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vAddicatedGamer: I did not say what you want is invalid. I merely pointed out that what you want is different from how TW2 is developed to be.
I know that. Otherwise it wouldn't make much sense to post this. My point is that how TW2 is, doesn't have to be how The Witcher has to be. I don't think there's anyone on this forum who thinks there's absolutely nothing left to improve, and the combat system in particular gets quite a bit of criticism.

Why I think my suggestion for handling combat is interesting for CDPR, is that in both TW1 and TW2, they've shown a love for showing complex, flowing combat maneuvers. In TW1 in the sequence of attack combinations in the three styles, and in TW2 in the cutscenes in the wrestling QTEs. My suggestion would allow them to show such combinations in a way that's not pre-scripted, but flows naturally from the combat situation. Of course it requires a lot of research into sword fighting, and it's by no means trivial to program, but it'll look look, it'd be very innovative, and I think it's right up CDPR's alley, considering what they've shown us so far.

While I agree with you that it is very action-heavy, there are various things one can do about it (lowering difficulty / mod / bombs / potions / quen) to reduce the reliance on one's "button-mashing" or "twitch-based combat" abilities.
Those make it easier, but not more interesting. You can get through most combats by simply sticking to Quen, dodge and the quick and heavy attacks. But then you're ignoring much of the combat system. I would like to use the full range of options, but I just never get around to it because combat is so fast, and I've got my hands full with the basic stuff. A system that abstracts away the basic stuff (and makes it cooler and more realistic, if possible), could give me a better opportunity to focus on all the other options.
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archaven: What i really meant sums up clearly by vAddiccatedGamer. You are only looking at the game on how YOU want it which is different from how TW2 was developed to be.
More specifically, I'm looking at how you could make a game like this even more awesome.
Honestly everyone has their own preference on how the game SHOULD be for themselves. The developers can't possible satisfy everyone.

If a game was developed NOT the way I like to play it then it simply means i'm the one to be blamed for buying a game that i did not LIKE in the first place or have any idea what is all about before buying it rather than whining and flaming the developers how the game suxs badly.
Yeah, but that's a whole different topic. Unless by "whining and flaming" you mean to include constructive criticism and suggestions for future versions. There's a huge difference there, and it's useful to be able to tell the difference.

Your comment sounds like you want to silence all discussion about the game. Don't like QTEs? Want more QTEs? Want a 'junk' tab in the inventory? Wish there were different directions the story could have taken? Think some of the children's remarks are a bit repetitive? Tough luck. You shouldn't have bought the game.

That attitude is unfair in in my opinion destructive. There's a lot of room for constructive criticism and suggestions for improvements. Obviously my idea is way to dramatic to patch into TW2 somehow, but there's no reason why CDPR couldn't decide to go that way in a later version of The Witcher.
Post edited June 24, 2011 by mcv
Was it just my wish? Somewhere at the end of chapter 2, when I decided to upgrade a bit my sword skills, I noticed that the timed blows from TW1 were still there, in TW2. Timing correctly my blows, I noticed they were increasingly effective and spectacular. Each additional successful strike seemed to be more damaging. That is, if I managed not to be blocked :D. Maybe I should load a saved game and pay more attention? But I'm pretty sure that this was the case.
@mcv

Again you failed to acknowledge YOUR awesomeness is not the awesomeness for everyone. Your suggestion is turning the whole combat to be like Baldur's Gate where 1 click means the hero will attack indefinitely.. Successful attacks, blocks, parry, hit and miss are all calculated based on character skills/attributes and gears or items. It's more of a Dungeons & Dragons heavily rule based game where player actions is only pause, click, popcorn and watch. Perhaps you should be looking at Dragon Age 2 which is the game for you honestly? The suggestion is not like improvement to inventory with category tabs, storage chest or anything that adds features to current system.

You are looking totally at a different gameplay which i still stand correct where i made an exaggerated concept of turning Geralt into FPS game.
Post edited June 24, 2011 by archaven
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archaven: Again you failed to acknowledge YOUR awesomeness is not the awesomeness for everyone.
Have you noticed that you are no different in that respect?
Your suggestion is turning the whole combat to be like Baldur's Gate where 1 click means the hero will attack indefinitely..
Read my original proposal. There's quite a bit more to my idea than that.
Perhaps you should be looking at Dragon Age 2 which is the game for you honestly?
Why are you so denigrating? Do I tell you that you should be playing Doom instead? No. I respect your choices, your taste, and your contributions to this thread. Or at least, I would if you had anything constructive to say. There's something grating about the tone of your writing, and I notice I'm starting to lose my patience with you. I hope we can agree that's not a good thing.

