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What would you like to see in expansion or sequel

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G

Granjow

Senior user
#721
Nov 30, 2009
4) Weapon - throwing knives.Stack of 90 knives? 30 or so should be the maximum imho.+ Additionally, Throwing Knives could be used against archer to cut their bowstring. To prevent them from continuing to attack you, without harming themselves. 5) Ingredients.+ Marigolds e.g. open their flower during the day and close it in the evening. That's why they're alyways collected at daytime and when it's dry (I'm talking about real life). What about «day plants» having more flowers during the day?+ When I burn monsters with the Igni sign, their hide/fur/... is burnt. So it should not be possible to collect a wolf's fur after burning it. + This could also be used the other way round; like certain monsters producing a secretion only when in big fear, e.g. when burning.13) Sounds. + Little Experiment: Close your eyes and focus on nothing but your ears, on what you hear, where sounds come from and in which distance. Open your eyes again. The difference is impressive, isn't it?Geralt is said to hear much better than we do, but ingame this is not the case. What about adding a function to make the environment sounds temporarily louder, like when holding a certain key? So that one can hear the claws of a Basilisk, the slarping of a Bloedziguer, the clanging sound of the knight's sword when it touches his armour while walking? Also, perhaps, using some graphical elements that indicate where a sound is coming from and in about which distance when in «Ear Mode».28) Secondary Weapons. Generally: Give the secondary weapons (dagger, axes, etc.) a base of life. Add things that are only possible with these weapons.+ The Axes for opening doors and chests with brute force and much noise. Takes some time, but works. Well, at least if there is no iron or other things in the door.29) Avoiding in Combat. One of Geralt's strengths is that he is fast enough to avoid the enemy's attacks. General: Improve that.+ Make enemies being disturbed when Geralt jumps over their head (by pressing w twice) or by similar movements (other direction keys twice). At the moment this is just graphically cool but ingame it is useless because monsters can turn too quickly.+ Use other shortcut. Typing the same key twice is not too comfortable.My few orens.Granjow
 
U

username_2087451

Senior user
#722
Nov 30, 2009
Stack of 90 knives? 30 or so should be the maximum imho.+ Additionally, Throwing Knives could be used against archer to cut their bowstring. To prevent them from continuing to attack you, without harming themselves.
Click to expand...
90 or 60 knives made from 1 piece of meteorite. Can take a 30 knives. If you can take a silver chain, 5 pieces of knives are in 1 stack for elixirs \ bombs. Required use a hot button for items.Ordinary knives, for example, 30 pieces, worth 1800 gold. Damage 100%. No effect.Meteorite knives. Damage 200%, there is an effect.
 
5

56236

Forum veteran
#723
Nov 30, 2009
About the Knives...How 'bout just 1 knife he can throw an it can damage an enemy and fall on the floor, even have a % chance to stick in the enemy.That way we improve realism, the knife can be collected later on and after the fight as you can't in the middle unless he has that skill.Just an idea... :peace:
 
D

dezired

Senior user
#724
Dec 1, 2009
Granjow said:
[13) Sounds. + Little Experiment: Close your eyes and focus on nothing but your ears, on what you hear, where sounds come from and in which distance. Open your eyes again. The difference is impressive, isn't it?Geralt is said to hear much better than we do, but ingame this is not the case. What about adding a function to make the environment sounds temporarily louder, like when holding a certain key? So that one can hear the claws of a Basilisk, the slarping of a Bloedziguer, the clanging sound of the knight's sword when it touches his armour while walking? Also, perhaps, using some graphical elements that indicate where a sound is coming from and in about which distance when in «Ear Mode».
Click to expand...
Nice!! I love that idea. Would be really nice.. I think we'd need some visual helpers though because unless you have top-notch headphones and sound card you will not be able to pin point the sound. But yeah, pressing down a key would be really nice.
 
