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The Witcher 3 Wishlist

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Garrison72

Garrison72

Mentor
#581
Feb 5, 2013
KnightofPhoenix said:
I do not see how CDPR was supposed to make us know how Letho was caught by the Nilfgaardians, Yennefer's fate, Letho's time with Sile and his motives without resorting to a conversation. Geralt can't know any of this,m except if someone told him.
Click to expand...
They couldn't. Not the way the story is paced and with the complexity of the narrative. It felt like an info dump in my first run. In subsequent runs, when I started to piece thing together better, I wanted that in-depth conversion at the end. He was my friggin' friend, I needed him to explain himself. It's also fitting that Letho seems to be spilling the beans to avoid a conflict. He doesn't want to fight. How easy it would have been to go the cliche route of an evil villain detailing his plans James bond style just before he tries to Geralt.
 
K

KnightofPhoenix

Rookie
#582
Feb 5, 2013
Exactly! For me it was a bonding moment.

That's what TW1 seriously lacked, with Geralt being so uninterested in what Jacques has to say, which pissed me off tremendously.
 
S

Seboist

Rookie
#583
Feb 5, 2013
KnightofPhoenix said:
Exactly! For me it was a bonding moment.

That's what TW1 seriously lacked, with Geralt being so uninterested in what Jacques has to say, which pissed me off tremendously.
Click to expand...
Same here, more so if you play Order path.
 
M

Maerd.298

Forum veteran
#584
Feb 5, 2013
Things I wish CDPR improve in TW3:

1) As many posters already mentioned, the UI should be separate for PCs and for consoles. UI must be better. TW2 has a horrible UI, which is very unfortunate, considering the game's overall brilliant content.

Because I dislike making judgement statements, I'll explain why the UI is bad in TW2. Firstly, what constitutes a good UI? According to the branch of computer science named HCI (human-computer interaction), it's the UI that minimizes the amount of time and clicks/taps/button-presses from the point the user wants to make an action to the point when this action actually happens. Let's make an intentionally obvious example. The CRPG game UI designer wants to create a sword swinging UI and he has in mind two possible ways to do it: one will require to press one button to raise the hand with the sword, pressing one of the 4 buttons to choose attack direction, and a mouse click to execute the attack; the second idea is to make a random attack in one mouse click. It isn't hard to guess that the users, in general, will prefer the second model to the first one because the first model is a chore to master, without adding much to the fun factor. I'll make a note here that if the game was all about fighting simulator and not about much else the first model might have been preferable to the second one but in RPG sword swinging is not the corner stone of the game. Let's discuss the actual examples of bad UI from the game.

The alchemy UI. To drink a potion you need to: press a ctrl button, move the mouse to the middle and click the LMB, move the mouse to the left and click drinking menu, if you don't have the potion you need you need to go back, move the mouse to click on the alchemy menu, make a potion by clicking numerous number of times, go back, click the drinking menu again, click and choose potions to drink, wait forever for the drinking animation to go, and... you'll get back to the menu again where you have to press back twice to get out of the meditation mode. This is A LOT of useless clicking and pressing, which made the process a click-press fest instead of fun fest. This is how I'd have made it for PC: press one button (i.e. 'm') to get into the meditation mode, which will open the screen, where you can brew potions, sleep/meditate, and drink all-in-one screen. Then after everything is set up and "done" is pressed, the interface disappears, Geralt would sleep/wait then drink whatever is selected, stands up and the game keeps going. That's a dozen less clicks and presses.

And the most disappointing about the UI in TW2, which was made for consoles exclusively, is that it's relatively cheap to make right comparing to even a single average complexity quest. I wish CDPR to design two UIs from the beginning: one for PCs, one for consoles.

2) Return the alchemy from TW1, it was the best alchemy system I've ever seen, and I've seen many. Really, it had usefulness, length of effects, toxicity, and special effects related to them perfect, except the DeVrie's potion, which was useless because there were no invisible monsters in the game. As the sayingы go: "Best is an enemy of good", "Don't fix what's not broken"... well, that was the case in TW2. And UI for consoles didn't help either.

3) More and better interaction with Geralt's friends, if they appear there at all considering the location of the next game. TW1 was better in this aspect than TW2, where your friends are very static right after they said their introduction lines. Let them comment on everything going on in the game, let them give you their personal opinions and/or help on many quests, except for some monster related, of course, where Geralt is an expert and should know what he's doing.

