunt at some point too, but it seemed to be really big and have some sort of carapace.
Click to expand...
Thanks Zorn.

Yes, nights should be pitch black. Then again, a full moon probably shone. A foggier swamp would also be a welcome addition.
You read that @MilezZ ? :lol:

That bit about PoIs makes me sceptical. The game which cannot be named suffered from that same problem and it ended up essentially killing the experience for me: PoIs, PoIs everywhere! Lets us breathe in a simple forest, to appreciate it for what it is once in a while. No need to cram it up with bells and whistles. I like me some negative space. Don't go that route please.
 
Alan989

Alan989

Forum veteran
#291
Aug 15, 2014
OK. Code 1 has been redeemed by me. :)
 
EmperorZorn

EmperorZorn

Moderator
#292
Aug 15, 2014
AL890 said:
OK. Code 1 has been redeemed by me. :)
Click to expand...
I marked it, enjoy the comic~

 
  • RED Point
Reactions: Alan989
A

AutumnalWanderer

Forum veteran
#293
Aug 15, 2014
EmperorZorn said:
Grab it above, while it's hot !
And you can still send me a friend request, all of you can.

I hope I was able to bring at least a little glimpse of Gamescom to all of you,
even if my access to information was very restricted. But Kinley will scratch that itch for you guys, so no worries.

If you have any more questions for me, don't hesitate to ask.

Click to expand...
I think I get the second code, so thank you very much :). I have a TWAG code, if you want ;). Actually I sent you a friend request a while ago.
 
gregski

gregski

Moderator
#294
Aug 15, 2014
@EmperorZorn - thanks again :)

I'm also worried about the "filler content" in between locations and PoIs. I mean, I understand that they serve a purpose, but even in this case it should be balanced. And monsters filling the world and wandering everywhere...I hope it's just No Man's Land thing because of the war. In the books, monsters weren't really THAT frequest to meet.
 
EmperorZorn

EmperorZorn

Moderator
#295
Aug 15, 2014
Autumnal Wanderer said:
I think I get the second code, so thank you very much :). I have a TWAG code, if you want ;). Actually I sent you a friend request a while ago.
Click to expand...
I'll mark it as used then.


gregski said:
@EmperorZorn - thanks again :)

I'm also worried about the "filler content" in between locations and PoIs. I mean, I understand that they serve a purpose, but even in this case it should be balanced. And monsters filling the world and wandering everywhere...I hope it's just No Man's Land thing because of the war. In the books, monsters weren't really THAT frequest to meet.
Click to expand...
I think that it's difficult for every game developer not to fall into that trap, especially when the game world is so huge.
You just can't put interesting content every 10 meters. It's overkill for every design team.

I think the Pols were the best way to solve this issue, but the trick here is to leave little crumbs of content between the Pols.
And I hope that was taken into account here.



Haaaa... I either need to get a strong coffee now or sleep. Or both.


By the way, my favorite part of the line was when Shappi offered me her sword to cut a way through the people.
I was completely dehydrated and very close to taking up that offer.
 
Last edited: Aug 15, 2014
  • RED Point
Reactions: Bellator Pius Gratus
M

Mohasz

Forum veteran
#296
Aug 15, 2014
Thanks for sharing your experience with us, Zorn!
EmperorZorn said:
The fog in the swamp was a nice atmospheric detail, but it should be thicker.
I feel that the player can see too far in this rather flat location and that kills the thrill of exploration a bit.

The same goes for the night during the werewolf hunt. It could have been darker.
At least that would give the cat potion and torches a proper use.
Click to expand...
Valid observations, I barely ever see a game with properly dark nights, not sure why.

EmperorZorn said:
I also got the impression that world design is a bit heavily focussed on points of interests.
You always see something interesting you can go to, but I feel that the only thing you find in between
these points are monsters to kill and loot. I hope I'm mistaken.
Click to expand...
Interesting. Out of curiosity, what else there could be, what were you expecting?
 
EmperorZorn

EmperorZorn

Moderator
#297
Aug 15, 2014
Mohasz said:
Thanks for sharing your experience with us, Zorn!
Click to expand...
You are always welcome, Mohasz !




Mohasz said:
Interesting. Out of curiosity, what else there could be, what were you expecting?
Click to expand...
Maybe something like the random encounters in Fallout. Like bandits ambushing a merchant cart.
A woman asking for help then luring you into a trap. Smaller things like that, crumbs to keep travelling interesting...

Or hidden stashes, a note upon a body which lets you do a scavenger hunt. Caves, hideouts.

I don't know.
It's easy to come up with something, that's for sure.
 
  • RED Point
Reactions: Bellator Pius Gratus, Fallout_Wanderer and AutumnalWanderer
Garrison72

Garrison72

Mentor
#298
Aug 15, 2014
EmperorZorn said:
No, that really sucked. :(

But don't worry, the cosplayers at the Witcher booth and the community here have kept me entertained.
You can read about my martyrium here if you want.

Hm, ok... lets see.....

They also explained how mutagens work.
Mutagens basically give you passive abilities like Thick Skin which raises your armor value.
You can equip them, but each mutagen has a toxicity cost and with high toxicity come side-effects.

If you equip too many powerful mutagens at the same time you could go blind for example (high toxicity impairs your view).
Click to expand...
This sounds awesome. Consequence for abusing mutagens. Thanks for the info Zorn, hope you had fun.
 
M

Mohasz

Forum veteran
#299
Aug 15, 2014
EmperorZorn said:
Maybe something like the random encounters in Fallout. Like bandits ambushing a merchant cart.
A woman asking for help then luring you into a trap. Smaller things like that, crumbs to keep travelling interesting...
Or hidden stashes, a note upon a body which lets you do a scavenger hunt. Caves, hideouts.

It's easy to come up with something, that's for sure.
Click to expand...
Those things sound great indeed. And I think there will be some of that in the game, even if not to an extent we'd like. Animals/monsters hunting down other creatures is already a nice addition to the game world.

But I don't know how these random encounters could be done without them becoming repetitive over time. I mean, how many carts can be ambushed in one playthrough...

Maybe if they were truly random and happened very rarely, once or twice in a playthrough or not at all, and there would be like 8-10 kind of random events so each playthrough would have different ones (2 or 3 of them)...I'm just dreaming here, it'd probably be a waste of time from the developers' perspective.
 
Last edited: Aug 15, 2014
S

spacehamsterZH

Rookie
#300
Aug 15, 2014
Mohasz said:
But I don't know how these random encounters could be done without them becoming repetitive over time. I mean, how many cart can be ambushed in one playthrough...
Click to expand...
This is why I don't like open world games... *cough*

Anyway, based on the IGN video interview from Gamescom, it sounds a lot like we'll be getting something along those lines.
 
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