P

petra_silie

Ex-moderator
#725
Dec 1, 2009
Granjow said:
4) Weapon - throwing knives.Stack of 90 knives? 30 or so should be the maximum imho.My few orens.Granjow
Click to expand...
90 knives are too much, the Witcher is no mule ;D It's unrealistic to carry so many knives at once... okay depends on size maybe.
Granjow said:
5) Ingredients.+ Marigolds e.g. open their flower during the day and close it in the evening. That's why they're alyways collected at daytime and when it's dry (I'm talking about real life). What about «day plants» having more flowers during the day?+ When I burn monsters with the Igni sign, their hide/fur/... is burnt. So it should not be possible to collect a wolf's fur after burning it. + This could also be used the other way round; like certain monsters producing a secretion only when in big fear, e.g. when burning.
Click to expand...
This make alchemical a bit difficult and demanding as well. But certainly welcomed by packrat players :angel: At any rate everybody has to appreciate ingedients.
 
D

dezired

Senior user
#726
Dec 1, 2009
PetraSilie said:
PetraSilie said:
4) Weapon - throwing knives.Stack of 90 knives? 30 or so should be the maximum imho.My few orens.Granjow
Click to expand...
90 knives are too much, the Witcher is no mule ;D It's unrealistic to carry so many knives at once... okay depends on size maybe.
Click to expand...
Doesn't really depend on size.. it's unrealistic no matter what size they are. Just imagine having 90 tiny knives around you... you'd feel like a Christmas tree and it would seriously restrict your movement.. not to mention it would be worse in practice than 1-2 proper knives.
 
C

Corylea.723

Ex-moderator
#727
Dec 1, 2009
Granjow said:
13) Sounds. + Little Experiment: Close your eyes and focus on nothing but your ears, on what you hear, where sounds come from and in which distance. Open your eyes again. The difference is impressive, isn't it?Geralt is said to hear much better than we do, but ingame this is not the case. What about adding a function to make the environment sounds temporarily louder, like when holding a certain key? So that one can hear the claws of a Basilisk, the slarping of a Bloedziguer, the clanging sound of the knight's sword when it touches his armour while walking? Also, perhaps, using some graphical elements that indicate where a sound is coming from and in about which distance when in «Ear Mode».
Click to expand...
That's a cool and unusual idea!
 
P

petra_silie

Ex-moderator
#728
Dec 2, 2009
Dezired said:
Doesn't really depend on size.. it's unrealistic no matter what size they are. Just imagine having 90 tiny knives around you... you'd feel like a Christmas tree and it would seriously restrict your movement.. not to mention it would be worse in practice than 1-2 proper knives.
Click to expand...
... and I guess it's quite noisy. I thnk Geralt is able to walk on foliage and twigs without making a noise. And then with his new appearence as a Christmas tree he begins to jingle
 
U

username_2087451

Senior user
#729
Dec 8, 2009
28) Traps and food and other. For example, the Gerald can carry a trap in the slot under the torch / dagger. Trap is placed on the ground. Trap for the enemies (apart from a spell). When the enemy falls into a trap, it causes damage. The movement of the enemy is reduced by 50-75% (Movement boss monsters is reduced by 15-25% maximum). Trap worn by each action as a silver chain. It needs to be repaired. In the battle to pick back (withdraw from the defeated enemy). For example, some monsters are very strong and very fast moving. When they have little hp, they run away (and then can not find them), they can not catch up. Because of the effect of slowing down (trap), you can catch up. As raised in the woods can be a trap to put meat or food, then this strong and fast monster uchuet food and fall into the trap. Food disappears, trap and monster will remain. Monsters are strong, better than them in one attack. Food. Food takes up one slot. 1x1. Not 10x10 one slot. Gerald does not collect food a lot. No whole watermelons and pumpkins in the inventory. :) Food gives a bonus saturation accelerating recovery hp. Drink - mp. When Gerald hungry or thirsty - he appears with the negative effect of property. I wish that there were two field effects - on the left positive, right negative or vice versa. If, after meditation, all effects disappear, then the active effects are not so much (to fit into the field). On toxicity. For example, the toxicity disappears over time without meditation. Toxicity of 5 units per hour. Within 8 hours and 40 units. This, in fact, if after all the effects of meditation disappear. 29) Three types of behavior enemies. During the battle the usual monsters (especially men) are 3 types of behavior in combat. 1. Normal View - usually fighting. 2. Frightened \ protect - the enemy waves away, evading blows. Falling, defended on the ground. When the enemy is protected, the damage which it is applied, less than 50-75%. If you attack another enemy, the defending enemy may ... escape. He then no longer be found. Somehow this is not The Witcher, but there is nothing better to take the enemy can not. When the enemy runs away, he loses "all" its inventory. 3. Aggressive - the enemy in a fury, he was constantly attacked Gerald. Sam begs to do battle and constantly attacking furiously. His damage increased by 50%. Aggressive enemies to attack first. 2 and 3 states can arise when the enemy has 50-60% hp. 5-6 aggressive enemies will not attack right away ... although the circular attack is not always advantageous. On average, the probability of 2 or 3 behavior of the enemy (after 50-60% hp) - 35%. Strengths and evil enemies more aggressive, others are less aggressive. 30) Bundle for a bunch of keys and for rings. In the inventory there for a bunch of keys and a bunch for the rings. They are separate from the slots in the inventory, or occupy 1 slot each bundle. In the first part 1 of the ring is the same space as 10 kg of meat or 10 beers. Plus looting - add up all the light, small, valuable items (necklaces, rings) in one place, rather than throw away from the inventory has something for rings.
 