4) It would be great if there were less useless junk. You cannot avoid collecting junk even if you don't want to because it's so tedious to pick

5) Return the visuals (2D style) for dice poker from the TW1. And if CDPR wants to make it better they should make the winning condition as a bankruptcy of Geralt's opponent, which can be achieved by wise betting like in real poker.

6) Music in TW1 was better than in TW2. I would like to have TW1 style of music in TW3.

7) Fix the annoying repetitive monologues, which are triggered every time you approach the . They are good to listen for the first time but it gets very annoying when NPCs repeat their very short lines in a loop. Either make those loops longer of fire them one time and then let them say some less annoying general phrases like "how's it going?" or some ambient noise where you don't distinguish any voices.

8 ) I wish finishers back in TW3, but better than in TW1. There are no finishing moves in TW2, there are stupid finishers' cut scenes, which take you out of combat, you don't control anything and you loose orientation in the process. It would be awesome if there were finishers, which happens in-fight and your enemies won't wait for you too, therefore the finisher when you're fighting multiple enemies should be very swift and it's the last enemy around it can be something fancy. But the most importantly: IT MUST BE IN-GAME, not in the cut scene.

Things I think shouldn't be in the game but I'm rather neutral about it:

1) I won't cry if junk crafting is gone from the game completely. IMHO, the witcher is not a generic trash collector. CDPR should save it for the Cyberpunk game where it is way more appropriate. ;)/>/>/>

2) Ridiculous rate of monster respawn. I don't know why did CDPR do that but it was unnecessary. If difficulty is required I'd prefer tougher monsters to respawn every 10 seconds.

3) Please, remove anachronisms from the game. From time to time Geralt and Co. shows knowledge of genetics, nuclear physics, theory of evolution and other too advanced scientific knowledge for the medieval world (yeah, I know that some of those were in the books too, but it shouldn't be there either).

4) I'm not a fan of monster trophies as a stat booster. That's silly. Bring back royal hunter from TW1.

Things I hope CDPR won't do in TW3:

0) REMOVE QTE from the game for good. It sucks, period.

1) I will be disappointed if Nilfgaard will be reduced to stupid Nazies-like everybody-is-evil empire, glimpses of which we saw in TW2. Give them rational reasoning, make them understandable in some ways. I'd prefer them to be pompous hypocritical state that "spreads the culture to savages" than cartoonish evil.

2) I will be disappointed if the Wild Hunt will end up as a absolute evil elves from other dimension, who want to conquer the the Witcher's world... That's a very boring plot, it would be good if it were something more complicated than that.

3) I would be disappointed if the plot of TW3 will be about "saving the world" either from Nilfgaard or from the Wild Hunt. Such cookie cutter plots are already in every RPG, so keep it original. What was strikingly better about TW1 is that it was not that type of scenario. Hopefully, it won't be also about "saving the princess" type scenario, which is also beaten to death. As a suggestion, what could be an interesting and not too many times used plot is sneaking out of Nilfgaard with Yennefer where you get in all sorts of circumstances and troubles because of the war that is going on.

4) I would be disappointed if TW3 will be empty open world game where is nothing to do except trash hunting like Fallout3, Skyrim and other Bethesda's lazy crap. Making open world with good plot is practically not feasible unless somebody is willing to make a game for more than a decade. So, I wish CDPR to stick to their guns what they do the best and are the best in: non-linear plot driven RPG with restricted freedom of travel.
 
J

jaro1990

Senior user
#585
Feb 5, 2013
I am so excited from this news. Witcher 2 is almost perfect, so my little wish relates to a new feature...horses. Already in Witcher books, Mr. Sapkowski identifies which horse is mare or stallion, so if you really want to make an adult looking game as you say, I think this is belongs to adult world. I play many games and in any game that is not done realistically...which is sad and little stupid. And it is not only horses but also other animals or other species in fantasy games. So this is my little wishes, that does not affect the final quality of the game, but please. Because I am tired and sick of always the same unisex model of animals. Thanks. />
 
R

RSIK_4

Rookie
#586
Feb 5, 2013
CostinMoroianu said:
Well excuse me if I don't share this notion that a realistic conversation is a bad way to end the game and we knew pretty much everything Letho tells us except a few things.

