Things you would like fixed in The Witcher 2.

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Things you would like fixed in The Witcher 2.

This is originally a thread started by Gvaz over on the Steam user forums. I'm just copying and pasting it over here I have not edited anything that was fixed in the previous patches.

I collected a bunch of complaints from a few forums and I'm posting them here. Feel free to post yours as well and I'll edit this list and see if I can get someone from CDPR to consider it or at least be informed about it.

Performance changes are in my next post on the first page because the OP is too long.

UI CHANGES:
- ability to sort formulas/plans by type ->name
- ability to see if we already have a plan or formula on us when in a shop. Also show books if they're read or not so we don't rebuy them
- ability to delete or overwrite saves in game
- a fixed minimap with a north option, or at least a toggle for this option.
- Ability to compare a weapon or piece of armor to one that's currently equipped (in a shop or crafting menu)
- combat log should remain on the screen longer.
- ability to name saves perhaps?
- on looting an item, the cursor should focus on the LOOT ALL button. Yes you can press space, but when you're pressing LMB to loot an item why not just press LMB a second time instead of having to press space?
- I seem to have issues with fistfighting in terms of the QTE buttons disappear too fast unless difficult QTE's are ON. (that doesn't seem right)
- a better way to track who you've beaten in the minigames (Perhaps have this logged in the journal?)
- Display more information in the poker game. Who has what hands? TW1 showed this, now it's like you expect us to remember what hands are better than the others and WHY they won.
- ability to switch between menus while in one instead of having to exit out and jump into a new menu. TW1 had this, I don't see this being too hard.
- remove the confirmation window on potion/crafting. Instead allow the sound to be the confirmation and allow it to overlay like it was in TW1. Now it cuts out if you make potions or craft too fast.
- once you've found a place of power (PoP), have it marked on your map.
- The Spell/Bomb select panel should not require us to click on it to select something: just hover the mouse over and then release Ctrl. Alternatively allow us to mousewheel through this.
- ability to skip the "potion drink" cutscene with RMB like most cutscenes.
- add a crosshair?
- add the ability to turn OFF the UI for screenshot purposes. (perhaps turning off the UI forces the game into first person mode?)
- ability to see your current location on the World Map and also for the map to be centered and remember its current setting (the place you left it at while leaving the map
- Make menus a toggle: for example, Press I to get your inventory and press I again to leave it.
- standardize UI elements (space for selling in shops and dice, enter for crafting/potions) Pick one button for all "YES" interactions.
- ability to see the amount of potions you already have crafted while in the crafting menu (example: Crafting a wolf potion has a little bubble saying something to the effect of "You currently have 5 Wolf potions" and update this when you craft another one)
- Whatever the mouse is overlayed, should be the focus for mousewheel scrolls. (example: scrolling in the journal w/ the mouse wheel scrolls that, but when hovered over the right menu you must manually move the bar instead)
- increase size of tooltips on items in the inventory and in all other menus so it doesn't have to scroll at all or much (or increase the speed of the scrolling)
- Time shown above or under the day/night indicator (currently the time is unclear)
- When talking to NPCs, the mouse pointer should be moved over to the dialogue options when they pop up. It always seems to pop up on the far top left of my screen.
- Allow you to see mutagen slots on talent slots, and to see what both levels of a talent do without having to invest in them
- Fix font sizes on smaller resolutions
- Make the hourglass for timed conversation choices more apparent
- Important NPCs should be highlighted with an alt toggle of sorts. (design change also, consider reworking the wolf necklace ability into a simple alt toggle minus highlighting)
- Mouse sensitivity varies in different aspects of the game. For example, it is much more sensitive in the dice game.
- have the map centered on geralt's current location and save map position
- Ability to place map markers and/or notes
- The QTE in this specific situation should either be in a different place or a different color because it's hard to see


- Stop the alchemy components from resetting when mixing, you can exchange ingredients, but it will revert it to the one the game thinks you want to use (usually quest items/craft items).
- Inventory items can become invisible and don't reappear until there is a scripted inventory change event.
- Damage sounds sometimes don't fire.
- Enemy drops can clip through walls making them inaccessible.
- Finishers move you around the area instead of being restricted to the area they're used in.
- bug when using grenades, traps or throwing weapons. If you run out of ammunition, the icon remains in the lower left. Perhaps a counter next to it, or automatically switch to the next available weapon would be better.
- bug when throwing a grenade, sometimes it doesn't throw but you get stuck in the pre-throw animations and are unable to attack, dodge or move properly for about 5-10 seconds. It can prove somewhat lethal.