D

dezired

Senior user
#730
Dec 8, 2009
Flyingseal said:
Food. Food takes up one slot. 1x1. Not 10x10 one slot. Gerald does not collect food a lot. No whole watermelons and pumpkins in the inventory. :) Food gives a bonus saturation accelerating recovery hp. Drink - mp. When Gerald hungry or thirsty - he appears with the negative effect of property. I wish that there were two field effects - on the left positive, right negative or vice versa. If, after meditation, all effects disappear, then the active effects are not so much (to fit into the field). On toxicity. For example, the toxicity disappears over time without meditation. Toxicity of 5 units per hour. Within 8 hours and 40 units. This, in fact, if after all the effects of meditation disappear.
Click to expand...
Nah, soon we'll have to take Geralt to the bathroom... there's just no sense in that.. it's just a boring chore that you have to do.
 
G

Goran.hr

Senior user
#731
Dec 21, 2009
I suppose it's time to refresh this topic :)My new ideas:- Three fighting styles are great, but can be more flexible if you are able to fight anybody with a style you prefer. Of course, depending on enemy, you gain bonuses for fighting the «appropriate» style. Players can still choose to be «Jack of all trades» character like in the first game, but not because they are «forced» to use all three styles. More versatile, or more specialized character. Your choice. :)- Being able to apply oils to other weapons, too. For example, oil (for bleeding) to daggers and oil (for stun) to hammers. All weapons gain specific bonuses. Using other weapons in some witcher styles, for example using warhammers in strong style, daggers in fast style. In this way, all the weapons can be more useful, but the swords are still primary and the most versatile weapon.- Unarmed fighting can be more emphasized.- Being able to «upgrade» particular bombs/potions/oils to make them even more powerful. It makes the alchemy system more diverse, for players who want it. In the same time, it's easy to use and not overwhelming.- Some factions and NPCs have their own relations and sometimes you have to choose who you like the most. This feature can be more emphasized.- Your action has more influence on important story characters, in terms of revealing story, getting informations, sidequests, money, sex, etc.- Huge animations between chapters (like intro animation in a first game) would be awesome. Also, more of those fantastic hand-drawn cut scenes.- In two leaked videos, context based fighting system in boss fights is good, but not all the time. Witcher's RPG fighting system and console-style-cinematic approach should be balanced. In my opinion, Witcher is not Baldur's Gate nor God Of War.- Motion capture for more fluid / natural animations (for example, no more «floating» characters while walking). Characters can use different facial expresions and head movements. Dynamic camera during conversations. - The option to end up conversation by killing someone in an environment-context way (for example, pushing someone over the cliff during the conversation). - Non-scripted and NPC unique death animations would be great. Also, they should depend on the weapon and the environment. Finishing moves depending on enemy.- Geralt's monologues and comments, from time to time. Different gestures can make him even more believeable character.- Random NPCs with more voiceovers, not only one sentence.- It would be nice to see some important characters from the first game, getting involved in a story again, at least as a side quest.- Armor for torso, pants, gloves, boots etc. Being able to customize, choose a material or paint your armor and clothes. More items and deeper customization. I think there are many reasons for this - enhanced immersion and replayability, ingame money is more important, and after all, RPG players like to customize their character's stats aswell as visual appearance. Of course, it shouldn't be unnecessary overwhelming (Diablo or Borderlands) :)- More diverse environments, different climate zones, cities and castles with unique architecture. For example, a desert, mountains covered in snow, waterfalls in a deep forest etc. - New engine can probably support fog animations, strong wind, thunder, blizzard with limited visibility etc. It would be nice to see some plants and grass in interaction with your movements. - Some kind of safehouses for sleeping and stashing your items. Also, here you can customize your equipment by using your skill. If you don't want to spend a skill point for this, you can always pay somebody to do it for you.- More detailed and user friendly map.- I think this one is really easy to implement but can be useful. Simply being able to sort quests in your journal by dragging one over the other, in order you want to solve them. Much easier to track some things, when you have already opened many quests simultaneously. - Naration in journal, for some important informations about characters/quests etc., not only text description. Also, letters can be hand written, to add some characters depth.- Some kind of in-game visions, memories, or halucinations can be implemented as a part of storytelling.- History of all previous conversations can be a useful option. As far as I know, it shouldn't be too hard to implement. Also, NPCs should remember some conversations, for many reasons.- More tips and hints about quests can be useful. Some suggestions that some quests can be solved in a few alternative ways. Of course, you never know the consequences until they occur.- Being able to write your own notes in the journal.- In options, being able to turn on/off those «flying» sentences above NPC. It can still be visible, in a same way as showing everything you can have interaction with while holding alt button.- Some new, inventive weapons never seen in a game would be great.- More minigames like playing poker.- More transport ways.- Huge draw distance.- Please no low-res textures on PC version :)- It would be great to see a few puzzles as a part of some optional quests.- If stealth is implemented (I hope so), being able to hide dead bodies.- Crafting and setting traps. Detecting and disarming.- Unique achievements for unlocking extra content (quests, conversations, items) can enhance replayability.
 
