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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.

I GOT A POST TOO LONG ISSUE SO THE NEXT TWO POSTS OF MINE ARE EDITED WITH THE CHANGES!

DESIGN CHANGES:
- ability to overwrite mutagen slots
- Perhaps LEARN formulas instead of requiring us to hold on to them.
- some sort of way like TW1 had with displaying all interactable objects (like a name over the head) instead of having to spam your medalion.
- Improvement on geralt's movement? He's sluggish (yes I know he's old, not the point)
- Storage space? Maybe something that carries over between chapters?
- auto run/walk? (would help if you're encumbered)
- make the Lock On have the camera focus on the enemy locked on (for examples of this, look at any recent 3D zelda game)
- if you're losing at arm wrestling, increase the size of the bar to compensate. Otherwise you can lose at the last second if you're not being careful.
- some items glow so you can interact with them, but you can't actually interact with them when you try. (see: books in prologue section in a house on the shelves)
- Improve the tutorial a bit, it doesn't stay up very long and isn't as informative as I'd like.
- Slow down geralt's stop and run distance. Have this progression be slower. Stop->walk->Run instead of Stop->run. What happens is you stop and want to go up to something close and you run right past it. Sure you can walk up to it, but you could just slow down this initial "jump" instead.
- Multi use ingredients or quest item ingredients should not defaulted to be used in potions. Oh god please stop this.
- have applying sword buffs show an actual color overlay on your weapon. This was cool from TW1.
- increase traps' interactivity range, showing you the bottons for what to do with them from a longer distance. As it is, it's too easy to get caught in a trap even if you know where it is.
- when in combat, allow to increase camera distance, so it's slightly more difficult for an enemy to get behind my back.
- why does G'valchir not import into TW2?
- Needs a camera zoom option, with the current setting being the ultra-close setting
- Gamepad and K+M should work at the same time, not be mutually exclusive. This is especially noticeable in the menus, or in cases when you get mouse tool tips in the normal UI that you can't see with the gamepad
- When you press the parry button it should parry, period. Some of the attack animations are ridiculously long and you have no control over which animation is going to be used at any given point. It's especially bad if you accidentally press more than 1 attack button, since the game appears to spend time queuing up your attack requests and computing an animation chain that would work for it, and it requires completion of that chain before the parry request will come in. These chains are not consistent as you would see in a normal fighting game with the same concepts.
- Geralt doesn't look at people's faces (notably dwarves) properly. See: http://www.abload.de/img/witcher22011-05-1922-1jiwe.jpg
- Stealth bug needs to be fixed. It traps you in stealth mode against a wall even if you are not against a wall, you can't move except side to side.
- The delay time for loot to appear from a corpse needs to be reduced.
- Perhaps add an indicator to show you if the target is within range of your ranged weapons and signs.
- allow you to see which skills are able to take mutagens BEFORE purchasing the skill. (come on now)
- Block needs to be timing based instead of using stamina.
- they need to make a fluidity patch. make the chains act in a more fluid way, as it stands he attacks, then seems to delay his next strike, which he must fully pull off.
- Make nights darker, perhaps more dangerous to go out at night?
- Reduce the sound Cat potion makes or remove it entirely.
- allow torches to NOT be lit in combat and also to be lit out of combat from farther away.
- An autosave AFTER the cutscene before fighting the Kayran and an autosave AFTER the cutscene with the Draugir before the fighting.
- Change Stealth mode to require a button click to "lock" to a wall instead of automatically
- Add N S E W points on the minimap.
- Allow switching to different signs without actually having to use the CTRL menu or scrolling through them with the Next Sign button.
- Have NPC's doing things more often instead of standing around so much?
- Pan the camera behind Geralt down and back a bit, or allow for a camera option to have this setting.
- ability to see ingredient types at a quick glance (in the inventory rather in the alchemy menu)
- after a fight is over it is quite difficult to find all of the enemy drops if there is grass or water: as with everything else you nearly have to stand on top of an item and be facing the proper direction to be able to pick it up.
