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16:10, 4:3, and 5:4 resolutions for everyone who needs it including myself!
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Leondres: 16:10, 4:3, and 5:4 resolutions for everyone who needs it including myself!
not needed on the list, confirmed by patch 3 or later
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Leondres: 16:10, 4:3, and 5:4 resolutions for everyone who needs it including myself!
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cloud8521: not needed on the list, confirmed by patch 3 or later
Which is terrific considering letterboxing makes me physically feel ill. This is one thing I wish I would have know was not included with the game release. Hopefully someone will at least release a mod before this that will at least stretch 16:9 to 16:10 or otherwise. There is one out but currently it only works on the steam version of the game.
Post edited May 24, 2011 by Leondres
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Vitor121796: I'm sure it's been mentioned by the ability to compare your equipment with stuff that vendors are selling would be a great addition - really surprised that isn't already in place here as it's been years since I last played an RPG without that.

Also, really think that the parry ability should counter any enemy's attack, not just the guy you're locked onto. Would be a lot more fun if the system was more akin to Batman: AA or Assassin's Creed in terms of counters without changing the balance too much.
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cloud8521: no one wants assassins creed, where countering = a kill every time.

but batman is more welcomed
Oh, definitely didn't mean that - I don't want the damage changed, just to be able to initiate the parry against any enemy attacking, not just the one targeted.

If you've got the wrong guy in your sights, it's impossible to change targets quick enough to try and counter the new attack, thus making that move only really useful in one on one fights.
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cloud8521: no one wants assassins creed, where countering = a kill every time.

but batman is more welcomed
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Vitor121796: Oh, definitely didn't mean that - I don't want the damage changed, just to be able to initiate the parry against any enemy attacking, not just the one targeted.

If you've got the wrong guy in your sights, it's impossible to change targets quick enough to try and counter the new attack, thus making that move only really useful in one on one fights.
blocking is not fun in any way really as it is.

block, your block gets hit, have to repress button to get into block mode again, takes long time for him to get into the stance, so much sometime sit feels pressing did not work so i press again, only to see him raids the sword when i let go and instantly drop it , so i have to do it again

all that makes it feel like im fighting that part of the system

and im pretty sure its because its tied to the vigour system.

i want to see it handled better.
Top 3 -
#1. Talent and mutagen reset should be included(not just one chance in some quest in chapter 3)
#2. Potion use at any time as in the previous game
#3. Less overbearing targeting assist

Other issues -

*UI could really use customization options, currently I find it a little too large and invasive
*Talents could use some revamping for balance
*Enemies could be more varied and some more difficult single enemy encounters would be nice instead of almost always needing to deal with small mobs
*Stealth should be an always toggle-able action for trap users
*Some quests and monsters have overly obscure and specific solutions to completing/killing them
*having to disarm traps before collecting them
*quantity of quick select or "pocketed" items not displayed
*alchemy ingredients automatically resetting after you make one thing after selecting ingredients
*having no junk tab
*having no way to sort items in inventory by weight, alphabet, price, etc.
*having to go through dialogue for each single roll in dice and having to slide to max bet each time as well
*having to exit and re-enter dialogue to go from buying to crafting and vice versa
*having very little information on the city map(s) making finding certain things a PITA
*not having rank 2 talents or which talents give mutagens displayed until points are spent in them

Just a lot of minor issues but they all add up.
Improvements or better block/parry/counter system. As of now we have to press a button to block which is limited by stats, which seems OK at first but trying to counter is a deathwish when surrounded by mobs. You have to lock on to some enemy (which is a pain by itself) then Geralt becomes fixated and will only be able to counter that locked enemy.

Challenge is OK but Geralt no longer feels like the super swordsman of TW1. Altair and Ezio (Assassin's Creed) can counter any enemy from any direction, Batman can counter from any direction while unarmed... (I think it's clear that I'm giving some bits of "inspiration" for the change.)

Aside from that, I'm having a blast with TW2. Even with its wonky combat system it's the best PC RPG or I dare say the best PC game I played in years. A real labor of love which might make the big studios try to buy CD Projekt but I hope CDP won't give in. More power and more money to CDP! :)
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MarkuzJuniuz: Improvements or better block/parry/counter system. As of now we have to press a button to block which is limited by stats, which seems OK at first but trying to counter is a deathwish when surrounded by mobs. You have to lock on to some enemy (which is a pain by itself) then Geralt becomes fixated and will only be able to counter that locked enemy.

Challenge is OK but Geralt no longer feels like the super swordsman of TW1. Altair and Ezio (Assassin's Creed) can counter any enemy from any direction, Batman can counter from any direction while unarmed... (I think it's clear that I'm giving some bits of "inspiration" for the change.)