J

jesse92

Senior user
#732
Dec 30, 2009
battled said:
1. Use some attacks that utilize both swords
Click to expand...
As a matter of fact, there is already 1 attack that utilizes both swords: The Steel Group Style special attack(the one which you have to charge).
 
U

username_2087451

Senior user
#733
Jan 5, 2010
31) Alcohol intoxication and other.1) Armor can increase magic powder, as well as strengthen the sword rune. 2) Maybe it's better without the mini-map on the screen? To be able to get lost in great location, for example, in the woods. Map locating there with marks, but no mini map. Or on a map location of no mark «Witcher». If the map is large, can freely jump, while omitting Witcher reduce corridor, probably. Or tags Witcher there at the highest level complexity. 3) Maybe, Geralt meditate better safe places? Fire spark can be anywhere, but to meditate better only in safe places. In Dangerous field is likely the attack, and the first attack of the enemy before the battle (with Geralt at the beginning of the battle will be much smaller than hp). 4) The schedule. I could be wrong, perhaps I am wrong, but seeing the new movie The Witcher 2, it seemed that there is some similarity between Witcher and Witcher 2, as Morrowind and Oblivion. In Oblivion much better made, equal, understandable, but all wrong. All is not as desirable. Former depth there. Perhaps Witcher 2 - is an enhanced Witcher and all is well. But still, I would like (in the case of Morrowind and Oblivion) that it was Morrowind+ or Morrowind 2, but not Oblivion. :) Wants the Witcher 2 was darkness, dust, ancient, mystery, fear, depth, bit cold (no snow :) ), a little lonely. I want not total thoughtfulness "on line", "without too much", "only bright moments", I want the old RPG game with a lot of "superfluous", "optional", but with good graphics and convenience, and most importantly with the same depth. And the elves with their swords only complete the picture, they are not redundant, they are well fit into the Witcher. 5) intoxication (alcohol). Maybe there are 3 types of intoxication. 3 stages of intoxication. Slightly. No adverse effect. Average. -35% Fall into the enemy. Strongly. -70% Fall into the enemy. Potion "Tears of wives" did not withdraw immediately intoxication, it reduces the effect of intoxication while drinking. Principle - like the other potions increase protection from something. More "Tears of wives' slightly reduce the time of intoxication. Drunkenness is 2-3 times longer lasting than before. With weak intoxication Geralt little shakes, with the usual badly shaken, a critical Geralt difficult walks, often falls to the ground, rises. :) When the Geralt drunk, he's fighting a different way (animation and hit the enemy). When 1, 2 or 3 stages of intoxication there is a second (different) set of "drunken animation battle. He is "average" in appearance, as an average intoxication. Weak or strong intoxication, attacks the same. Weak intoxication has no effect because, when the Geralt drunk, dialogs slightly different (as in Fallout, with a low or high intelligence). In the dialogues often drunk, not only in competitions. Herald: "Hello." Someone: "Hi!". [drink] Someone: "How are you?". Herald: "Okay, let me buy something from you." [drink, shop there]. Alcohol free in such situations. Ie Geralt forced to drink, but get rid of intoxication is difficult. Weak intoxication interferes only visually on the screen.Meditation relieves intoxication as before.
 
