Aller au contenu

Photo

The Legendary "The Witcher 2" RPG.


13812 réponses à ce sujet

#8426
slimgrin

slimgrin
  • Members
  • 12 486 messages
Lol. Point taken bloth. Weapons should weigh much more. Books and recipes should be recorded in journal, then dispensed/sold.

First game's inventory was indeed much better. I hate to say it, but some elements of the game just feel incomplete, as if they shipped while still in an earlier stage of development. The inventory in particular.

#8427
KnightofPhoenix

KnightofPhoenix
  • Members
  • 21 527 messages
At the same time I don't want the inventory to be annoying. If you want it to be like TW1 where you can only have one armor and 3 weapons, then have a storage system as well. In fact that should have been there in TW2. I always die a little inside when I sell the raven armor. The Blue Stripes ship should have had a storage system for instance.

The inventory system does need work overall.

Also, mutagens need work. I like the concept, but I want more "special" mutagens. I remember in TW1 that you could make potions with the remains of boss monsters, that sometime give you passive abilities (like extra damage at night if you kill the werewolf). Those things were cool and I like the idea of Geralt incorporating elements of defeated legendary monsters onto him. How awesome would it be if Geralt can make a mutagen from Arachas remains that allows him to go stealth for a few seconds?

Which is why I prefer making Geralt capable of creating mutagens. And I'd personally keep them separate from abilities, and just have several mutagen slots that increase as his level increases. Perhaps with a few "special mutagen" slots and the rest could be "normal mutagens" like increased vitality. And I personally would prefer being able to change and replace them while meditating without having to worry about losing them.

Modifié par KnightofPhoenix, 24 juin 2011 - 06:26 .


#8428
Drizzt ORierdan

Drizzt ORierdan
  • Members
  • 583 messages
The storage box should be an add-on very pretty easy to handle, either on a future dlc or a mod, when the devs release their toolset...

#8429
slimgrin

slimgrin
  • Members
  • 12 486 messages
Mod that allows you to combine lesser mutagens to combine better ones. Just installed it. I also include a mod that replaces his book with a more practical looking bag. Just visual stuff but I like it.

http://www.witcherne.../file.php?id=75

http://www.witcherne.../file.php?id=93

Modifié par slimgrin, 24 juin 2011 - 06:52 .


#8430
DragonRageGT

DragonRageGT
  • Members
  • 6 071 messages
The other thing I missed, besides what was listed and I agree with most of it, is the Crypts. The Mines and Caves are alright but... There is no Crypt in any game like those of TW1, ever! The atmosphere, the goosebumps, the jumps on my chair when a Garkain landed behind me in the dark, or when a pack of Fidlers, Alghouls and Bruxae charged. brrrrr

I liked the effect of a Cat potion much better too.

#8431
blothulfur

blothulfur
  • Members
  • 2 015 messages
Personally I like that mutagens are non removable once they've altered the witchers genetic structure as its one more step that the game takes in treating you as an adult, but yeah it would be nice if all the mutagens came from the legendary creatures you dispatch kind of a mixture of trophy and mutagen.

I assume there is some engine difficulty with storage hence why the merchants don't retain the stock you sell them like in the first game, because I see no reason to exclude it otherwise.

#8432
Khayness

Khayness
  • Members
  • 7 025 messages

RageGT wrote...

The other thing I missed, besides what was listed and I agree with most of it, is the Crypts. The Mines and Caves are alright but... There is no Crypt in any game like those of TW1, ever! The atmosphere, the goosebumps, the jumps on my chair when a Garkain landed behind me in the dark, or when a pack of Fidlers, Alghouls and Bruxae charged. brrrrr

I liked the effect of a Cat potion much better too.


That crypt where you got to loot the Dun Banner flag came pretty close.

#8433
Cyberfrog81

Cyberfrog81
  • Members
  • 1 103 messages
There is also a mod that improves the inventory. Let's you sort e.g. by weight, and displays a mark next to recipes you already have. It also creates a new category where the "junk" type items end up.

If you combine that with a weight mod (e.g. 500 or 900 limit instead of 250/300ish) a lot of inventory worries go away. Personally I consider it a bit of a cheat, but who cares - it's a singleplayer game so you mod it if that makes you happier.

#8434
Drizzt ORierdan

Drizzt ORierdan
  • Members
  • 583 messages
The most annoying thing for me is the way save files work. The sheer amount of auto saves, and the innability to name your own, thus making it really hard to differentiate between different playthroughs.
I dont think they will mess with that ever, so it's a matter of sucking it up. :-)

Modifié par Drizzt ORierdan, 24 juin 2011 - 07:26 .


#8435
Zcorck

Zcorck
  • Members
  • 369 messages

Drizzt ORierdan wrote...

The most annoying thing for me is the way save files work. The sheer amount of auto saves, and the innability to name your own, thus making it really hard to differentiate between different playthroughs.
I dont think they will mess with that ever, so it's a matter of sucking it up. :-)


Yeah, and the save file pictures are sometimes pics of the loading screen instead of Geralt ingame.
Personally, I'd prefer to have 3-4 quick and autosaves just so you can backtrack in case you screw up, but not by too much.
I like to name my saves as well. Usually I make a savegame at a specific point in a game to describe a good starting point at place x in chapter x.

#8436
slimgrin

slimgrin
  • Members
  • 12 486 messages
Save games are a complete mess. I've come damn close to deleting entire files, when all I want to do is trim back the auto saves. You get several GB of save files pretty damn quick with this game.

#8437
blothulfur

blothulfur
  • Members
  • 2 015 messages
Erm this might be a spoiler i'm not sure.