Maybe we should consider ignoring each other for a while if you can't stand my ideas and I'm irritated by your "attacks" (because that is how your comments come across, though I honestly hope you mean them in a more positive way than that).
To me turn-based or "strategic" combat would not serve well as far as the game's pace is concerned.

TW2 is a story-driven game and includes A LOT of dialogues and cut scenes, which I would call static or passive elements of the game. Now the combat system in TW2 - although not perfect - with its action oriented style brings a lot of dynamism, which differentiates the game's pace and makes it nearly perfect(at least for me). And so there is some sort of harmony between static and dynamic elements of the game.

Turn based/strategic combat style would ruin this harmony for me.
i don't mind different combat styles - hell, i loved - LOVED - the final fantasy 12 combat system, which had gambits for programming your characters' actions.

i don't know how well that would work in the witcher universe, mostly because there simply aren't very many enemies in the world. i remember killing a TON more monsters in witcher 1. i think they decreased the number of fights in witcher 2 and made them more dangerous to compensate.
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gregski: To me turn-based or "strategic" combat would not serve well as far as the game's pace is concerned.
Note that a more strategic (or maybe tactical? I don't know) focus on combat doesn't have to mean it's turn-based. It just means you don't have to command each individual strike or dodge, giving you more time to worry about the real goals of the combat. But that can still be in real time.

Your observations on harmony are great. I have little to add to it, other than that you can still have harmony with a different pacing. To me, TW1 felt more in harmony than TW2, exactly because of its gentler combat speed.
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archaven: Again you failed to acknowledge YOUR awesomeness is not the awesomeness for everyone.
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mcv: Have you noticed that you are no different in that respect?
Your suggestion is turning the whole combat to be like Baldur's Gate where 1 click means the hero will attack indefinitely..
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mcv: Read my original proposal. There's quite a bit more to my idea than that.
Perhaps you should be looking at Dragon Age 2 which is the game for you honestly?
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mcv: Why are you so denigrating? Do I tell you that you should be playing Doom instead? No. I respect your choices, your taste, and your contributions to this thread. Or at least, I would if you had anything constructive to say. There's something grating about the tone of your writing, and I notice I'm starting to lose my patience with you. I hope we can agree that's not a good thing.

Maybe we should consider ignoring each other for a while if you can't stand my ideas and I'm irritated by your "attacks" (because that is how your comments come across, though I honestly hope you mean them in a more positive way than that).
I'll take it that you do not understand what i'm trying to tell you or you basically not even reading what i'm trying to convey here.

The shooter Geralt is just an example i'm giving you how ridiculous the idea is. Similarly ridiculous idea is like asking Activision please i sucks at shooting and i flame in their forum saying how shooting games suxs so badly and and how AWESOME if they can make Call of Duty game TURN-BASED.

Still don't get the idea? Perhaps you don't want to.
Post edited June 24, 2011 by archaven
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Ianis: Personally , i like TW2 combat system , but IMO one way to make the combat more realistic would have been :


1) the "parry" button should be clicked at the right time to parry an incoming blow , currently you can hold the "parry" button and block everything which is arcadish

2) you should be able to "thrust " an opponent and leave the sword stuck in his body ( by holding the "strong attack" button ) this way the enemy would bleed to death with a sword stuck in his belly (and geralt would draw his second sword ) , would be awesome

3) you should be able to cut heads with special attacks during ripostes , and riposte excecuted quickly should have a chance of cutting limbs /hands

4) silver sword should break or bend when used against shield or humans with steel armour and it should be possible to "disarm" an opponent during a fight (and be disarmed ) , making him lose his sword in hand after a series of 3 successful parries for instance

5) bleeding must be more fatal , pommel attack with European sword designs should be possible at close range (say for instance : hold "light attack" and "strong attack" at the same time to produce pommel hit )


6) you should be able to perform a few "unarmed " wrestling stuff like any medieval swordsman could , i mean sort of ju-jutsu projections when at close range or after having "disarmed" an opponent or if you got disarmed yourself
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mcv: Ringen am Schwert (wrestling with sword) would be amazingly cool. Go from a parry to an arm lock, throw, disarm, punch, etc.

Though if you go that way, it might also be cool to include half-swording techniques.

