slimgrin said:
Well, I don't mean exactly like Diablo does it. I imagine CDPR would handle things their way, but I'd love a multi-layered dungeon. A big one, with Fleders, ghouls and Bruxa. there could be a story reason we visit it, maybe to find a lost soldier or recover an ancient artifact for a merchant.
I don't mind 'clear that area' type quests, but I really hate having to deal with the same respawning monsters again and again every time I backtrack an area (one of the things I really hated about TW1 that, fortunately, was not as bad in TW2), because combat starts to feel like a 'chore' rather than something the breaks the monotony of 'go there, visit here' errand boy quests. Most CRPGs have absurd monster/baddies to normal-inhabitants-of-the-land ratios, because they tend to follow the traditional DnD route of 'combat' as the primary source of leveling and experience (and in the case of TW games, as source of alchemy ingredients). If there were really that many monsters in the game world, the civilized inhabitants would have been wiped out long ago. How many people drown in Temeria per year? I must have killed hundreds of drowners in TW1 (mostly in the sparsely inhabited swamp, no less). that sort of thing just kills the immersion for me.
Another thing that makes me less inclined to explore dungeons and sewers in TW2 is the change to cat potions. TW1 cat potions were not as obtrusive. Prolonged exposure to the cat potion in TW2 just hurts my eyes, and there are no torches in the game that can be carried by Geralt. If we had the SDK, we can probably alter the image modifiers for the cat potion in TW2 to make it less....annoying, but alas....