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Keit
Posts: 1134
Location: Sweden
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Posted: Thu, 16th Apr 2015 15:48 Post subject: |
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Let the "where is crack" begin.
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Posted: Thu, 16th Apr 2015 15:55 Post subject: |
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Keit wrote: | Let the "where is crack" begin. |
... and for the first time in a while, I don't have to play the waiting game \o/
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Posted: Thu, 16th Apr 2015 16:01 Post subject: |
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sabin1981 wrote: | Keit wrote: | Let the "where is crack" begin. |
... and for the first time in a while, I don't have to play the waiting game \o/ |
bc it has no DRM?
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JBeckman
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Posts: 34999
Location: Sweden
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Posted: Thu, 16th Apr 2015 16:16 Post subject: |
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If they are doing DRM free physical releases there's a good chance of the game getting uploaded on the net early, unless the DRM free version will only be via GOG.
(Steam version won't be available early due to encrypted pre-load files and I don't think the GOG files will be available early either so that leaves just the physical copies.)
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Posted: Thu, 16th Apr 2015 16:19 Post subject: |
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Posted: Thu, 16th Apr 2015 16:21 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 00:59; edited 1 time in total
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harry_theone
Posts: 11232
Location: The Land of Thread Reports
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 16th Apr 2015 20:50 Post subject: |
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Interview in gametrollers podcast with some new details
(https://www.youtube.com/watch?v=nSrfrc4e9ZY)
- The damage made to Geralt’s face when he’s intoxicated by his potion is actually displayed in cutscenes. White Honey cures it.
- There are very very few fetch quests in the game. The team doesn’t particularly like them. Those that are there spend time developing the character that gives the quest. For instance there’s one in which you have to go from point to point with a character, and while you do he tells you in depth about him. That can influence the choice at the end of the quest.
- Monsters can attack you while you’re meditating.
- The AI of normal animals like sheeps and goats is pretty basic. It will tell them that there’s a bush that they might like within their radius, so they’ll go eat it. The same goes for animals or entities they’re scared of, causing them to run away.
- If you kill that goat, it’s gonna produce a smell, and monsters may be attracted to it if there’s one that likes that kind of meat in the radius. If no one eats it and the corpse rots, a different kind of monster that eats rotten meat will be attracted.
- If there are deers in an area wolves will hunt them, but if you kill all the deers you may see some wolves patrolling, but there will be less because there’s less game.
- The reason why ice skating was removed from the game (very few things have been actually cut) is because creating a big fight based on a completely different set of mechanics that haven’t been explained or used before and that the players didn’t have the opportunity to master is a bad idea, as it gets people killed too easily and frustrated.
- In some cases when you kill the monsters in an area, humans will settle it. In the prologue there’s actually a cutscene that shows is as it happens so that the players understand the mechanic. It’s not always so simple, and there are different states. Whenever you go into an area the game will check what you have and what you haven’t done, who you helped, who you killed, the decisions you made during quests and dialogue. That can change a lot of things, including the people that spawn in a village. The mechanic is simple, but it can get complex because of all the branching.
- Monsters don’t scale with your level. If you’re way underleveled compared to a monster, you’ll do almost no damage.
- The level of an enemy is displayed, but is its level is indicated by a skull you better stay away, because it’s way too strong for you, and it might even oneshot you.
- The bestiary populates itself as you learn information and eventually it tells you where a monsterlives, at what times of day it appears, what it’s vulnerable to.
- Gear has been moved around very recently to re-balance it.
- You won’t find items you can’t use because you’re too low level. They will automatically scale down to your level if they’re too high for you. For instance the damage of a weapon will be lower, even if they will keep their “cool” elements like setting elements on fire for instance. Once you pick up an item, its stats are set, so it won’t scale back up to its original stats. That said, you’ll always get better loot as you move forward anyway. There’s no need to wait to be the right level before you get an item.
- You can use Axii on your horse to force him not to panic during combat. Quen can be changed from defensive to offensive, and it can explode and damage enemies when it’s penetrated.
- There was a big conversation within the team on whether Geralt could be fully nude or not. The conversation also involved the extra polygons that would be used for his penis and who would animate it while running. On the other side, others believed that there was a lot of female nudity in the game, so there should be male nudity as well. The result is that there’s a lot more male nudity than in previous games, but Geralt still normally wears his underwear.
- The Gwent minigame was designed to last ten minutes tops for each match. You can win money, new cards, enter a torunament with all the best Gwent players. There are even quests linked to the game.
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Neon
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Posts: 18935
Location: Poland
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Posted: Thu, 16th Apr 2015 20:57 Post subject: |
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prudislav wrote: | You won’t find items you can’t use because you’re too low level. They will automatically scale down to your level if they’re too high for you. For instance the damage of a weapon will be lower, even if they will keep their “cool” elements like setting elements on fire for instance. Once you pick up an item, its stats are set, so it won’t scale back up to its original stats. That said, you’ll always get better loot as you move forward anyway. There’s no need to wait to be the right level before you get an item. |
I don't think I like the idea tbh. :\
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Posted: Thu, 16th Apr 2015 21:08 Post subject: |
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Don't like it either. I hope there at least are some items with a set level of power. Equipment level scaling is as bad as the monster one - it's strange they'd put one in and leave the other out. Probably meant to avoid situations when you find gear you can't use, but still - bad idea.