DESIGN CHANGES:
- ability to overwrite mutagen slots
- Perhaps LEARN formulas instead of requiring us to hold on to them.
- some sort of way like TW1 had with displaying all interactable objects (like a name over the head) instead of having to spam your medalion.
- Improvement on geralt's movement? He's sluggish (yes I know he's old, not the point)
- auto run/walk? (would help if you're encumbered)
- make the Lock On have the camera focus on the enemy locked on (for examples of this, look at any recent 3D zelda game)
- if you're losing at arm wrestling, increase the size of the bar to compensate. Otherwise you can lose at the last second if you're not being careful.
- some items glow so you can interact with them, but you can't actually interact with them when you try. (see: books in prologue section in a house on the shelves)
- Slow down geralt's stop and run distance. Have this progression be slower. Stop->walk->Run instead of Stop->run. What happens is you stop and want to go up to something close and you run right past it. Sure you can walk up to it, but you could just slow down this initial "jump" instead.
- Multi use ingredients or quest item ingredients should not defaulted to be used in potions. Oh god please stop this.
- have applying sword buffs show an actual color overlay on your weapon. This was cool from TW1.
- increase traps' interactivity range, showing you the bottons for what to do with them from a longer distance. As it is, it's too easy to get caught in a trap even if you know where it is.
- when in combat, allow to increase camera distance, so it's slightly more difficult for an enemy to get behind my back.
- why does G'valchir not import into TW2?
- Gamepad and K+M should work at the same time, not be mutually exclusive. This is especially noticeable in the menus, or in cases when you get mouse tool tips in the normal UI that you can't see with the gamepad
- When you press the parry button it should parry, period. Some of the attack animations are ridiculously long and you have no control over which animation is going to be used at any given point. It's especially bad if you accidentally press more than 1 attack button, since the game appears to spend time queuing up your attack requests and computing an animation chain that would work for it, and it requires completion of that chain before the parry request will come in. These chains are not consistent as you would see in a normal fighting game with the same concepts.
- Geralt doesn't look at people's faces (notably dwarves) properly. See:


- Stealth bug needs to be fixed. It traps you in stealth mode against a wall even if you are not against a wall, you can't move except side to side.
- The delay time for loot to appear from a corpse needs to be reduced.
- Perhaps add an indicator to show you if the target is within range of your ranged weapons and signs.
- allow you to see which skills are able to take mutagens BEFORE purchasing the skill. (come on now)
- Block needs to be timing based instead of using stamina.
- they need to make a fluidity patch. make the chains act in a more fluid way, as it stands he attacks, then seems to delay his next strike, which he must fully pull off.
- Make nights darker, perhaps more dangerous to go out at night?
- Reduce the sound Cat potion makes or remove it entirely.
- allow torches to NOT be lit in combat and also to be lit out of combat from farther away.
- An autosave AFTER the cutscene before fighting the Kayran and an autosave AFTER the cutscene with the Draugir before the fighting.
- Change Stealth mode to require a button click to "lock" to a wall instead of automatically
- Add N S E W points on the minimap.
- Have NPC's doing things more often instead of standing around so much?
- Pan the camera behind Geralt down and back a bit, or allow for a camera option to have this setting.
- ability to see ingredient types at a quick glance (in the inventory rather in the alchemy menu)
- after a fight is over it is quite difficult to find all of the enemy drops if there is grass or water: as with everything else you nearly have to stand on top of an item and be facing the proper direction to be able to pick it up.
- Upgrading or stacking mutagens would be a nice addition. I definitely agree that we should be able to see which skills are mutable. No reason to carry around extra weight just in case a mutagen may be needed at some point in time.
- If a quest item has weight and the quest is over, then we should be able to sell or drop the item as it is no longer needed. Ex: Karyn trap- if I never used it during the battle, why must I carry it around for the rest of the game?
- Drinking potions is incredibly annoying currently. I like the out of combat limitation, but i dont see the need to be meditating to actually drink them. It just makes them tedious to use. Not to mention their small durations making the meditation requirement more annoying.
- auto loot option?
- Consider reworking talents into the standard abilities (such as parrying arrows or doing counter attacks)
- consider using directional keys to change target rather than the camera?
- Camp fires should not take off a third or more of my health when I accidentally stumble into them. They should also not leave me with a status ailment. Somewhat excessive.
- It is impossible to get the Troll head if you have already finished the Poker quest in Flotsam. Also you have to talk about traps before you can mention the head which is somewhat weird.
- can't dodge when controlling NPCs other than Geralt. (oversight?)
- Sometimes you get a reward for a quest and it's not explicitly stated, this should be fixed. (suggestion: Put the words "NEW" near a new item you haven't looked at and sort by such).
- perhaps a difficulty setting between easy and normal? (change Easy to Very easy?)
- Cutscenes and being in the meditate menu should pause game time with relation to potions and oils.
- Consider splitting Diagrams and Formulas into different independant sections?
- Pause button (other than the Pause/Break button)
- Option to turn off all QTE's, not just difficult ones
- Invincible frames for initiating dodging; since dodging can be interrupted, when you're surrounded by enemies or pinned against a wall, you have ZERO chance of survival
- Remove quest items after use (e.g. like keys)
- Popup inventory descriptions because the slow-scrolling thing is TOO slow (alternatively, increase the size)
- Ability to replace mutagens, weapon, and armor upgrades with better ones
- Pacing. From the latter half of Act II to most of Act III, you simply find most of the best equipment strewn around. Not so much hidden or guarded by a fearsome beastie, just, there. There's not much feeling of accomplishment when you stumble upon the best gear in the game by accident and without a fight.
- Leveling. The pace is a bit hectic when I can go several hours completing tasks for the townsfolk and maybe level once but 5 minutes on the main storyline nets a level up after each cutscene or conversation.
- perhaps consider revamping the fist fight combat?
- not enough exploration, i dont expect free roam, but lack of various caves, hidden areas is a let down.
- Would be nice if the camera while playing poker was raised, or at least movable. As it is now, it's way too easy to throw the dice outside the board.
- The icon while doing arm wrestling easily covers the bar you're supposed to follow, maybe make it a bit smaller?