Just noticed the paintings on the walls of the fisstech lair where Loredos mum works are the same as those scrawled all over the asylum. Is she the escaped patient who those torturers took with them when they fled the nuthouse, if so Zoltan might be right about Loredo being batty and it explains her wealth.

Damn this games got depth.

(I don't get piccies on my manual saves in the prologue or chapter three for some reason though the autosaves work fine).

Modifié par blothulfur, 24 juin 2011 - 09:18 .


#8438
Khayness

Khayness
  • Members
  • 7 025 messages

blothulfur wrote...

Erm this might be a spoiler i'm not sure.

Just noticed the paintings on the walls of the fisstech lair where Loredos mum works are the same as those scrawled all over the asylum. Is she the escaped patient who those torturers took with them when they fled the nuthouse, if so Zoltan might be right about Loredo being batty and it explains her wealth.


She is, if you kill the ghost and punish the torturers she will handle them.

#8439
blothulfur

blothulfur
  • Members
  • 2 015 messages
Cheers Khayness, guess i'll have to go back and spare those bastards now just to see what happens.

#8440
Lord Phoebus

Lord Phoebus
  • Members
  • 1 140 messages

blothulfur wrote...

Erm this might be a spoiler i'm not sure.

Just noticed the paintings on the walls of the fisstech lair where Loredos mum works are the same as those scrawled all over the asylum. Is she the escaped patient who those torturers took with them when they fled the nuthouse, if so Zoltan might be right about Loredo being batty and it explains her wealth.

Damn this games got depth.

(I don't get piccies on my manual saves in the prologue or chapter three for some reason though the autosaves work fine).


Yeah, try decieving the ghost next playthrough and turning the torturers into the authorities and you'll get confirmation.

On the topic of saves, I flagged the important ones as read only, deleted the contents of the directory and then removed the write protect.  Seemed faster than selective deleting, the game really needs some in game save management.
 
Has anyone release a mod that tells you how many grenades, knives or traps you have in your quickslot?  It's a bit of a pain, particularly if it triggers the Geralt stops fighting bug (I've had that bug trigger with 12 grenades in the quickslot, or if I craft new grenades and don't empty and refill the quickslot, but it happens more often with 1 grenade)

#8441
ErichHartmann

ErichHartmann
  • Members
  • 4 440 messages

slimgrin wrote...

Save games are a complete mess. I've come damn close to deleting entire files, when all I want to do is trim back the auto saves. You get several GB of save files pretty damn quick with this game.


I've given up trying to keep track of saves or keep them for that matter.  If and when The Witcher 3 finally comes out I'll just do a marathon run for whatever I want to import. =]

#8442
slimgrin

slimgrin
  • Members
  • 12 486 messages
No mod for grenade/knives/traps tally yet. I suspect unless they release a toolset, certain things will be problematic to fix.

#8443
DragonRageGT

DragonRageGT
  • Members
  • 6 071 messages
huh.. it's easy to create folders in C:\\Users\\your_name\\Documents\\Witcher 2\\gamesaves and copy/paste or cut/paste some files that you want to mark as important, if you don't want to replay the whole game.

I have "For Roche", "For Yorveth", "Act 1 choose spec" and "Act 1 choose path" folders... but I end up starting from scratch every time... I love it! hehe

#8444
KnightofPhoenix

KnightofPhoenix
  • Members
  • 21 527 messages

blothulfur wrote...

Cheers Khayness, guess i'll have to go back and spare those bastards now just to see what happens.


Let's just say I think giving them to the ghost is more merciful.

#8445
blothulfur

blothulfur
  • Members
  • 2 015 messages
Oh i'm definitely doing it now, damn i'm a sick puppy.

#8446
KnightofPhoenix

KnightofPhoenix
  • Members
  • 21 527 messages
The situation also raises questions about Loredo and the circumstances of his birth. EDIT: actually, he had to be born before she was taken to the Asylum. Hmmm, what happened exactly?

Loredo is probably the only character in TW2 that I find almost entirely despicable (seeing how the game has a vast variety of characters, this is realistic. Some people are just despicable). But his situation has a bit of depth to it. I can't fathom what it was like to be raised by an insane woman that breathes fisstech as she does air.

Modifié par KnightofPhoenix, 24 juin 2011 - 10:24 .


#8447
blothulfur

blothulfur
  • Members
  • 2 015 messages
The fisstech could be quieting the voices she hears if she is schizophrenic like the hospital notes claim, but that's another advantage of the Roche path bringing some closure to Seherim and in the process probably healing some of the wounds between non humans and humans in Flotsam.

I'm still stalled on my Iorveth playthrough because I can't for the life of me decide whether to save the elven lasses or take down the bastard Loredo, save lives or prevent future suffering it's a damnably well written choice.

#8448
DragonRageGT

DragonRageGT
  • Members
  • 6 071 messages
I'm pretty sure Loredo dies even if you go with Yorveth. As long as you talked with Roche before chosing a final act 1 path. Later in act 2 he will tell how Ves was rescued and well, can't rescue her without killing him anyway. Not explicit but it's there, buried in the data! Now, if you don't talk to Roche to know what he is planning before chosing Yorveth, then I don't know what happens in Flotsam at all. (haven't played it like that yet)

Modifié par RageGT, 24 juin 2011 - 11:47 .


#8449
Costin_Razvan

Costin_Razvan
  • Members
  • 7 010 messages
RageGT: The journal data denies that, and Roche only says they barely rescued Ves.

So sorry. he lives if you save those Elves.

#8450
zeypher

zeypher
  • Members
  • 2 910 messages
have to agree with costin on this. Loredo only dies if you kill him, otherwise he lives on