RobinWH said:
I wish for return of classic dices form TW1 - pips, no flying out and 3 rounds.
May be a little more sandbox in Gothic 2 style, certainly NOT in skyrim style.
I second the wish to see characters from TW1, especially Vincent, Kalkstein and Sigfried.
Horse could be useful - not only for ride, but also as chest on four legs to expand inventory a little (well, Geralt riding on Luggage from Discworld would be a little too comical XD)
Classic boxing inventory, no x-box mumbo jumbo.
Toolset (Modkit)
Return of Rubedo, Albedo and Nigredo bonus alchemy effects
This!
RobinWH said:
Old dice poker.
Return of old characters if it makes sense in the narrative, not placed there just as clumsy fan service.
Consequences for our breaking and entering, locked doors and people objecting to our thievery.
Seperate UI for mouse and keyboard and controller, a backpack if we're carrying more gear and a more Witcher 1 like inventory.
The old alchemy system and alcohol of many descriptions.
Keep potion drinking out of mid combat, it's stupid and unrealistic.
Less fiddly bits of twine, timber and junk, let us gather the valuable crafting components, rare ores etcetera.
Merchants only buying what they're interested and deal in.
Different dodging mechanics, jumps, pirouettes etcetera.
Conversation system more like in the Odrin and company scene, careful choice of words aided by axii.
You've read this book notice, recipes and information to be translated straight into the journal so it serves more of an in game use.
Higher stakes available in mini games.
Make an Oren go further, they seem a bit undervalued at the moment.
And this! (Esp. the bolded sections!). Except the Oren. There shouldn't really have been Orens in Aedirn (likely silver Marks) or the Kaedweni camp (golden Ducats, and some sort of silver currency) or in Kaedweni-held Loc Muinne. Now, IF TW3 is going to introduce Nilfgaardian territory (even if merely Province Cintra), enter Florins (also silver).
RobinWH said:
As for potions, it bothered me that I couldn't drink them when I saw the enemy but didn't engage him in combat, because meditating is not allowed when enemies are nearby, so they should ditch that entirely, allow us to consume potions on the go, except when engaged in battle..
On this note, I believe the best solution would be to introduce monster "tracks". Corpses with tell-tale signs of acid burning when the area has bloedzuigers, corpses with different claw-marks for drowners and different for necrophages, etc. Kinda like the corpse by the entrance to the cave system beneath Flotsam.
Seeing such a corpse would alert the player (perhaps with an additional verbal cue from Geralt?) to drink appropriate potions. After all a witcher should rarely be surprised by the monsters - he should start his hunt prepared. All it takes is providing appropriate info beforehand.
Now, while we're talking monsters, I would like to see a more diverse selection, more akin to The Witcher 1. However I believe the monsters in TW1 were too numerous (oh, hello drowners in Act V!). Their numbers should be reduced 5 times, but correspondingly, each monster should be 5 times more dangerous. Ideally, most free-roaming monsters should be more dangerous than thugs or town guards, and some free-roaming monsters should still be more dangerous than elite knights. Add a boss or three on top of that.
RobinWH said:
I wouldn't mind seeing them tackling the art of finding items in towns. Picking herbs here and there is okay, but Geralt is actually going into peoples houses and stealing everything they have. I get that this is a stable of RPGs, but let's not turn it into a crutch for the games. Geralt is no common thief, so having him lockpicking, pick-pocketing and otherwise ransacking houses doesn't make a lot of sense.
Instead, why not add a bit of dialogue with the home owners, saying they're willing to give Geralt a few things in exchange for him taking on the local beast (which he might already be about to do via a quest). I'm not talking side-quests or anything, just some sort of "yeah, we can spare a bit since you're helping us with the monsters" instead of Geralt barging in and pilfering everything that's clickable.
I believe this is an excellant idea, good sir.
On the note of ransacking homes, however, picture this: Geralt has access to magical Signs that can shatter (admittedly weakened) walls. Something like a "locked door" shouldn't be an obstacle to him, unless it's a heavily reinforced door (I think most doors in TW1's Trade Quarter could count as reinforced, whereas most doors in TW1's Outskirts, Temple Quarter and Murky Waters shouldn't). And then there should be the downright shoddy doors which would require a mere kick.
And finally:
Hearing the same conversation over and over while passing NPCs... Gets. Stale. Fast. The stew maker of Flotsam is the worst offender, but Loredo's thugs were hardly any better! Compare that to TW1's marvellous background chatter. Beggars asking for money, sick old women complaining about aching in their chests, thugs thinking about their next crime, priests of the Eternal Fire preaching their faith, dwarves grumbling about being exploited, gossip about the Grand Master's entry to the city, gossip about the fate of the Outskirts, pesky children being pesky, and, finally, merchants advertising their wares!
Much more diverse, wouldn't you say? And much lesser chance of hearing the same conversation twice or thrice in a row. I think the conversations triggered less often. Perhaps there was a script tracking what the last conversation was about, and excluding it from triggering next?