BUGS:

- When following an NPC during a quest they always seem to get stuck on terrain, or veer off course slightly. This is annoying and is one of very few bugs I've noticed in the game.
- When talking to the guy in chapter 2 near the drunk guy who takes one of the "kill monster nest" contracts one of the dialogue options, geralt doesn't speak it but the NPC reacts as if you did. (Roche Path)
- Some quests do not fail until a specific point of no return in chapter 1. Which makes sense, but at the same time doesn't make sense if you're on an earlier level of the quest because certain people simply aren't there anymore. It should fail then if it's impossible to finish, not after.
- The Osmorose potion quest is buggy if you already picked up the osmorose and used it for something. But you still can do it because you have something in your inventory to make it. (perhaps prevent the ingredient from being looted until you can actually do the quest?)
- French Translation Fix: We got a diagram for the bomb "ruche" but the diragram itself is called "Schéma: boite
 

RageGT

Forum veteran
And if it is too much trouble to release a fix for all these (and we really would appreciate having all these fixed!), release it together with an nice expansion which will let us play our witcher for a bit longer while you take all the time in the world to give us a sweet TW3 as good as this!
 
the list needs a revision as quickload/hud hiding/save delete/junk list/bombs count/zoom camera on combat/ and others are fixed in 1.3

also, some issues on your list are mentioned multiple times

switch to signs is already in press 5/6/7/8 IIRC
 
Agreed with most of the list. The game is sadly rough around the edges, technicality wise. But 3 patches already is great, and I am looking forward to more (and expansions).
 
A number of those were fixed in patch 1.3. Some others are not defects in the game, but rather player habits from other games that this game has no need to cater to.

Patch 1.3 added the junk category. It still doesn't sort inventory in any meaningful way, and that remains a hindrance that should be corrected.

I don't think too many people actually want the combat log to stay on the screen longer.

I agree about the minimap. It is really disorienting. Putting a compass needle or North pointer on it would be a better challenge than locking it on up=north, though.

More information is not needed in the dice poker game. A better camera angle would be nice, though. As of Patch 1.3, it seems the opponent gets a free pass on throwing dice off the board; this is not fair.

The bug where the quickslot doesn't clear when you've run out of that kind of bomb/trap/knife was fixed in Patch 1.3. The bug where your animation gets stuck after throwing hasn't happened to me, but so many others have reported it that there's a "must fix" there somewhere.

This game is not about character optimization. Cheats like overwriting mutagen slots or replacing weapon/armor enhancements should not be implemented in a patch.

Storage was added in patch 1.3. There's a known bug with the Flotsam innkeeper that still wants fixing, though.