We knew he had secretly worked for the Emperor from the start, we knew he had fooled Sile and everyone else with his plan, we knew Letho, Geralt and the two other witchers had moved south to find Yennefer and if Sile was spared we knew Yennefer was in Nilfgaard.

The only things we find out from Letho are: His reasoning for joining Emhyr, the fate of Yennefer and what Letho thought about everything that happened. Excuse me if I don't find it bad that CDPR decided to tell us at the end of the game that Yennefer was still in Nilfgaard for certain because that is the only really important bit of info.



Every point he brings up in the article already had been argued to death on these very forums. I see nothing compelling about how he presents his points in any way, so yes it's trash.
Click to expand...
got your point ....sorry... i read that post i also felt bad...thatsy i want an opinon regarding this post....
 
A

apopov

Rookie
#587
Feb 5, 2013
While I overall adored Witcher 2, my one gripe with it is its difficulty curve. The very beginning was matched exactly right - one or two errors, or improper positioning and I would need to start over. This was perhaps the main reason I fell in love with the game within the first hour.

However as the character developed, the enemies did not match and past the first act combat quickly got very boring.
Big issue, because not only does less challenge mean less excitement, but it also breaks immersion somewhat - monsters seemed so weak that I could rush through areas without use of signs or potions and all combat quickly became just a chore to get through so that I could find out what happens next.

I request that for the next game significant attention is paid to this aspect of design. An optional level of difficulty that would make sure that strategic combinations of signs/tactics and preparation with proper potions are still absolutely necessary for survival in the later stages of the game. Not just through enemies hitting harder/taking more damage before dying, but through behaviour of enemies.

For example one thing I remember of my playthrough was that many times in combat enemies were just too damn slow - my Witcher had quite a lot of downtime in middle of fights if he just chose to take a few steps back. A lot of the easy enemies in the game could be made to give players adrenaline rushes simply by making them faster and a lot more aggressive in pursuit and attack.

Melee would be more exciting if a second or two of a break and a chance to take stock of the situation in middle of a fight was a privilege that the player needs to actively earn through the use of strategic fighting skills (stuns/trips/feints/jumps/positioning/signs/thrown items like alchemy concoctions) and not just something available to them if they decide to trot a few paces away from the enemy.

Make enemies actively swarm, move erratically and feint to complicate timing of attacks for the player, lunge/jump at any attempt to run away, and be fast enough to chase down the player - and be relentless about it through out the fight.
 
G

GamaH

Senior user
#588
Feb 5, 2013
That's one of the only things that bugged me in Witcher 2 -- the other being that the game ended.

It doesn't matter to me if back-pedaling is slightly slower than turning around and running -- in no instance would a skilled swordsman ever expose his back unguarded, during combat, to an enemy -- or can only be done when locked on; to me, that's what the whole lock on feature should be for anyway.

But yeah.
 
G

goopit

Forum veteran
#589
Feb 5, 2013
okay my request is about

-RATION URGENCY OF THE MAIN QUEST​


What I'm trying to say is 'give us time to fuck around with sidequests'. If there's an urgent situation we can't go and do sidequests because it breaks immersion. I wasn't able to finish the Succubus sidequest in Iorveth path chapter 2 and that Baltimore quest because there was an urgency to save Saskia and I had more important things to do than hunt look for a succubus. I would've done the Succubus quest if it wasn't canceled by the Royal Blood Quest.

Chapter 3 of W2 is riddled with this urgency. I shouldn't be helping Cynthia look for some artifact,doing monster contracts or arm wrestling when Triss is in danger. I mean you could do it after rescuing Triss but that seemed rather unsafe and weird because everyone keeps saying the talks are soon.

In W1 however this was not the case. The main quest made me wait. The dwarven smith says "The lightning rod will be ready in a day or two" the same goes for that magic mirror in chapter 4. There's a whole bunch of other instances the game tells you to wait like Triss saying meet me at the evening tomorrow for the New Narakort party. So we could totally explore find something to do like doing it with the gossip girl or investigate that whole blue eyes case or vincents lycanthropy.

I don't think W3 should tell us "well you can't do sidequests after you speak to this quest giver" but we should be able to see it coming for example, I didn't visit Detective Maarloeve immediately after I exited the sewers with Siegfried because I thought it'd be rude and I probably stink from being in the sewer. Looking for the Tipperath gave me infinite time to finish everything in Chapter 2.

