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Witcher 3 gameplay from YouTubers from CDPR event

erawsd

Member
I really hope you're right, because this lack of control was the biggest problem of TW2 for me. If holding the attack button equals a longer animation and possible more damabe, that would be actually great! I was looking for somebody to shine thins kind of light on it. We shall see relatively soon.

I hope so too. I'm not someone that was particularly fond of TW2s combat, I didnt hate it as much as some folks do but it was obvious that there was a lot of inexperience baked into it. Reading various interviews, videos, and impressions I've raised my expectation from "little better than Tw2" to "Hey this could be pretty decent".
 
HUD's awful, but at least I can customize it. Definitely going to turn off the attack button guide (I mean, really?) and the item list at the bottom right. If I can shrink the health meter, I'll do so as well.

I believe the health meter is contextual. :D I wish more devs would realise that we don't need to see our health at all times. Contextual HUDs are the best.
 

cresto

Member
HUD's awful, but at least I can customize it. Definitely going to turn off the attack button guide (I mean, really?) and the item list at the bottom right. If I can shrink the health meter, I'll do so as well.

I'm pretty sure the button guide is there to introduce new people to the game. There is a way to make the hud smaller on a slider from the looks of SS's. Not sure you can specific certain aspects, though. It's just nice they included an option to remove all hud elements or make some of the situational (i.e. health bar only displays during combat).

I believe the health meter is contextual. :D I wish more devs would realise that we don't need to see our health at all times. Contextual HUDs are the best.

What he said, lol.
 

valkyre

Member
Watchdog's HUD was awful. Look at the positioning of the mini-map.

HUD.jpg


Why?

If you really look, you can almost make out some gameplay beneath all of that HUD. :p

One thing I'd like to see in games more often, especially open-world games, are menus being incorporated physically into the game-world itself. It would be cool if Geralt actually equipped a map/compass, or equipped a journal with your objectives listed instead of having to pause the game. I'm mainly thinking about people who like to play with zero HUD here (such as myself). It would be a really cool and non-immersion breaking way to do it imo.

HUD's awful, but at least I can customize it. Definitely going to turn off the attack button guide (I mean, really?) and the item list at the bottom right. If I can shrink the health meter, I'll do so as well.


I'll quote myself from a few pages back. My main concern is that while the HUD is customizable and the mini map can be turned off, there is no alternative means to enjoy the game properly like other games do like the radar blips of GTA or the waypoint markers of Assassins Creed and skyrim.

All these games can be almost 100% enjoyed without the minimap hindering your screen and take so much space. (I also find it extremely ugly in design) W3 doesnt seem to incorporate a viable minimalistic way to find your bearings towards your next objective or marker. Which is a tad dissappointing considering all the options there are there in the first place.

Anyway here is my original post:

From the HUD options I dont see a viable way of playing/enjoying the game without a minimap.

I was hoping that CD Project could incorporate a waypoint indicator (like in Assassins Creed for example) that would indicate where you next object direction is and how far away you are from it. I love to play games with minimal UI elements that I find most of the time annoying for taking precious screen space.

The way it is now, yes I can turn off the mini map, but then I feel absolutely blind... I have to enter the game map way to often to find my bearings and this is immerssion breaking stuff there, let alone that if certain quests have time limitations to reach a destination it would be very annoying to navigate without the map.

Dont know if anyone is listening from CD Project but an option with waypoint indicator would be awesome.
 

erawsd

Member
Lol, it's almost exactly like how that one gaffer 'COD-ified' the Bloodborne HUD.
It looks like a visual mess.

The irony being that Witcher secretly has the superior HUD thanks to all the customization options. It can be as clean or as "COD-ified" as you want it to be.
 

valkyre

Member
Good thing there is toggles and such for most of HUD elements :)

Thing is that by disabling completely the map the game becomes a mess in term of navigation and you'll have to pretty much pause to the world map to find your bearings. I agree I hate maps and I toggle them off all the time, as long as there is a way to have an idea where I am going. There are tons of ways this can be incorporated without the use of a mini map like i described above, but W3 seems that it doesnt do any of that...
 
Good thing there is toggles and such for most of HUD elements :)

Yeah, I was pretty pleased to see that. HUD customization like this is an amazing feature

edit: especially the HORSE STAMINA huge text and bar is really obnoxious in my opinion. I am glad they realize that not everybody wants to see that
 

BigTnaples

Todd Howard's Secret GAF Account
Yea, I have the TW2:EE on Steam but only played like 15 min before getting distracting by Diablo 3:UEE; planning to get back to it soon.