Block doesn't consume vigor the way Riposte does, and there are talents to reduce it, so this is not a problem in need of fixing. I don't think a riposte should use up the same amount of vigor as casting a sign, though.

The Kayran cutscene is skippable, so I see no need for an autosave after. What I do see the need for is a quiet space before the Draug fight. Potion-using characters are stuck without a time to meditate. There's one before the dragon fight, why not the draug?

A central facet of combat in this game is that you will get your arse handed to you if you let yourself get cornered or surrounded. Ways out of that like invincible frames are not desirable.

Low-level Aard is devastatingly effective if used properly. Do not strengthen it. Igni can be improved greatly by using talents. It does not need to be strengthened.

I agree, nights and dungeon interiors are much too bright and should be dark enough that Cat and flares are more useful. And do fix the annoying heartbeat on Cat.
 
I have updated my original post and removed things that we're fixed in previous patches. If I missed something let me know or post something you feel would be an improvement.

guynwah said:
I don't think too many people actually want the combat log to stay on the screen longer.

The bug where your animation gets stuck after throwing hasn't happened to me, but so many others have reported it that there's a "must fix" there somewhere.

This game is not about character optimization. Cheats like overwriting mutagen slots or replacing weapon/armor enhancements should not be implemented in a patch.


A central facet of combat in this game is that you will get your arse handed to you if you let yourself get cornered or surrounded. Ways out of that like invincible frames are not desirable.

I agree with the "ass getting handded" like I said I copied this over from the Steam forums with out editing at first. But not being able to destroy previously used mutagens is dumb. How is this game not about character optimization/customization? Your a witcher wouldn't it make sense Geralt using anything he can to make combat easier? You upgrade from Raven's armor to Kayran Armor or any other higher level armor but not mutagens? It's not like we have a dozen or so abilities that have mutagens for the people who don't have crazy builds. So I don't see the problem.

Combat log I would like it to stay up longer or a toggle to always have it up and to have more depth. Like if someone is poisoned have it show up as poison or if someone is bleeding have it show as bleeds. Color coding words in the combat log would help.

Also I constantly get stuck when I use a grenade. Most annoying bug. I can't do anything except let myself get hurt and this happens a lot and during a fight with Letho it's not a good idea to get hurt but I have to let myself get hurt just to regain control.
 
very thorough list. I will just emphasize a few things:


-bomb throwing bug. This is public enemy number one.
-UI is mostly fixed via mods and current patches, but I wouldn't mind a grid system instead.
-the delay issue is hard to put my finger on, but it's there, with many actions. It's quite frustrating during combat. I think response time and recovery frames need some tweaking.
-I would like to be able to skip the meditation cut scenes when we drink potions. I see no reason for it.
-I would like hotkeys to navigate menus, instead of backing out to the gameplay screen each time.
-We need access to the combat log in the character screen. The last few encounters could be stored temporarily. we simply don't have time to read it when fighting.
 
I really wonder why the combat bug where all you can do is run around and not cast signs or attack etc. is still around.
 
A thing that I didn't see in the list.

Example: Rothfiend contract (chapter 2, Roche's path).
While fighting near the burnable corpses Geralt will sheath his sword and burn them if the target switch to the corpses. Such things shouldn't be targettable in combat!
And there's more, while fighting near those corpses, RMB doesn't work and I can't perform strong style attacks.
 
guynwah said:
A central facet of combat in this game is that you will get your arse handed to you if you let yourself get cornered or surrounded. Ways out of that like invincible frames are not desirable.
I agree that you should avoid being surrounded, but as it is now it's nearly impossible without being so careful that it actually detracts from the fun. I don't want to have to roll around a group of enemies hoping one will run ahead so I can can hop in with a quick attack then wait for the sluggish controls to allow me to roll back after attacking. Throw bombs is also incredibly slow and you have to be very far away to actually use them which makes them useless once your actually in combat as they close the distance so fast (long breath). Geralt needs to be quicker, more responsive, and able to handle more than one opponent at a time like in the books. I really don't like using this comparison but it is completely apt; Batman had a overlysimplified combat system, but it was extremely fluid. If you could meld only that element, the one where you can dodge an opponent from any direction but take more damage and still have a disadvantage. I thought about this and I thought there should be a skill where you can increase the degree of where you can riposte or dodge. As it is now if you're surrounded or someone even gets in your way you can't do squat as all enemies are apparently brick walls and Geralt can't jump.
 