- Upgrading or stacking mutagens would be a nice addition. I definitely agree that we should be able to see which skills are mutable. No reason to carry around extra weight just in case a mutagen may be needed at some point in time.
- If a quest item has weight and the quest is over, then we should be able to sell or drop the item as it is no longer needed. Ex: Karyn trap- if I never used it during the battle, why must I carry it around for the rest of the game?
- 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.
- auto loot option?
- Blocking should not use vigor, consider making counter attacks take vigor instead?
- Consider reworking talents into the standard abilities (such as parrying arrows or doing counter attacks)
- consider using directional keys to change target rather than the camera?
- Camp fires should not take off a third or more of my health when I accidentally stumble into them. They should also not leave me with a status ailment. Somewhat excessive.
- It is impossible to get the Troll head if you have already finished the Poker quest in Flotsam. Also you have to talk about traps before you can mention the head which is somewhat weird.
- can't dodge when controlling NPCs other than Geralt. (oversight?)
- Sometimes you get a reward for a quest and it's not explicitly stated, this should be fixed. (suggestion: Put the words "NEW" near a new item you haven't looked at and sort by such).
- perhaps a difficulty setting between easy and normal? (change Easy to Very easy?)
- Cutscenes and being in the meditate menu should pause game time with relation to potions and oils.
- Consider splitting Diagrams and Formulas into different independant sections?
- Pause button (other than the Pause/Break button)
- Improve gamesave management (e.g. delete button and autosave overwrites)
- Option to turn off all QTE's, not just difficult ones
- Invincible frames for initiating dodging; since dodging can be interrupted, when you're surrounded by enemies or pinned against a wall, you have ZERO chance of survival
- Remove quest items after use (e.g. like keys)
- Improve low-level Aard and Igni because they really suck
- Popup inventory descriptions because the slow-scrolling thing is TOO slow (alternatively, increase the size)
- Ability to replace mutagens, weapon, and armor upgrades with better ones
- Pacing. From the latter half of Act II to most of Act III, you simply find most of the best equipment strewn around. Not so much hidden or guarded by a fearsome beastie, just, there. There's not much feeling of accomplishment when you stumble upon the best gear in the game by accident and without a fight.
- Leveling. The pace is a bit hectic when I can go several hours completing tasks for the townsfolk and maybe level once but 5 minutes on the main storyline nets a level up after each cutscene or conversation.
- perhaps consider revamping the fist fight combat?
- not enough exploration, i dont expect free roam, but lack of various caves, hidden areas is a let down.
- Would be nice if the camera while playing poker was raised, or at least movable. As it is now, it's way too easy to throw the dice outside the board.
- The icon while doing arm wrestling easily covers the bar you're supposed to follow, maybe make it a bit smaller?
Post edited May 24, 2011 by Gvaz
PERFORMANCE CHANGES:
- HARDWARE MOUSE pretty please?
- Proper 16:10 and 4:3/5:4 support without the bars?
- Fix geralt's english voice actor volume. The other languages don't have this problem but Geralt himself in the english is pretty quiet in comparison to everyone else's and it's hard to hear.
- look into silent CTDs related to steam's Shift+tab overlay or loading a new section. Most people report these problems around Flotsam (though that's probably where most gamers are playing at this post)
- look into the mouse cursor showing up as a + in game being followed by the software pointer (probably fixed by having a hardware pointer)
- caps lock seems to reset constantly for some reason?
- allow us to give the option to unpack the main file (pack0.dzip) so a disk defrag can optimize it and thus further improve loading times by removing the need to unpack files. Yes, it would consume more space, but we're already talking about a 16 gig game here and most of us has 50+ gig HDDs.
- I tried windowed mode with a system monitor, and apparently the Main Menu screen takes little to no resources, yet the game over screen uses close to 100% of the processing power of my graphics card.
- Lots of people seem to have a low fps difference (some as little as 10fps) between LOW settings in game and Ultra (with uber off). Consider optimizing somehow? The FPS difference should be MUCH more apparent.
- The main menu (escape menu in game) and Game over screen are slow and can take a while for some people to get out of.

