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Megazver
Jan 13, 2006
If that video didn't give you an rpg stiffy, you're basically subhuman.

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Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Do we have an estimated release date on this game yet? Whenever that is can't come soon enough.

Captain Scandinaiva
Mar 29, 2010



Wow, they really brought out the big guns for those vids, didn't they? This is going to be great.

Ice Fist posted:

Do we have an estimated release date on this game yet? Whenever that is can't come soon enough.

TBA 2014, so probably at the end of that year or even in 2015. They seem to already have a lot of the environment done already though, but I imagine there is still much to be done.

Foulbrood
May 17, 2004

This is it, Jonesy!
Love that we got to see it in motion finally and liking what I see but have they changed Geralt's physique slightly?

It might just be the mailed armour he's wearing but he looks a bit odd...

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Captain Scandinaiva posted:

Wow, they really brought out the big guns for those vids, didn't they? This is going to be great.


TBA 2014, so probably at the end of that year or even in 2015. They seem to already have a lot of the environment done already though, but I imagine there is still much to be done.

A year is a long wait to cure the blueballs that video game me. Guess I'll have to play Witcher 2 with the combat mod coming out 5 or 100 times.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.

Foulbrood posted:

Love that we got to see it in motion finally and liking what I see but have they changed Geralt's physique slightly?

It might just be the mailed armour he's wearing but he looks a bit odd...

It's worth noting that in the year before TW2 shipped, Geralt's appearance changed fairly dramatically.

Rukus
Mar 13, 2007

Hmph.

Foulbrood posted:

Love that we got to see it in motion finally and liking what I see but have they changed Geralt's physique slightly?

It might just be the mailed armour he's wearing but he looks a bit odd...

Yeah, the change looks a little odd to me, though it's probably just the armor. Its shape is similar to the armour from Halo or Gears of War where the chest is much wider and more pronounced than the waist.

PureRok
Mar 27, 2010

Good as new.
It looks to me like he's wearing a corset or something. He's getting old; he needs a corset to keep his figure in check. Little does he know he put it on too tight.

Namnesor
Jun 29, 2005

Dante's allowance - $100
Geralt's armors in W2 were a good deal bulkier. This looks form-fitting, and looks to match his unarmored physique.

Jimbot
Jul 22, 2008

The Witcher 3's in-game footage looked better than Dragon Age 3's CG reveal trailer. CDProjekt deserves better sales.

Qwo
Sep 27, 2011
Whyyy are you walking so close to that cliffffff.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.

Coughing Hobo posted:

Geralt's armors in W2 were a good deal bulkier. This looks form-fitting, and looks to match his unarmored physique.



I'm going to assume you just had that image handy... :yayclod:

SpRahl
Apr 22, 2008
Not gonna lie I havent been as excited for Witcher 3 as I was for 2 I think some of the early information released had me worried cdprojekt might have been biting off more than they could handle. But that trailer definitely has me stoked.

Megazver
Jan 13, 2006

Jimbot posted:

The Witcher 3's in-game footage looked better than Dragon Age 3's CG reveal trailer. CDProjekt deserves better sales.

In Bioware's defense, I think the Morrigan bit at the end was in-game.

Jimbot
Jul 22, 2008

That's true. I don't remember her jaw being that square, though. But that could just be how the character aged or just the engine (or faulty memory).

Cross-Section
Mar 18, 2009

Change log for the combat re-balance mod:

quote:

GENERAL CHANGES
- Up to 80% increase in responsivness per Geralt's animations.
- Up to 50% increase in repsonsivness per NPCs animations.
- Added strafing while being locked on an enemy and walking.
- Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
- Geralt automatically parries enemy sword attacks and deflects incoming arrows.
- Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
- Monster attacks still cannot be parried with a sword.
- While using Guard Stance Geralt channels an active Quen shield.
- Above listed changes to defence mechanics decreased importance of rolling in combat.

CHARACTER DEVELOPMENT
- Decreased the number of skill to ensure quality over quantity.
- Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
- Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
- All skills now have one level ( previously 2 ).
- Aard and Igni Signs have been changed from projectile to cone area of effect.
- Riposte doesn't require Guard Stance to activate, only attacking in a timed window.
- Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
- Experience points are given only for progressing through quests, not for killing enemies. This encourages role-- playing without worrying about missing experience.
- Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.