M

mrice895

Senior user
#734
Jan 12, 2010
First of all let me say that I loved the first game. The story was well done, the voice acting was impressive as were the graphics and the length seem just about right with plenty of optional side quests that had enough variety and rewards to make them worth doing, something which many newer RPG can't seem to get right. However there are definitely some aspects that could use improvement.I'd like to compare this game to the devil may cry franchise not because the games were terribly similar, but rather because they were both great games that did something very well and others, to put quiet modestly, less than stellar. Obviously the story of the witcher is far superior to devil may cry, being that that game was kind of an arcade style anyways. The biggest complaint I have with the original witcher game is the combat. While the system worked well enough, for the amount of time that was spent in combat during the game the dynamics of the combat were rather thin and quiet honestly redundant and really boring. I liked the implement of having to time your clicks in order to pull off "combo's" (something that devil may cry did extremely well) but other than that the available combos were only determined by which style and weapon you had selected rather than varying timing of the clicks or using different buttons to perform different actions. Also the movement of your character was pretty clumsy. You could double click or double tap in a direction to avoid combat but you were kind of "locked on" to a target which made free movement delayed and again, clumsy. In contrast the combat in devil may cry was nearly flawless in my opinion, with the only real issues being related to the camera. The camera in devil may cry moved itself which I think is a great idea for the intense combat that you found yourself in that game. Who wants to have to fumble around with the camera when you're trying to fend off hoards of enemies? It just seems like it would be very hard to predict how (and make work well) that sort of self moving camera is going to respond in all situations, for example in confined spaces. Another example in which the combat of devil may cry is superior to the witcher is how well that game handled various difficulty setting. In the witcher the only real changes from one difficulty to the next were the amount of damage you took from enemies and the amount of damage you did to enemies, which really doesn’t make it more difficult, it just slows down the pace of combat. In devil may cry however the various difficulties were vastly different in the way that the enemies acted and responded to you. For example on lower difficulties pretty much every time your sword connected it would interrupt the enemies actions meaning that the only time you really had to worry about moving to avoid damage was from another enemy allowing you to simply "button mash" and pummel your enemies into submission, but on harder difficulties almost nothing you did would interrupt their actions putting much more of an emphasis on strategic combat movement. One thing that I worry about affecting possible improvements to the combat system in the witcher 2 is the decision to make the game available for both pc and consoles. I totally understand why the developers would want to do that, however in my experience combat heavy games that are made available for both gamepad consoles and intended for mouse and keyboard pc playing have one of two errors. Either it seems like they just completely developed the controls for one or the other and it really doesn't work well on the less fortunate set up, or they couldn't come up with a way to make it work well in both situations so they simply left the combat simplistic and flat. Well that’s my two cents, any comments or additions that you all would like to add?
 