BUGS:
- When following an NPC during a quest they always seem to get stuck on terrain, or veer off course slightly. This is annoying and is one of very few bugs I've noticed in the game.
- When talking to the guy in chapter 2 near the drunk guy who takes one of the "kill monster nest" contracts one of the dialogue options, geralt doesn't speak it but the NPC reacts as if you did. (Roche Path)
- Some quests do not fail until a specific point of no return in chapter 1. Which makes sense, but at the same time doesn't make sense if you're on an earlier level of the quest because certain people simply aren't there anymore. It should fail then if it's impossible to finish, not after.
- The Osmorose potion quest is buggy if you already picked up the osmorose and used it for something. But you still can do it because you have something in your inventory to make it. (perhaps prevent the ingredient from being looted until you can actually do the quest?)
- French Translation Fix: We got a diagram for the bomb "ruche" but the diragram itself is called "Schéma: boite à mitraille" instead of "Schéma : Ruche". There is also another diagram called "Schéma Artisanal" and it should be "Schéma: Furie"
- Bug where sometimes Geralt is unable to attack or block or attack or cast signs or bombs
- Quen counter not resetting if Quen is cast a second time, with only 1 - 2 seconds left on original casting time. The result is the Quen animation stays, but otherwise doesn't work (is just a pretty aesthetic).
- Reward items to be fixed (i.e. Lasota dice award / fistfight award with Blue Stripes, etc.)
- Bug related to challenging Bartholomew Bargee, saving beforehand, losing and reloading and no interaction with objects on a reload?
- stand and swinging at a ranged foe, instead of jumping or rolling, should be fixed.
- sometimes there is no response at all from the keyboard or the mouse. Definitely a more common occurence in chapter 2.
- Steel sword removed from scabbard and into inventory at the start of chapter 2.
- sometimes you can see where the neck is attatched to the head http://www.abload.de/img/neckline6eg6.jpg
- sometimes people are floating in the air http://www.abload.de/img/standinginairicb0.jpg
- sometimes certain combat situations on a new load don't fire. This is a situation where before playing normally they all started attacking, but on a reload they did not attack until I attacked them. (POTENTIAL SPOILER) http://www.abload.de/img/witcher22011-05-2301-5wche.jpg
- Skalen Burdon does not appear to actually give you the Warrior Princess Xenthia sword from the dice game.
- fix the bug where double clicking an item to sell, you can't immediately double click to sell the item that moved up the list. You must move the mouse a bit in order for the game to realize the intent to sell.
- In some instances, for example the guards in front of the sewers in chapter 3, I was unable to sheath my sword for over a minute after a battle ended.
- After playing dice poker in chapter 2 I was supposed to receive something like "the sword of the warrior princess" but I did not.
- Sometimes the symbols for which buttons to press disappear, both using keyboard and mouse and with my controller. Generally this happens during dice poker.
- There was a character in chapter 2 with a name like "name Da?a Maria" (also a Blue Stripes soldier with the prefex "[PL][EN] Roche's Commado" http://www.abload.de/img/wut0mcv.jpg )
- in act 2, in the soldiers' camp, half the time when you talk to somebody near a fire, the game moves you automatically INTO the fire.
- Y-Axis movement on the Camera is locked for a 2 or 3 seconds when coming out of menus. This seems pointless and can be a little annoying.
-With the claws of madness quest if you happen to already have Nekker parts, which is likely given they're all over the place, then you cannot give the pig parts instead if you go back to town and get them. As such the Ghost always detects your deceit.
- bug when removing weapons, sometimes get the bleed effect on screen?
- During the Kayran battle, Collision boxes for the leftmost and rightmost tentacles are of the same length before and after "chopping" them, resulting in "invisible" hits after chopping them.
- bug with logitech g35?
- sometimes you see a group of enemies (notably harpies or nekkers) where if you're not in the exact spawn location they will appear then fly/dig away from you until you go back to where they spawned and let them come to you.
Post edited May 24, 2011 by Gvaz
There's already a thread.