But if you want the player to control all these combat options in detail, you're really looking at a very detailed Streetfighter/Mortal Kombat style fighting game, I think (I have no experience with any of those, mind you). But for an RPG, it would be cool if your character could apply these techniques automatically, and you get to decide which to focus on.
Just curiosity , but since you talked about Ringen am swchert , do you practice Lichtenhauer techniques ? :)

Yes i would like more technicity ideally , where there is a learning curve in combat as opposed the semi automatic type of combat almost entirely stats and tactics oriented , but i respect your opinion of course ;)

About the sword that stay stuck in the belly or chest of the enemy , it would equal a "group finish " stuff , except it wouldn't be a cut scene imposed , but you would actually be Free to decide when to "finish" an individual soldier , and you would have to choose carefully your moment since retrieving the sword would require you to wait the end of the combat


It's also a pity the AI can use shields but not the player , but ok , he's a witcher after all , it's just that using a crossbow or shield could have been cool , i'd use the crossbow more than bombs personally

An RPG with a combat system like TW2 , but even more realistic and technical would have really made my day , i still hope some devs will come with such a game in the future , very focused on steel weapons like swords and axes with a complex combat system which allows for more realistic engagements compared to what has been done so far in video games

A game named "Elveon" was supposed to bring that , but they canceled the project sadly :(
Post edited June 24, 2011 by Ianis
@Ianis
The idea of parrying with right timing is a nice touch but many will complain about the learning curve and difficulty. True that at the moment we can just block by holding parry indefinitely and it's quite simple but i do like your idea.

Thrusting opponent leaving the sword stuck in his body won't depicts well since you will be mob to death if you are surrounded. But of course having that option is a nice touch but if you would be able to do that to every opponent 1 on 1, wouldn't that break balance when they have no counter? :)

In regards to decapitations, i agree the game is too mild. There wasn't really any decapitations at all with my complete first playthrough. Correct me if i'm wrong.

Breaking silver sword while seems realistic but it wouldn't convery well in the game. It would turn to hassle and inconvenience where you are forced to reload when you have accidently slash an armored knight with your Negotiator. Is it not? :)
Post edited June 24, 2011 by archaven
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archaven: @Ianis
The idea of parrying with right timing is a nice touch but many will complain about the learning curve and difficulty. True that at the moment we can just block by holding parry indefinitely and it's quite simple.
Fighting group of enemies and blocking was done really nicely in Batman:Arkham Asylum and it's not difficult at all. An icon glows above the head of an enemy that is about to hit you - if you time your BLOCK button well, you block his blow and continue your combo on him, if not - you get hit. I am playing this game right now and seeing this idea in Witcher's combat would do the job, I think.
for fuck sake, this is RPGs, you want battles, go for action games. I hate people discredit the game with bad this and that. RPGs are very much all about story.

Btw, looking down the genre and compare WC2 to elder scrolls combat, Neverwinter nights, dragon age, God of War, and all other classic RPGs game, what would I say ? A feast of 100% sure strikes.

No one blocks. No show of martial arts watsoever. Horrid superpower such as 12 ft high jumps. Too colorful magics
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archaven: @Ianis
The idea of parrying with right timing is a nice touch but many will complain about the learning curve and difficulty. True that at the moment we can just block by holding parry indefinitely and it's quite simple.
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gregski: Fighting group of enemies and blocking was done really nicely in Batman:Arkham Asylum and it's not difficult at all. An icon glows above the head of an enemy that is about to hit you - if you time your BLOCK button well, you block his blow and continue your combo on him, if not - you get hit. I am playing this game right now and seeing this idea in Witcher's combat would do the job, I think.
Combat in AA is fun but too simplistic. It only works because enemies line up and take turns to attack. Also, its basically a timing/ QTE based system, much like TW1 actually - wait for the icon above attacker's head, press counter, rinse and repeat.

TW2 requires a more proactive and thoughtful approach.
that's one thing i really liked about the witcher 2 - enemies did not have that "stand still and politely take turns" attack style.

get in their midst and they would happily stunlock you to death in 2 seconds. :D
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gregski: Fighting group of enemies and blocking was done really nicely in Batman:Arkham Asylum and it's not difficult at all. An icon glows above the head of an enemy that is about to hit you - if you time your BLOCK button well, you block his blow and continue your combo on him, if not - you get hit. I am playing this game right now and seeing this idea in Witcher's combat would do the job, I think.
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scampywiak: Combat in AA is fun but too simplistic. It only works because enemies line up and take turns to attack. Also, its basically a timing/ QTE based system, much like TW1 actually - wait for the icon above attacker's head, press counter, rinse and repeat.

TW2 requires a more proactive and thoughtful approach.
Yes, I agree, I was just stating that doing a reactive blocking mechanism isn't impossible in games. And although I wish combat in TW2 stayed complex, you have to admit that the fluidity of combat in AA is quite impressive (although simplistic).