BALANCE
- Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won't survive more hits than a knight in platemail just because the bandit was encountered later in game.
- Decreased the disproportion in stats between starting equipment and late game equipment.
- Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt's badass factor as items.
- Geralt's armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
- Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
- Set elixirs and oils duration to 1 hour.
- Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
- Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt's sword DPS.
- NPCs deal full damage to other NPCs.
- Removed 50% Hit Points condition for throwing enemy off height with Aard.
- Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
- Riposte no longer costs Vigor.
- Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
- Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
- Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
- Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
- Geralt gains knowledge about monsters faster.
- Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
- Set minimal damage dealt by Geralt to zero ( was 5 ).
- Removed bonus damage for backstabs.
- Finally soaked boots in tutorial weigh more than dry boots!!

ECONOMY
- Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
- Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
- Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
- Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
- Decreased amount of loot dropped from enemies.
- Removed some of the junk items from container definitions.
- Made vendors specialize in certain type of merchandize.
- Witcher specific recipies cannot be bought but also cannot be sold to merchants.

VISUALS
- Added Focused Combat Stance. Geralt enters focused state during challenging encounters.
- While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
- Enemies explode when killed by mage spells. Does not apply to witcher Signs - they are not that powerful.
- Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
- Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
- Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
- Decreased camera shake effect used on each step of huge creatures like trolls and golems.
- Removed green cloud effect from enemy poisoning FX.

FIXES
- Tweaked anim events in all combat animations to improve timings and responsivness.
- Fixed sword oils not providing bonus damge against monsters.
- Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
- Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.

OTHER
- Changed item rarity names to reflect witcher's low level magic setting. Items are no longer MAGICAL and EPIC.
- Decreased attacked enemy importance for targetting to make switching enemies easier.
- Many, many other changes that were required to make features listed above work.

Coming June 20th, can't wait.

bofa salesman
Nov 6, 2009

All of those changes look fantastic. Especially getting rid of that stupid damage penalty for using signs. Time to reinstall I guess.

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch
That all sounds pretty goddamn good. As much as I enjoyed Witcher 2 the combat never really felt all that good to me. It wasn't really better than 1 just...different. Here's hoping this gives it some extra umph and upgrades the feel of everything.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.
OK, the vast majority of that sounds awesome but a few of those economy changes, e.g., seem to be a little beyond the scope of a combat rebalance mod.

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch
I think it sounds good. I barely used the shops in either Witcher games since the items worth buying anything were so expensive that you maybe bought one thing per chapter if even that.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.
Yeah, I suppose I'll give him the benefit of the doubt, especially considering he's a CDPR developer now and could very well be mainlining high-level changes that will be appearing in Witcher 3.

Ravenfood
Nov 4, 2011
I'm really interested in how parry-ripostes will now work as a skill. Also, not sure I like the removal of armors. Just keep them in for look variation, even if they're statted identically. I'm definitely willing to give it another go, though.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.
Well, whatever the case, anything he removed via REDkit, I'm sure we can put back in via REDkit.. and vice versa.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I think I'll go the 'trust this guy's judgment route first. Those changes sound really great.

Cirofren
Jun 13, 2005


Pillbug
That's certainly enough to make a 4th playthrough worth it. Especially with the increase in power to Witcher 1 imports, reduced rolling, enemy equipment and power consistent with lore, and 1h elixir and oil duration :getin:

Demiurge4
Aug 10, 2011

Will modded saves be able to carry over to the Witcher 3? I'll go for another playthrough from my Witcher 1 save with this mod to get nice and primed for the third game.

The Sharmat
Sep 5, 2011

by Lowtax
That looks like it fixes basically everything I didn't like about Witcher 2's combat. And I loved Witcher 2's combat. Looks like it's time for a third playthrough.

...Is it wrong that the change I'm most excited about is that import items are better than most of the things you'll get in game now? The Lady of the Lake gave me Aerondight, drat it. I could never bring myself to sell it, but it still deserved more than hanging out in my stash for 3/4ths of the game.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.

The Sharmat posted:

...Is it wrong that the change I'm most excited about is that import items are better than most of the things you'll get in game now? The Lady of the Lake gave me Aerondight, drat it. I could never bring myself to sell it, but it still deserved more than hanging out in my stash for 3/4ths of the game.