http://www.gog.com/en/forum/the_witcher_2/features_i_hoped_are_patched_in
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.
- need to show bomb/trap count remaining on pockets in inventory and also in slow-mo menu in combat.
- add a crosshair?
- add the ability to turn OFF the UI for screenshot purposes. (perhaps turning off the UI forces the game into first person mode?)
- ability to see your current location on the World Map and also for the map to be centered and remember its current setting (the place you left it at while leaving the map
- Make menus a toggle: for example, Press I to get your inventory and press I again to leave it.
- standardize UI elements (space for selling in shops and dice, enter for crafting/potions) Pick one button for all "YES" interactions.
- ability to see the amount of potions you already have crafted while in the crafting menu (example: Crafting a wolf potion has a little bubble saying something to the effect of "You currently have 5 Wolf potions" and update this when you craft another one)
- Whatever the mouse is overlayed, should be the focus for mousewheel scrolls. (example: scrolling in the journal w/ the mouse wheel scrolls that, but when hovered over the right menu you must manually move the bar instead)
- increase size of tooltips on items in the inventory and in all other menus so it doesn't have to scroll at all or much (or increase the speed of the scrolling)
- Time shown above or under the day/night indicator (currently the time is unclear)
- 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.
- Allow you to see mutagen slots on talent slots, and to see what both levels of a talent do without having to invest in them
- Fix font sizes on smaller resolutions
- Make the hourglass for timed conversation choices more apparent
- Important NPCs should be highlighted with an alt toggle of sorts. (design change also, consider reworking the wolf necklace ability into a simple alt toggle minus highlighting)
- Mouse sensitivity varies in different aspects of the game. For example, it is much more sensitive in the dice game.
- have the map centered on geralt's current location and save map position
- Ability to place map markers and/or notes
- The QTE in this specific situation should either be in a different place or a different color because it's hard to see http://www.abload.de/img/qteec65.jpg
- Stop the alchemy components from resetting when mixing, you can exchange ingredients, but it will revert it to the one the game thinks you want to use (usually quest items/craft items).
- Inventory items can become invisible and don't reappear until there is a scripted inventory change event.
- Damage sounds sometimes don't fire.
- Enemy drops can clip through walls making them inaccessible.
- Finishers move you around the area instead of being restricted to the area they're used in.
- bug when using grenades, traps or throwing weapons. If you run out of ammunition, the icon remains in the lower left. Perhaps a counter next to it, or automatically switch to the next available weapon would be better.
- bug when throwing a grenade, sometimes it doesn't throw but you get stuck in the pre-throw animations and are unable to attack, dodge or move properly for about 5-10 seconds. It can prove somewhat lethal.
Post edited May 24, 2011 by Gvaz
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Gvaz: This one actually has an op though. At some point that thread will be too long for a developer to sift through.

I don't have everything from that thread, but most of them are here and it's easier to obtain the info this way.
I have little hope they will implement these unless they are bugs because what we really want is a REAL RPG fully configuable like the good old days...alas they are bygone days, welcome to the 21st century. The money now goes into graphics and flim flam mechanisms.

Thus GOG is here so we can recapture our youth!! The King is Dead> Long Live The King!!
I'm gonna keep collecting these complaints and post it on the witcher forum as well in hopes they do something about it in the future.

Maybe not all of them, but at least some of them for future updates or maybe even an EE version.

They did it for The Witcher 1, I don't see why they can't do so now.
I have one gripe to add. UI change: need to show bomb/trap count remaining on pockets in inventory and also in slow-mo menu in combat.
I tried windowed mode with a system monitor, and apparently the Main Menu screen takes little to no resources, yet the game over screen uses close to 100% of the processing power of my graphics card.

What the hell?
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Gvaz: I tried windowed mode with a system monitor, and apparently the Main Menu screen takes little to no resources, yet the game over screen uses close to 100% of the processing power of my graphics card.

