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True. Although I guess all future RPG will slowly become the same. They will all have graphics better than real-llife, and a game world which you can do whatever you want.
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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.
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cloud8521: 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
Everytime I get the guy to shut his shop the screen just goes blank (black) there's still sounds but that's just coughing and a zip on a loop.
I'd like to have an autosave directly before the fight with the big draugir. I always had to repeat the normal fights before this boss when I died, which was annoying.

And I'd like the normal difficulty to be more balanced: I found the boss and semi-boss (endrega queens) fights way too hard compared to the rest of the game.
Post edited May 24, 2011 by emge27
- When talking to NPCs, the mouse pointer should be moved over to the dialogue options when they pop up. It always seems to pop up on the far top left of my screen.

- Interface selection buttons (Space/Enter) seem really random depending on the actual screen you have open. Some screens Enter will accept/confirm, others is Space. Could really do with a standard setup and use of mouse right clicking too. Part of the huge interface failure.

- Drinking potions is incredibly annoying currently. I like the out of combat limitation, but i dont see the need to be meditating to actually drink them. It just makes them tedious to use. Not to mention their small durations making the meditation requirement more annoying.

- NESW indicators around the minimap.

- Option for fixed or rotating minimap.

- Time shown above or under the day/night indicator

- A single loot all key option, rather than left click + space. 1 action > 2.

- Currently takes 3 screens to get to monster knowledge, and tbh i couldnt find it at first as i was searching through my journal as once would expect it to be there yet its just a small blurb of the monster.
1.- the order in the menu items.
It is a caos if they are sorted by appearence order.

What about a buton for sort them alphabetically, or by families?

2.- the "alchemy" default menu. It is a good joke of the programers to use the most rare or unique ingredients in making potions....... :( but if all the woods are plenty of mushrooms, why the hell the program puts the "rare" items in the potion? It is funny the first time, only. But it is a shit change the items always.

3.- The bosses. Pretty hard. The sub-bosses. Pretty sub-hard. There is not real equality with the rest of the game.

4.- I have a red ferrari. I can play at high-res. But just for felling good I play at medium-resolution. The game lasts more than 30 sec. in charge. Maybe the engine needs a tunning.

Hope helps, have a nice day!
Dick
Updated the OP!

I had to use my first three posts on the front page to update everything! :(
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Gvaz: Updated the OP!

I had to use my first three posts on the front page to update everything! :(
HOLY CRAP!

we may need a new thread if this keeps up

that was the best edit ever
It took me a long time, please let me know if I repeated anything.

Also if you can suggest new sections because UI and Design is getting pretty bloated
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Gvaz: It took me a long time, please let me know if I repeated anything.

Also if you can suggest new sections because UI and Design is getting pretty bloated
well, you can split design and combat

you also do make multiple things about blocking and various things, but most of the blocking has different elements in it they do sound similar at the begining


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

how about more voice acting, ((ai know a little much), or a delay before the SAME thing is said again (like 10 minutes) this is apparent in the fistfights where one guy is yelling the same thing over .. and over .. and over

its seen in many other places around and it gets annoying
Post edited May 24, 2011 by cloud8521
ALL the problems in the combat system are rooted in the high input latency.

In other words, the engine recognizes your key strokes too late.
If you want to test it, just start running and suddenly release the 'forward' key, you will see a noticeable difference in the time between the moment when you released the key and the moment when Geralt actually stops running.
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skylineR390: ALL the problems in the combat system are rooted in the high input latency.

In other words, the engine recognizes your key strokes too late.
If you want to test it, just start running and suddenly release the 'forward' key, you will see a noticeable difference in the time between the moment when you released the key and the moment when Geralt actually stops running.
not all
Plot bugs:

*****SPOILERS********


1. When Letho describes events they are absolutely inconsistent with the premise of the game.
a) He never mention the first assassin (the one was killed in the first witcher endgame trailer) and the whole story becomes contradictory to itself.
b) He said that attempt on the Demavend was first and then supposedly Letho planned to kill Foltest, but it contradicts the first failed assassin again.
c) In the flashbacks there are only Geralt, and 3 viper witchers, who was the first assassin then?
2. In chapter 2, Roche's path, you can find the plotters before you learn that you need a chainmail but Geralt has a dialog options about that chainmail even if nobody told him about that. Without the preliminary background it sounds like plain robbery for no reason "I need only your chainmail" (or you die), which was shocking at first before I learned that it was a part of a bug in the quest. At the same time, after eliminating the plotters with that chainmail you can have dialogs about it as if you have no clue where the plotters or that chainmail are (and you have it in your inventory already).
When brewing potions, I would like to be able to see how many of each ingredient I have in my inventory. I wasn't even aware of it automatically putting in the rarest one :( Thanks for the heads up on that!

My next main things would be sell all junk, and making looting easier (facing it, walking up to it, and having it appear faster) which have all been mentioned but I wanted to add my vote! Really enjoying the game so far!

Oh I forgot to mention: I want to see some way to tell what buff I have on, from places of power etc. I have no idea what the symbols mean and haven't been able to find any reference.

One more - I would like to be able to turn up dialog volume separately of other volume.
Post edited May 24, 2011 by onemeg
What I would like to change:

- Inventory interface is bad. I thought you should have learned after enhanced edition of TW1 how to do good interfaces... TW EE inventory interface was brilliant, why to fix something that's not broken? The layout and tooltips were perfect there.
- Unfortunately developers chose the path to satisfy looting whores, who bitched about not being able to carry 10 different armors and 150 swords. I loved so much that you could not be a pack mule in TW1.
- Considering looting... Why the witcher is stealing from peasants? I don't mind him stealing from Loredo during the fighting there but it's not the same as stealing from anyone. That's lame, he is not a thief in the books. And where are the famous consequences for your actions: I would expect him to hang on the gallows for that (delayed consequence :evil:).
Post edited May 24, 2011 by Maerd
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Gvaz: It took me a long time, please let me know if I repeated anything.

Also if you can suggest new sections because UI and Design is getting pretty bloated
can you also add and alternative to the blocking stuff i said

the alternative is it gets its own bar separate from the magic, it can be held up forever but once the bar runs out you get stunned (other effect)


the bar can also then react to stronger monster attacks and drain quicker if say a stronger monster hits it. once stunned you are defenceless, so that means you still have to be smart about your blocking.