Aside from that, I'm having a blast with TW2. Even with its wonky combat system it's the best PC RPG or I dare say the best PC game I played in years. A real labor of love which might make the big studios try to buy CD Projekt but I hope CDP won't give in. More power and more money to CDP! :)
i think what many users are mixing up is that making Our witcher feel strong does not mean that the challenge needs to go away. even minor changes that make him control diffidently, but still being just as hard can make him feel more like the master he was before.


now hes just Ben, that guy who is pretending to be someone else. but i know its not him because he hardly drinks, does not fuck every moving thing not matter how horrifying.

and hardly knows how to handle himself more then an old lady with a handbag (im not exaggerating those old bats are deadly)
1. Smaller fonts in the inventory screen (i don't want to scroll that much to search for stuff!) + small U.I changes (For the most part it works)

2. Fix all the bugs

3. THE DOORS: fix this. You can't walk through a door when a companion walked through it half a second before you. Also you perform a stiff walk through - walk out of door animation every time you enter one. I can understand that it needs to load or something when entering houses, but remove this stiff "walk-in doors" animation.

4. Please PLEASE add a STORAGE CHEST: i hate it that i have to throw away 40 nekker eyes or something when i'm out of room. They maybe usefull for some potions later on, so i want deposit them in a bank.

5. Small fixes in the combat system: fix the locking system on enemies, sometimes i jump leap attack enemies who are behind me....

6. FIX the 16:10 resolutions ! I'm playing at 1900 x 1200 res and i hate the black borders.

That's about it, read this CD projekt red and make this the perfect rpg.
Post edited May 24, 2011 by Caelistas
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MarkuzJuniuz: Improvements or better block/parry/counter system. As of now we have to press a button to block which is limited by stats, which seems OK at first but trying to counter is a deathwish when surrounded by mobs. You have to lock on to some enemy (which is a pain by itself) then Geralt becomes fixated and will only be able to counter that locked enemy.

Challenge is OK but Geralt no longer feels like the super swordsman of TW1. Altair and Ezio (Assassin's Creed) can counter any enemy from any direction, Batman can counter from any direction while unarmed... (I think it's clear that I'm giving some bits of "inspiration" for the change.)

Aside from that, I'm having a blast with TW2. Even with its wonky combat system it's the best PC RPG or I dare say the best PC game I played in years. A real labor of love which might make the big studios try to buy CD Projekt but I hope CDP won't give in. More power and more money to CDP! :)
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cloud8521: i think what many users are mixing up is that making Our witcher feel strong does not mean that the challenge needs to go away. even minor changes that make him control diffidently, but still being just as hard can make him feel more like the master he was before.


now hes just Ben, that guy who is pretending to be someone else. but i know its not him because he hardly drinks, does not fuck every moving thing not matter how horrifying.

and hardly knows how to handle himself more then an old lady with a handbag (im not exaggerating those old bats are deadly)
I understand what you mean. I don't want the challenge of the "enemies" to go away. My issue is the combat system, most notably the lock on system, which seem to be allied with the enemies instead of being transparent.

There are lots of instances wherein I get to separate an enemy from its mob so I try to bash it to its death only for Geralt to suddenly "sense an opening" and hit a different enemy at his back several feet away who is grouped with the mob. What triggered Geralt to suddenly attack a different target? I don't know, I'm facing a target who's 1 slash away to its death before the "opportunity" opened.

Yes, I can lock on the enemy who is 1 slash away to dying. I can counter his attacks, yay, but then I could've used that counter to the other enemies at my back. To do that I have to unlock the dying target, turn my back from it, face the ones at my back, lock on an enemy who I think is about to attack, block, then pray for the chance for the counter.

Come on, I think there has to be a more intuitive system than that! It's a counter, it should rely mostly from the player's reflexes, not from his APMs and luck.

EDIT: Oops, I didn't get your point the first time, I thought you were the combat system allied with the enemy, LOL. Yeah, we just need simple changes that will make the combat system a bit more "transparent" without making everything a cakewalk.
Post edited May 24, 2011 by MarkuzJuniuz
Fight carpal tunnel by adding an Auto Loot option in game settings, i.e. a single left click loots all instead of left click right click.
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cloud8521: i think what many users are mixing up is that making Our witcher feel strong does not mean that the challenge needs to go away. even minor changes that make him control diffidently, but still being just as hard can make him feel more like the master he was before.


now hes just Ben, that guy who is pretending to be someone else. but i know its not him because he hardly drinks, does not fuck every moving thing not matter how horrifying.

and hardly knows how to handle himself more then an old lady with a handbag (im not exaggerating those old bats are deadly)
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MarkuzJuniuz: I understand what you mean. I don't want the challenge of the "enemies" to go away. My issue is the combat system, most notably the lock on system, which seem to be allied with the enemies instead of being transparent.