What the hell?
probavly because it has the map assets still loaded and rendering to allow for you to quickly get back into the game from a load.


but i would like to add, they need to make a fluidity patch. make the chains act in a more fluid way, as it stand . he attacks, then seems to delay his next strike, which he must fully pull off.

the system also allows you to quickly change targets during a fight, something i love but with the auto-target system its hard to have full control over changing your targets to fluidly allow you to hit the second opponent. and it stands the only way to change targets in this way is by swinging the camera to them. its just too much work to pull off a attack against someone to the front then quickly swing the camera behind for him to do a backwards jab. the system should allow for you to override the auto target by using the directional keys which then automatically selects the closest person to that key.


also a cross hair while getting rid of auto target would be nice ,auto-target only kicking in for fluidity after you start a chain by clicking a enemy or using the directional keys to do the already mentioned action.

please consider everything i wrote
dark areas just dont feel dark enough! i played though the prolong again and during the escape i thought it was day outside but the game said it was night.

it gave me cat potions for the obvious reason but i had no reason to use them when its so easy to see. not to mention i looked like daylight was pouring in. it tells you to use Aard to put out the torches. but i never truly feel like im doing it for a reason. during my firs time i thought it really was daytime!

and while on the subject, those torches are a freaking PAIN, i try to attack a enemy i accidentally alerted and Geralt will just start lighting and putting out the torch rather then fight.

also i wish there was a way to put them out from further away. the ranges alway7s make you have to run form cover to possibly be spotted.
I found these while playing:

Bug:
When talking to the guy in chapter 2 near the drunk guy who takes one of the "kill monster nest" contracts one of the dialogue options, geralt doesn't speak it but the NPC reacts as if you did.

Also this bothered me:
Some quests do not fail until a specific point of no return in chapter 1. Which makes sense, but at the same time doesn't make sense if you're on an earlier level of the quest because certain people simply aren't there anymore. It should fail then if it's impossible to finish, not after.
Bug :

The Keyran "osmorose" (potion +20000% protection from poison)

The quest is buggy if you already picked up the osmorose and used it for something. But you still can do it because you have something in your inventory to make it.
If you make it the game doesn't detect you have the potion in your bag and don't update the quest.

Need a fix to the quest, or a script so we can't take osmorose before the quest is in the log.
This might also bug the quest called "The Keyran" where at some point it ask your to get "osmorose" or got speak the mage "Sheala" to fight the monster with her.

Also small translation fix for french :

We got a diagram for the bomb "ruche" but the diragram itself is called "Schéma : boite à mitraille" instead of "Schéma : Ruche". There is also another diagram called "Schéma Artisanal" and it should be "Schéma : Furie"
avatar
Gvaz: I found these while playing:

Bug:
When talking to the guy in chapter 2 near the drunk guy who takes one of the "kill monster nest" contracts one of the dialogue options, geralt doesn't speak it but the NPC reacts as if you did.

Also this bothered me:
Some quests do not fail until a specific point of no return in chapter 1. Which makes sense, but at the same time doesn't make sense if you're on an earlier level of the quest because certain people simply aren't there anymore. It should fail then if it's impossible to finish, not after.
you should consider updating the first post with things you agree with that are posted as sometimes people dont read the whole thing. just give credit
Great list. One extra thing I want:

- An autosave AFTER the cut scene before fighting the Kayran.

Sure, I died countless times before I managed to kill the thing, but the most frustrating part of the fight for me was having to sit through that cut scene repeatedly, especially when it frequently lasted longer than I did.
Post edited May 21, 2011 by mjharper
Sure, 90% of that list are other people's suggestions :)

I'll update the OP sometime today, I have a few others on another forum or two I also get suggestions from

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mjharper: Great list. One extra thing I want:

- An autosave AFTER the cut scene before fighting the Kayran.

Sure, I died countless times before I managed to kill the thing, but the most frustrating part of the fight for me was having to sit through that cut scene repeatedly, especially when it lasted longer than I did.
Did you know, you can just load up that autosave and spam RMB to skip it. If you've already seen it, then why bother subjecting yourself to it again? You can skip the whole cutscene segment in a second or two and just wait for the fight to load (another few seconds)

It's what I did.
Post edited May 21, 2011 by Gvaz