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[PCGAMER] Cyberpunk 2077 now has more people working on it than The Witcher 3 ever did - Page 19

post #181 of 267
Quote:
Originally Posted by boredgunner View Post

And more as well, even if not for hardware reasons. Gameplay depth, open ended quest design that might be realistically unforgiving to poor decisions, innovation in general.

Quest design shouldn't really be affected by consoles as they are pretty easy to make. Unless they require an all new type of math / AI structure. It's more up to how long these things take to make and how much resources are dedicated to that part of a game.
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post #182 of 267
Quote:
Originally Posted by Twinnuke View Post

Quest design shouldn't really be affected by consoles as they are pretty easy to make. Unless they require an all new type of math / AI structure. It's more up to how long these things take to make and how much resources are dedicated to that part of a game.

Yeah I didn't mean affected by the consoles themselves, but the console audience.
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post #183 of 267
Honestly the bigges hit Witcher 3 took was due to gamers in general, going from literature to gaming... was very harsh on some of the harder (or less often seen) themes and character ideas.

The political questline took a major hit with Radovid's assassination being the weakest big quest in the game. The Wild Hunt were all hype and no show, Eredin had 15 lines in total and all of them just a version of "how super epic I am". More lines were dedicated to the Zeugel Geralt Killed in book 2 than the for the antagonist. Ciri, Yennefer, Dandelion and Yennefer were simplified (still some of the best characters gaming has ever seen, which just shows how huge the gap between art forms really is...) as were themes related to said characters cut out. The Church of the Eternal fire was misused, so were Novigrad's big 4. Some cut quest dialogues are used in the game to create cheap drama and tension, which unfortunately has a ricochet effect on making characters seem at times illogical.

Such is life. It is still one of the best games we have ever seen when it comes to story or themes or characters, it was just... such a big gap in quality really.

Hearts of Stone is a lot better in these aspects, easily the best Witcher has ever been IMHO.


"Pistols in STALKER games are simply worthless. I have never used them... except when I needed a silenced weapon and didn't have anything other than a pistol, or didn't have anything better to use.

Grenades aren't that good because you end up killing yourself, and since you have to equip them you can't use them when you precisely need to.

STALKER is a "1 gun" game. You get a good assault weapon and forget anything else exists. Plenty of ammo, headshots will kill anything human, and they aren't that heavy."

I can not agree fully. Have spent hours in CS or TFW with just pistols and grenades and scavenging. Since TFW does not change any ballistics or gameplay elements, it is quite valid. And in CS it is easier to kill renegades with the pistol.
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post #184 of 267
Hopefully they can get combat right, if its the witcher people. But I doubt it.
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post #185 of 267
I just wish ppl who complain about combat in witcher 3 would give us an example of what the combat should look like in an (action) rpg. I honestly can't complain, once you develop your build the combat overall is wicked fun.
post #186 of 267
All the suggestions I can think off might be against the lore, so no go. Apart from that... better control over the crossbow and superior AI.
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post #187 of 267
Quote:
Originally Posted by Klocek001 View Post

I just wish ppl who complain about combat in witcher 3 would give us an example of what the combat should look like in an (action) rpg. I honestly can't complain, once you develop your build the combat overall is wicked fun.
Quote:
Originally Posted by Charcharo View Post

All the suggestions I can think off might be against the lore, so no go. Apart from that... better control over the crossbow and superior AI.

Ditto, that's a limitation of the franchise. I can say more fluid movement and less button mashing in place of a more skill based combo system. I can't get too specific, third person action fantasy combat design isn't my specialty since I rarely play such games. It's up to CDPR to figure it out.

I can make plenty of suggestions for Cyberpunk's combat on the other hand. Nothing too specific since I don't want to butcher Cyberpunk's lore. For an action Cyberpunk game, I want something like Mass Effect (especially the third). Fluid cover system, pausing. Not sure if you're alone in this game unlike Mass Effect's squad system. Although, personally I would probably prefer isometric turn-based or pause-and-play for this game.
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post #188 of 267
Quote:
Originally Posted by boredgunner View Post

Yeah I didn't mean affected by the consoles themselves, but the console audience.

Have you though about the game actually being more welcoming because of that?
Edited by ZealotKi11er - 9/29/16 at 8:03am
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post #189 of 267
Quote:
Originally Posted by Klocek001 View Post

I just wish ppl who complain about combat in witcher 3 would give us an example of what the combat should look like in an (action) rpg. I honestly can't complain, once you develop your build the combat overall is wicked fun.

Better key bindings for pc so bombs and crossbow and pocket items are not squished onto the same key as well as being able to cast a sign without having to first select the sign.

I'm lvl 21 atm and changed up my build from a fast attack build to a strong attack heavy armor build and its damage is insane alongside archgriffen and ekhidna decoctions that both heal and deal an extra 5% damage makes the skill rend seem useless imo since rend needs more stanima then archgriffen because the skill that raises toxicity is too good not to take.

A better emphasis on timed parrying and counter attacks instead of infinite dodging with more positioning for criticals instead of rng criticals. Hardest mode is made easy when the menu can be opened to freeze time maybe it shouldnt be able to open menu while in combat would make oils more immersive than inconvienent.
post #190 of 267
Quote:
Originally Posted by Klocek001 View Post

I just wish ppl who complain about combat in witcher 3 would give us an example of what the combat should look like in an (action) rpg. I honestly can't complain, once you develop your build the combat overall is wicked fun.

The AI is trash, for starters. They all just stand around waiting, while you fight one guy. I said it in another thread but, the fact that I can punish the game like a red headed stepchild on the hardest difficulty level, taking little/no damage, speaks volumes. Its pretty bad when a non developer (me) could have walked in there and said "Make it be like this guys" and it would have been loads better, in terms of combat. But its the witcher, I really didn't expect anything different. They've never had worthwhile combat. Just my .02, maybe for some people its fun or challenging.
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