Not to mention all the work that went into getting that sweet Raven's Armor... which was then rendered obsolete on the very first mission in Flotsam. :yaycloud:

The Witness
Jul 2, 2012
The changes certainly do seem awesome, but I'm wondering why bonus backstabs were removed. Although they played a minor role, combat was more tense knowing that both you and the enemy were susceptible to a possibly fatal hit.

candide
Jun 16, 2002

The Tipping Point
drat, I was getting ready to play for the first time but I guess I'll wait for this combat mod. So in the meantime, here's a question, are the "recommended" in the OP still recommended? Specifically, the one that increases carrying weight to 500. I know nothing about the game but that seems like a big change, no? I don't want to start off overpowered. I'm going to disable all the DLC beforehand too.

... and I'm going to start with Dark Mode despite it not being recommended :aaaaa:

Namnesor
Jun 29, 2005

Dante's allowance - $100
I don't know how necessary increased carry weight will be with this incoming mod, but currently having more to carry really just means less trucking back to a merchant every couple of minutes. The other recommended mods have no effect on gameplay.

Cheston
Jul 17, 2012

(he's got a good thing going)

Coughing Hobo posted:

I don't know how necessary increased carry weight will be with this incoming mod, but currently having more to carry really just means less trucking back to a merchant every couple of minutes.

This. Carry weight is a fairly unimportant mechanic in TW2 (I.E. you'll never have to choose between important items / "What can I afford to bring with me to spaceland?", and Inventory never weighs in on the story beyond "Geralt keeps supplied with potions and bombs"). I was fine with the default inventory size, so if you find it hurts your immersion, the default won't frustrate you.

explosivo
May 23, 2004

Fueled by Satan

I've had this game in my library forever but never really got around to playing it. I finally dove in tonight and I really like it so far, although the combat feels really clunky. Should I probably just wait until the 20th for that mod before really getting into it? I'm not even out of the Prologue, though, so it might just be a matter of me not having the skill yet.

Edit: Oh, catching up on the OP will certainly help :eng101:

explosivo fucked around with this message at 08:57 on Jun 13, 2013

The Sharmat
Sep 5, 2011

by Lowtax

henn and potion posted:

... and I'm going to start with Dark Mode despite it not being recommended :aaaaa:

You're mad.


explosivo posted:

so it might just be a matter of me not having the skill yet.

There are a few issues with Geralt's responsiveness, but I think it's mostly this. It took me ages to really get the hang of the combat, but at some point it just magically clicks and it becomes awesome fun. This seems to be most peoples' experience with the game.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.
Oh look, Geralt went on another vision quest, only this time, he didn't see a forest of enormous dildos...







Seriously, is that SweetFX or what in the unholy hell..

Ravenfood
Nov 4, 2011
Those all look like they'd be really awesome scenes if they removed the weird-rear end glow/color correction/something I can't really name on all of them.

Leb
Jan 15, 2004


Change came to America on November the 4th, 2008, in the form of an unassuming Senator from the state of Illinois.
Also, Flash updated his FCR2 Changelog:

pre:
CORE CHANGES
Up to 80% increase in responsiveness per Geralt's animations.
Up to 50% increase in responsiveness per NPCs animations.
Added strafing while being locked on an enemy and walking.
Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
Geralt automatically parries enemy sword attacks and deflects incoming arrows. It doesn't mean Geralt is invincible. It's not a 100% chance to parry and the value is not constant. It changes depending on how many hits you block in a short time and from where does the hit land.
Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
Monster attacks still cannot be parried with a sword.
While using Guard Stance Geralt channels an active Quen shield.
Above listed changes to defence mechanics decreased importance of rolling in combat.



ENEMIES
Durability of enemies is based on their defensive skills and armor, not just high vitality.
Mages and assassins don't use duration based shields, instead they have a chance to block each attack seperately, including witcher Signs. This removes the duration godmode from enemies that forced player to run away.
Letho and elite assassins will counterattack when player is relentlessly attacking them.
Arachas and Endriaga Queens learn they should defend against sword attacks after receiving few hits.
Removed knockdown effect from enemy swordsmen attacks.