What I notice as an ATI user is that the white is like an unearthly glowing white. This is with Geralt's hair as well as with certain architectural elements.
 
I respect your DESIGN CHANGES ideas.. but its yours personal opinion and I cant agree to most of it!



-Block needs to be timing based instead of using stamina. Not everyone likes Assassin Creed and its block-counter fight style ..it would make a game to easy

- ability to name saves perhaps? pointless,although save overwrite would be very nice to have instead of everytime creating new SAVE.. its pretty messy out there.

- add a crosshair? dont be silly! its not FPS! useless feature

- perhaps consider revamping the fist fight combat? its fine like it is same goes to dice poker mini-game.

- Ability to compare a weapon or piece of armor to one that's currently equipped (in a shop or crafting menu) Agree

- Improvement on geralt's movement? Its fine like it is. Although there should be potion to increase movement speed lets say by +10% or so

- The delay time for loot to appear from a corpse needs to be reduced. I know what you saying but game needs few seconds to make sure you are not in combat.. its common in games this days

- not enough exploration, i dont expect free roam, but lack of various caves, hidden areas is a let down.
part about more caves,dungeons I agree but free roaming ala Oblivion NO THANK YOU! world is fine like it is, btw if it would be open world like that game would lose its immersion. Size of the world is spot on! and im happy CDPR decided to make it how it is!

can't dodge when controlling NPCs other than Geralt. (oversight?) pointless why?> Not everyone is a Witcher. Whats next enemies would start dodging as well? although I understand the pain of getting hit and you cant do anything about it

- make the Lock On have the camera focus on the enemy locked on how would u use it when fighting more then 3 enemies at once lets say on HARD. people are already complaining about reduced FOV. Its fine like it is!
 
Phew! Quite a list! The game needs a complete re-write it seems :rolleyes: !

Here's two more:
- The pathing of NPC's is dodgy when Geralt is following. And sometimes they stop and won't move if Geralt gets in front.
- When following an NPC through a door Geralt gets the door slmmed in his face. I mean, it's just so damn rude! Have these people no manners??
 
Saoe said:
- perhaps consider revamping the fist fight combat? its fine like it is same goes to dice poker mini-game.
Poker dice could be better if they change the angle to resemble that of witcher 1.

Saoe said:
- Improvement on geralt's movement? Its fine like it is. Although there should be potion to increase movement speed lets say by +10% or so
About this. Why is it that when we run we are much faster than running npc, but when we walk we are much slower than walking npc? Isn't it stupid?
 
SiodhachanSuileabhin said:
Poker dice could be better if they change the angle to resemble that of witcher 1.


About this. Why is it that when we run we are much faster than running npc, but when we walk we are much slower than walking npc? Isn't it stupid?

If you think of it realistilcy yes you right, but think of quest on Roche path when you are walking in Assassins hide out and trying to avoid traps.. walking comes in hand atleast once!?
Also walking is pretty useless in general but available! also since there are parts when you are escorting someone. It would be pretty silly if you would run with him for no reason.. walking speed is fine..
people are just trying to find holes in the whole ..pointless subject!
 
The primary change I want to see is rebalancing whole game around tactical combat. Thus far there's no need for any variety whatsoever when fighting your enemies - once you find one solution it will work on 95% of enemies. The most glaring example of that is (in)famous Quen abuse which renders any tactical decisions moot. Another instance would be the potion stacks - once you come up with one set eg. Virga, Gadwall, and Rook - you do not need to use any other set ever again.

In other words, the solutions you are given are too universal which defeats the whole point of varying between them. If we had enemies which would require shifts between combat styles, trying out different spell combination, foes resistant to magic and pure physical attacks but succeptible to poison etc. then the gameplay would feel more like monster hunting rather than simple hack-n-slashing.
 
Saoe said:
If you think of it realistilcy yes you right, but think of quest on Roche path when you are walking in Assassins hide out and trying to avoid traps.. walking comes in hand atleast once!?
Also walking is pretty useless in general but available! also since there are parts when you are escorting someone. It would be pretty silly if you would run with him for no reason.. walking speed is fine..
people are just trying to find holes in the whole ..pointless subject!
Oh really, you don't find annoying to stop every 20 seconds to wait for an npc because if you run too far they can stop where they are?
Or when they walk you somewhere, you don't find annoying that if you walk you are left behind and if you run you have stop every 3-4 steps?

And I wasn't trying to find 'holes' just to point out annoying little things.
 
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