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Posted: Thu, 16th Apr 2015 21:11 Post subject: |
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Quote: | Monsters can attack you while you’re meditating. |
Hehe this i like.
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vurt
Posts: 13864
Location: Sweden
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Posted: Thu, 16th Apr 2015 21:13 Post subject: |
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Neon wrote: |
I don't think I like the idea tbh. :\ |
Don't like it either. I don't mind finding gear that i can't use directly, it's one of those things in RPG's that makes you want to level up and have something to look forward to..
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Posted: Thu, 16th Apr 2015 21:33 Post subject: |
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vurt wrote: | Neon wrote: |
I don't think I like the idea tbh. :\ |
Don't like it either. I don't mind finding gear that i can't use directly, it's one of those things in RPG's that makes you want to level up and have something to look forward to.. |
Exactly... I hope a quick mod will fix it.
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Posted: Thu, 16th Apr 2015 22:04 Post subject: |
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Item downscale is shit.
That means you will never get an item you die to finally level up for. And I love that feeling in RPGs.
This is a very derp move.
Rest is OK.
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Posted: Thu, 16th Apr 2015 22:13 Post subject: |
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Agreed, I *loved* that about high-level gear, it gives you a reason and a goal, this just reminds me of the Diablo 3 style "no class specific weapons, anyone can wield anything" thing -- which kind of works well for D3, but removing level restrictions? Egh.
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Posted: Thu, 16th Apr 2015 22:17 Post subject: |
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I like everyone can wield anything in games, like POE, where you have weapon categories, that you can gain accuracy for. Also, weapons have unique mechanical advantages, that you can mix and match with your build. There it works expertly.
In D3 it's dumbed down, imho.
In TW3 ... it will take away from my willingness to play it, I think.
Unless the game is so fucking huge, that there are many areas, that are similar in level, and then some items would become redundant if found later on, whilst exploring, so they decided to balance out an issue inherent to open world games.
This is yet another reason I'm not happy about Witcher going open world.
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Posted: Thu, 16th Apr 2015 22:23 Post subject: |
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Well they did say TW3's world dwarfs that of Skyrim, which was already dauntingly overlarge.
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JBeckman
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Location: Sweden
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Posted: Thu, 16th Apr 2015 22:29 Post subject: |
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Posted: Thu, 16th Apr 2015 22:38 Post subject: |
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Yup! You know, that's actually not a bad idea at all.. quite novel I think. I really like the way CDPR are handling this, as as randir said; add more, don't take anything away.
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Posted: Thu, 16th Apr 2015 22:46 Post subject: |
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In theory the scaling could be good if they get the game balance right.
Scenario 1: you kill a monster that is 1-2 levels higher than your character - you get an item that is scaled down just a little bit, but you can use it right there and then, instead of having to arbitrarily kill 50 more wolves to level up and be able to hold the sword you just found.
Scenario 2: you kill a monster that is 10 levels higher than you... oh wait, you can't kill it, because it's too hard and you need to come back later, in which case -> scenario 1.
So you'd have to work towards killing the monsters you weren't able to kill before, instead of having to level up for a sword or a piece of armor that is already in your inventory and that master swordsman Geralt can't use for some reason.
But again, they need to get the balance just right in order for that to work. Monster 1-2 levels higher than you = hard, monster 3-4 levels higher = super fucking hard, 5+ levels higher (skull) = impossible. And no cheesy strategies to defeat the "skull" mobs.
I doubt they can pull this off Plus, even if they can, it still doesn't account for unguarded items found in the game world. These items could be the exceptions from the scaling rule, but it doesn't seem like there are any exceptions, judging by their wording.
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Neon
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Posts: 18935
Location: Poland
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Posted: Thu, 16th Apr 2015 22:54 Post subject: |
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prudislav wrote: | Interview in gametrollers podcast with some new details
(https://www.youtube.com/watch?v=nSrfrc4e9ZY)
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I wish there was a mute button just for the girl.
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Posted: Fri, 17th Apr 2015 00:06 Post subject: |
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She sounds like a granny xD But I guess, with her mouth busy there would be no annoying talk to hear.
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Posted: Fri, 17th Apr 2015 00:57 Post subject: |
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Neon wrote: | Radicalus wrote: | Unless the game is so fucking huge, that there are many areas, that are similar in level, and then some items would become redundant if found later on, whilst exploring, so they decided to balance out an issue inherent to open world games. |
Also it opens up the game to ridiculous situations like "oh hey, I'm level 2 and I found "YE OLDE SHARP AS FUCK FIERY SWORD OF BADASERRY USED TO SLAY DRAGONS", but then when I'm level 5 a rusty garbage sword from a random bandit is going to be better?  |
Imho, there is only one design solution to such problems, and PB games have it right: world design and fine hand placement of items. THAT was one of the driving reasons to explore in those games, in fact.
Once again, I really loved PoE system as well. You found a weapon with nice unique stats, you scould still upgrade accuracy and damage multiplier on it later on. That was the best system I have seen for rewarding you with great items (although rarely, thanks the heavens) for exploration and sidequest, but giving you a chance to upgrade really good loot.
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