CHARACTER DEVELOPMENT
Decreased the number of skills to ensure quality over quantity. Experience rewards and leveling were adjusted to current character development.
Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
All skills now have one level ( previously 2 ).
Aard and Igni Signs have been changed from projectile to cone area of effect.
Riposte doesn't require Guard Stance to activate, only attacking in a timed window.
Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.



BALANCE
Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won't survive more hits than a knight in platemail just because the bandit was encountered later in game.
Decreased the disproportion in stats between starting equipment and late game equipment.
Changed Geralt's starting equipment. He now carries core alchemical recipies and schematic for silver sword.
Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt's badass factor as items.
Geralt's armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
Set elixirs and oils duration to 1 hour.
Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt's sword DPS.
NPCs deal full damage to other NPCs.
Removed 50% Hit Points condition for throwing enemy off height with Aard.
Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
Riposte no longer costs Vigor.
Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
Made range weapons ignore armors when calculating damage -- armor penetration.
Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
Geralt gains knowledge about monsters faster.
Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
Set minimal damage dealt by Geralt to zero ( was 5 ).
Removed bonus damage for backstabs. Geralt is not parrying attacks coming from behind, so there is a penalty already. Backstab damage bonus would be an overkill. As for the the enemies, this change removes the urge for immersion breaking behavior, like constantly rolling behind an enemy for bonus damage.
Changed arena item rewards for each wave to fit mod item progression.
Decreased amount of enemies in few arena waves.
Finally soaked boots in tutorial weigh more than dry boots!!



ECONOMY
Moved DLC armors from starting equipment to quest rewards and shops.
Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
Decreased amount of loot dropped from enemies.
Removed some of the junk items from container definitions.
Made vendors specialize in certain type of merchandize.
Witcher specific recipies cannot be bought but also cannot be sold to merchants.



VISUALS
Added Focused Combat Stance. Geralt enters focused state during challenging encounters. It's a visual eyecandy, so it happens automatically based on calculated combat threat level.
While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
Enemies explode when killed by mage spells. Does not apply to witcher Signs - they are not that powerful.
Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
Decreased camera shake effect used on each step of huge creatures like trolls and golems.
Removed green cloud effect from enemy poisoning FX.



FIXES
Tweaked anim events in all combat animations to improve timings and responsivness.
Fixed sword oils not providing bonus damage against monsters.
Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.



OTHER
Decreased cooldown for returning to exploration after combat from 7 to 2 seconds. Geralt will be able to interact with environment quicker after combat.
Removed necesity to enter meditation panel to learn new skills on difficulty levels above Normal.
Changed item rarity names to reflect witcher's low level magic setting. Items are no longer MAGICAL and EPIC.
Decreased attacked enemy importance for targetting to make switching enemies easier.
Many, many other changes that were required to make features listed above work.



TODO THAT I'LL PROBABLY NEVER DO
I haven't changed icons in character development, so they do not reflect changes in skill trees.
Special effects for new Aard and Igni Sign are lacking. I'm not a special effect artist.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

Ahhh! Watch it with the sharpen tool CDPR dudes!

Jenner
Jun 5, 2011
Lowtax banned me because he thought I was trolling by acting really stupid. I wasn't acting.
The Witcher and The Witcher 2: Assassins of Kings is on sale on Steam this weekend! :woop: I have never gotten these games and I am now tempted by these low prices.

The only problem is, I have no idea which to buy. Especially because Witcher 2: Enhanced Edition is $6.79, while Witcher 2: Enhanced Edition Director's Cut is $3.39. Why is the Director's Cut, which should be better, cheaper? Is it not a completely game? Please help. :psyduck:

(The Witcher just has the Extended Edition Director's Cut available... for $3.39.)

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Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Jenner posted:

The Witcher and The Witcher 2: Assassins of Kings is on sale on Steam this weekend! :woop: I have never gotten these games and I am now tempted by these low prices.

The only problem is, I have no idea which to buy. Especially because Witcher 2: Enhanced Edition is $6.79, while Witcher 2: Enhanced Edition Director's Cut is $3.39. Why is the Director's Cut, which should be better, cheaper? Is it not a completely game? Please help. :psyduck:

(The Witcher just has the Extended Edition Director's Cut available... for $3.39.)

The director's cut is Witcher 1 not Witcher 2, that's why it's cheaper. No idea why it shows on Witcher 2 store page

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