T

tlazolteotl

Senior user
#735
Jan 12, 2010
I've gotta comment on your assessment of console vs PC control schemes.If you're talking about Devil May Cry 4 on PC, it's one of the worst control scheme ports ever.To the point of being unplayable without a game controller.Still, on a good PC (DMC4 is optimised for 64bit DirectX 10), it has superior graphics and shorter load times so it's still arguably the best version.But, I'm still annoyed at whomever ported it for spending so much effort on the graphics and somehow managing to design a control scheme of "hey, try playing this console game with 10 keys on the keyboard. Try to ignore the moves that requires 4 buttons to be pressed at the same time .. 'cos apparently we don't know that simply doesn't work."Bah.There are good PC ports out there, though. And by "good PC port" I mean a game that's obviously designed for consoles, but has a superior control scheme on a PC.Mass Effect does a decent job, with the setup of hotkeys and mouselook .. but then it's effectively a shooter. Shooters are usually better with mouselook.Could be better, such as allowing powers to be mapped to a 5 button mouse, but altogether a decent port.Batman: Arkham Asylum also does a decent job, with my only complaint being dodging requiring double-tapping of space bar. Ok, that may be a legacy of some stages that lock the camera on you so you can't mouselook, but then those stages locked the camera in the first place because consoles don't have mouselook and expecting the player to manage the camera on a high action stage is bad console game design. Whereas locked camera in a game with mouselook is always bad PC game design. *sigh*
 
E

e5115271.891

Senior user
#736
Jan 13, 2010
Two things, first (as the OP mentions) expand on the combat. I like the timing mechanics but they could be made more interesting, not like prince of persia for example where you have preset button combos, add the timing in there as well, maybe even depending on the angle you are to the enemy, flanking etc will make things that bit more tactical. The second thing - stop Geralt from putting the torch away in dark dungeons!
 
G

Goran.hr

Senior user
#737
Jan 13, 2010
I hope that Witcher 2 will use the similar realistic approach to graphics and atmosphere, naturalistic colors and environment.
 
F

feroxthewitcher

Senior user
#738
Jan 13, 2010
Tlazolteotl said:
I've gotta comment on your assessment of console vs PC control schemes.If you're talking about Devil May Cry 4 on PC, it's one of the worst control scheme ports ever.To the point of being unplayable without a game controller.Still, on a good PC (DMC4 is optimised for 64bit DirectX 10), it has superior graphics and shorter load times so it's still arguably the best version.But, I'm still annoyed at whomever ported it for spending so much effort on the graphics and somehow managing to design a control scheme of "hey, try playing this console game with 10 keys on the keyboard. Try to ignore the moves that requires 4 buttons to be pressed at the same time .. 'cos apparently we don't know that simply doesn't work."Bah.There are good PC ports out there, though. And by "good PC port" I mean a game that's obviously designed for consoles, but has a superior control scheme on a PC.Mass Effect does a decent job, with the setup of hotkeys and mouselook .. but then it's effectively a shooter. Shooters are usually better with mouselook.Could be better, such as allowing powers to be mapped to a 5 button mouse, but altogether a decent port.Batman: Arkham Asylum also does a decent job, with my only complaint being dodging requiring double-tapping of space bar. Ok, that may be a legacy of some stages that lock the camera on you so you can't mouselook, but then those stages locked the camera in the first place because consoles don't have mouselook and expecting the player to manage the camera on a high action stage is bad console game design. Whereas locked camera in a game with mouselook is always bad PC game design. *sigh*
Click to expand...
that was my one and only gripe with Batman game, other then that it was an amazing game, but you put it perfect.imo its always better that a game be created for pc and ported to console, console games are by nature almost always more limited and just... worse.As for the Witcher combat, I enjoyed it and to be honest I'd rather them not change it rather then go overboard and make a whole new system that might suck. Enhancing it shouldn't be a problem though.
 
U

username_2075709

Senior user
#739
Jan 14, 2010
I'm pretty happy with the combat system overall but would have preferred harder difficulty available in the game without using a mod.
 
G

Gamewidow

Forum veteran
#740
Jan 14, 2010
i have no objection to having a yet harder level of difficulty offered, as long as they leave in the easy and super easy ... i tend to be rather timid with difficulty levels at first , so i usually start with "normal" ... but i was unable to even do "normal" with Dragon age, which left me feeling rather peeved. Not everyone is necessarily that quick :peace:
 
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