There are lots of instances wherein I get to separate an enemy from its mob so I try to bash it to its death only for Geralt to suddenly "sense an opening" and hit a different enemy at his back several feet away who is grouped with the mob. What triggered Geralt to suddenly attack a different target? I don't know, I'm facing a target who's 1 slash away to its death before the "opportunity" opened.

Yes, I can lock on the enemy who is 1 slash away to dying. I can counter his attacks, yay, but then I could've used that counter to the other enemies at my back. To do that I have to unlock the dying target, turn my back from it, face the ones at my back, lock on an enemy who I think is about to attack, block, then pray for the chance for the counter.

Come on, I think there has to be a more intuitive system than that! It's a counter, it should rely mostly from the player's reflexes, not from his APMs and luck.

EDIT: Oops, I didn't get your point the first time, I thought you were the combat system allied with the enemy, LOL. Yeah, we just need simple changes that will make the combat system a bit more "transparent" without making everything a cakewalk.
i dont get your edit XD

but yeah it just need tweaks, but most people see it as us wanting it easier.
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Gvaz: I collected a bunch of complaints from a few forums and I'm posting them here. Feel free to post yours as well and I'll edit this list and see if I can try to get someone from CDPR to consider it or at least be informed about it.

Thinking of making a buglist section as well. Please post any bugs here if you can and I'll list those too.

UI CHANGES:
- ability to sort formulas/plans by type ->name
- ability to see if we already have a plan or formula on us when in a shop. Also show books if they're read or not so we don't rebuy them
- ability to delete or overwrite saves in game
- add a junk category to the inventory so it's easier to sell off the junk items. Perhaps consider them weightless?
- a fixed minimap with a north option, or at least a toggle for this option.
- a quick load button? Seriously why isn't there one?
- Ability to compare a weapon or piece of armor to one that's currently equipped (in a shop or crafting menu)
- combat log should remain on the screen longer.
- ability to name saves perhaps?
- on looting an item, the cursor should focus on the LOOT ALL button. Yes you can press space, but when you're pressing LMB to loot an item why not just press LMB a second time instead of having to press space?
- I seem to have issues with fistfighting in terms of the QTE buttons disappear too fast unless difficult QTE's are ON. (that doesn't seem right)
- a better way to track who you've beaten in the minigames (Perhaps have this logged in the journal?)
- Display more information in the poker game. Who has what hands? TW1 showed this, now it's like you expect us to remember what hands are better than the others and WHY they won.
- ability to switch between menus while in one instead of having to exit out and jump into a new menu. TW1 had this, I don't see this being too hard.
- remove the confirmation window on potion/crafting. Instead allow the sound to be the confirmation and allow it to overlay like it was in TW1. Now it cuts out if you make potions or craft too fast.
- once you've found a place of power (PoP), have it marked on your map.
- The Spell/Bomb select panel should not require us to click on it to select something: just hover the mouse over and then release Ctrl. Alternatively allow us to mousewheel through this.
- ability to skip the "potion drink" cutscene with RMB like most cutscenes.
Cool this UI Changes section includes only clearly good points. Myself I would add only:
- An option to remove quest icons and directions on minimap and map (or is it somewhere and I didn't quoted?).
- The possibility to be able bind all commands, some can't be changed meaning some key are glued to a command.

For other request I feel some are sort of dumbed down approach I don't like much:
- Like those about picking, auto pick all, highlight selectable items, show names of selectable items.
- Also those about inventory storage like have infinity storage.
- Or those about highlighting important NPC, yeah sure go on for the exclamation marks above heads.
- Or an indicator showing you if you can attack or not (common learning the ranges is part of the fun, we don't sign an info panel saying "hit the attack key").

About items to pick, it's more for TW3 but well still a change that would be good for TW2. Auto pick or highlight pickable items remove all the fun. But the fun relative to pick or not, is about observation. Ie the player needs to be able to find some visual clues to identify what can be pick or not and something more subtle than just highlight.

I think TW2 partially failed this point and some items can be pick sometimes and sometimes can't. Or some containers can have pick stuff sometimes and sometimes not. It's possible I haven't identify yet the visual clues, but if there's really no visual clues then it's a failed point, a little one.
there is no counter attack in combat. I really prefer stuns ike in assassins creed which you can do killing spree and combo that kills enemies so quick. I know it is too easy but you get to show off sweet actions and smooth combat system, not like the broken targeting system in the game.
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charleswang95: there is no counter attack in combat. I really prefer stuns ike in assassins creed which you can do killing spree and combo that kills enemies so quick. I know it is too easy but you get to show off sweet actions and smooth combat system, not like the broken targeting system in the game.
it really does. but we still want W2 to be all its own rather then taking things from other games, but i guess being influenced does not mean it will have to lose its identity