I also suggest that to enhance the urgency of the main quest. We shouldn't be able to do sidequests. They should be locked until the urgency of the main quest is over.
 
H

Hicks233

Rookie
#590
Feb 5, 2013
I'm a little wary of open worlds after seeing how Bethesda has continually diluted their TES series. Please CDPR don't mistake successful mediocrity for a good thing.

As long as there is still a strong focus on the main narrative and less on traipsing around for x number of hours doing the exact same thing over and over again in an "open world" (the TES experience) then I'll be happy. Given that The Witcher 1 and 2's strength was it's character and story it would be unfortunate if that were to be weakened just so that people could go off the beaten path.

That and I'd really like to get rid of that ghastly beard.
 
A

alalzia

Senior user
#591
Feb 7, 2013
Hicks233 said:
I'm a little wary of open worlds after seeing how Bethesda has continually diluted their TES series. Please CDPR don't mistake successful mediocrity for a good thing.

As long as there is still a strong focus on the main narrative and less on traipsing around for x number of hours doing the exact same thing over and over again in an "open world" (the TES experience) then I'll be happy. Given that The Witcher 1 and 2's strength was it's character and story it would be unfortunate if that were to be weakened just so that people could go off the beaten path.

That and I'd really like to get rid of that ghastly beard.
Click to expand...
I am all for that the more distance they take from TES the better game they will make . From what i read they have something like KoTOR in mind with different planets / areas having different chains of quests and characters.
 
K

krowkie

Senior user
#592
Feb 7, 2013
My suggestion: A multiplayer mode for 4-8 players on battle maps. These maps would be sieges, battles, ambushes or sea raids but always in large scale.
Each faction has 4 players on each side but the imposing faction cannot identify the other players from the get go. You could choose as select classes: archers, swordsman, mages,.. from that particular faction and would blend in with the rest of the npcs. Each time a player dies he will take on the role of the next random npc in the battle. But never in a close proximity, like 10-100m.
The battle itself will play in stages (in siege: assault to the walls/breach/gate secured/city battle/king's court for example) and at the final stage each player will get a role according to the score (best player > king, second best > King's mage,..) with a final epic battle.

Probably hard to implement by now but I hope the guys over at CD project Red might read this and take some inspiration out of it.
 
M

Maerd.298

Forum veteran
#593
Feb 7, 2013
Krowkie said:
My suggestion: A multiplayer mode for 4-8 players on battle maps. These maps would be sieges, battles, ambushes or sea raids but always in large scale.
Each faction has 4 players on each side but the imposing faction cannot identify the other players from the get go. You could choose as select classes: archers, swordsman, mages,.. from that particular faction and would blend in with the rest of the npcs. Each time a player dies he will take on the role of the next random npc in the battle. But never in a close proximity, like 10-100m.
The battle itself will play in stages (in siege: assault to the walls/breach/gate secured/city battle/king's court for example) and at the final stage each player will get a role according to the score (best player > king, second best > King's mage,..) with a final epic battle.

Probably hard to implement by now but I hope the guys over at CD project Red might read this and take some inspiration out of it.
Click to expand...
Are you sure you're on the forum for the right game?
 
  • RED Point
Reactions: Fallout_Wanderer
R

RSIK_4

Rookie
#594
Feb 8, 2013
TW3 will release on 2014...how to preorder TW3...i have signup thenewsletter for TW3
 
H

harhar

Forum regular
#595
Feb 8, 2013
- No boring, repetetive, openworldesque quests

- No instant fasttravel everywhere

- Don't make the game too big

- Chapters are a good thing

- Strong emphasis on the reasoning behind your decisions like in W2
 
B

blackgriffin

Senior user
#596
Feb 8, 2013
first id like it if they added a small in game video when u gather monster compoments for the first time for each monster tipe showing geralt carving out the various pieces, muttering something like what he could do with them and maybe even find some weacknesses on how to kill them easier. I realize this might be very time consuming but it would be something i'd love and think it to be a great way to fit in the monster hunting.
A return of the npc's from the previous games based on your choises, bring back the other witchers, letho if u didn't kill him, everybody at least for a single quest or even just for a short story/ dialog.
More minigames: all previous games and some new like say sword fighting tournements, fishing/ whale hunting, gathering crafting components, if we get to use a bow maybe an archery contest.
More crafting posibilities and add other witcher weapons hoping we get the silver chain from the intro in witcher1 a good crowd control or for boss fights to take them down for a few secounds but we can onli use it once until we take in back from our kill and have different levels like if u use it on a boss it might break if its made weak steal.
Let us navigate the sea as we see fit, make some small islands with specific beasts, pirate baried treasure, give us sea monsters to kill (say u are on a big ship and u get atacked buy a sea dragon/serpent or sea creature of your choise).
Bring back the strong fast and group styles maybe a dual weild option in the sword tallent tree, piruet, step back to evady, damage to nerby enemies
More monster variety, keep the ones from 1&2 and add more from unique bosses like griffin, cerberus, sea monsters cyclops, cemetaurs, dragon etc to small are specific. Create some cult organizations like in the first witcher.
Sorry for my spelling, what do you guys think?
 
G

goopit

Forum veteran
#597
Feb 8, 2013




The more items we put into our horse's inventory the more he'll visually have stuff on him, For example the horse in the top picture has 20 items on him while the horse in the second picture has 50.

It'd be cool if some items like swords had their own model on the horse. If I had 20 items on the horse and they're all swords the horse would have a cloth wrap full of swords. They don't have to be the exact swords I picked up just the impressions of them being there.

Make the items on the horse and Geralt bounce around too like they have physics to them.

blackgriffin said:
showing geralt carving out the various pieces,
Click to expand...
There was a carving animation in Monster Hunter for the PSP that I want Geralt to do in TW3.

here http://www.youtube.com/watch?feature=player_detailpage&v=8lT1F8Kurfo#t=820s

What I sure don't want is our enemies turning into brown bags.
 
B

blackgriffin

Senior user
#598
Feb 8, 2013
@guipit that is not what i had in mind, i was talking about an actual in game cutscene/ movie whatever u want to call it. I mean like the authopsy done with shany in the witcher1 or the quest where u have to investigate some bodyes to figure out what killed them in chapter 2 of the witcher2. Something like that: you kill a vampire and then u use your knowledge to extract information on there weakness like it having 2hearts that u must strike and what components can be extracted like there venom gland witch prevents blood from clowding (no ideea how to spell) and decide u can use it as a blade coating. I think this is a way to take the kill x enemy tipe y to learn about them the devs invented for the witcher 2 to the next level and it makes more sense knowing thy enemy and learning about them than just because u killed it u learn something. U should study there anathomy not just there atack patern.
 
W

Wazhai

Senior user
#599
Feb 8, 2013
blackgriffin said:
@guipit that is not what i had in mind, i was talking about an actual in game cutscene/ movie whatever u want to call it. I mean like the authopsy done with shany in the witcher1 or the quest where u have to investigate some bodyes to figure out what killed them in chapter 2 of the witcher2. Something like that: you kill a vampire and then u use your knowledge to extract information on there weakness like it having 2hearts that u must strike and what components can be extracted like there venom gland witch prevents blood from clowding (no ideea how to spell) and decide u can use it as a blade coating. I think this is a way to take the kill x enemy tipe y to learn about them the devs invented for the witcher 2 to the next level and it makes more sense knowing thy enemy and learning about them than just because u killed it u learn something. U should study there anathomy not just there atack patern.
Click to expand...
That is actually a very good idea. Reminds me of the XCOM: Enemy Unknown autopsies. They were pretty tongue-in-cheek (what you see) and informative at the same time and I really enjoyed them.

http://www.youtube.com/watch?v=C9YBpsPDJzo

They could make a different animation for each monster type and make it look serious to fit in the game. It wouldn't require that much work to implement and I believe that something like this is much more interesting than reading walls of text like in older games.
 
G

goopit

Forum veteran
#600
Feb 8, 2013
blackgriffin said:
@guipit that is not what i had in mind, i was talking about an actual in game cutscene/ movie
Click to expand...
yeah I know I was just telling you about it haha. It seems like you want to replace textbooks with that idea. In TW2 you didn't have to read textbooks but you'd need to kill a lot of that particular monster to learn about it.

Are you saying you do the cutscene and learn everything all at once? or just some? or do you do it a bunch of times?
 
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