TW3 looks fabulous as is, but with mods it will be elevated to new levels.

The foliage on the ground from what I've seen is really odd because it looks like paper (?).

In other words, very flat and 2D, while lacking shadows.

The foliage only lacks shadows when the sun is in a position where is it casting nearly none.

In most of the videos the vegetation is covered in shadows and illumination.

11154737_1594639270779613_3303632680152548391_o.jpg
[/QUOTE]

The way the light is interacting with the foliage looks the same as the "Volume Based Translucency" from the Nvidia Tech Demo.

https://www.youtube.com/watch?v=3SpPqXdzl7g

And it is stunning.
 

Perfo

Thirteen flew over the cuckoo's nest
Lol, it's almost exactly like how that one gaffer 'COD-ified' the Bloodborne HUD.
It looks like a visual mess.

Oh god I never saw this before. The funny thing is that Bloodborne's world is one of the complex I've seen in ages (level-design wise) and it's so easy to navigate without a single minimap or even map. Fucking masterpiece. I hate minimaps and maps btw.
 

Tigress

Member
Thing is that by disabling completely the map the game becomes a mess in term of navigation and you'll have to pretty much pause to the world map to find your bearings. I agree I hate maps and I toggle them off all the time, as long as there is a way to have an idea where I am going. There are tons of ways this can be incorporated without the use of a mini map like i described above, but W3 seems that it doesnt do any of that...

I actually like how Skyrim/Fallout does it. I like how it just tells you that in a certain direction there's something interesting but it doesn't say exactly where, just in what direction. It tends to get me exploring a lot more (oooh, looks like something interesting is over there, I wanna know what it is. Oh, and look, there's something in that direction, gotta check that out sometimes).

But I think for these kind of games exploration is the most fun part for me so I like things that tend to encourage me to explore and want to see what's over that next hill. For some reason it not telling me where exactly makes it more exciting than knowing exactly where on the map it is.
 
Trying to avoid the videos because hey, I'm going to buy the game anyway, but can anyone confirm if any of the videos dip into the game's graphic settings for a look? I want to see the line-up of options ha.
 
I know. Certain people keep saying the foliage looks like crap and I'm simply saying, "compared to what?"

I showed grass from AC Unity, Infamous Second Son and Dragon Age Inquisition, since those are the other best looking open world games available right now. I think the foliage in The Witcher 3 is more impressive overall than in any of those three games. That's my opinion based on owning those three games and seeing a decent amount of footage of The Witcher 3.

The first screenshots I posted were all screenshots from gamespot and most of them were bullshots. I don't know what more you could want.

First of all, I mentioned the my problems early on with the foliage so I guess you can partially credit me for the derail?

Second, I didn't suggest that TW3 didn't have the "best-in-class" foliage. I said it was sub-par compared to the quality of the rest of the game and stands out.

Third, I called them "2d" because in many of the videos I saw, the grass and bushes seemed to be facing the players despite the camera changing and others times or maybe that's because the grass/brushes looked very flat in general. I don't mean to use that term in technical way because I'm not even sure what that term would mean technically.

So yes, I stick by what I said. The foliage looks sub-par within the context of TW3 graphical framework. That's why I brought up TW2.
 
New video about the skill tree and leveling up in TW3 from Remigiusz Maciaszek (in Polish)

https://www.youtube.com/watch?v=cL3U7dJq9zk

I am having a real multicultural mindfuck here, this is the first time I have been interested in something only described in Polish. I am from Czech Republic, so our languages come from the same place, but are very different. I understand every third word, but am trying to get as much out of it as I can. It feels bizarre, this is my first attempt to really understand something spoken in native Polish. Of course the first attempt would be video game related, what did I even think. Thanks for the link
 

valkyre

Member
I actually like how Skyrim/Fallout does it. I like how it just tells you that in a certain direction there's something interesting but it doesn't say exactly where, just in what direction. It tends to get me exploring a lot more (oooh, looks like something interesting is over there, I wanna know what it is. Oh, and look, there's something in that direction, gotta check that out sometimes).

But I think for these kind of games exploration is the most fun part for me so I like things that tend to encourage me to explore and want to see what's over that next hill. For some reason it not telling me where exactly makes it more exciting than knowing exactly where on the map it is.

Thats exactly what I want for Witcher 3 to implement when I switch off the map! Thats the proper way of disabling and customizing your HUD when it comes to a huge open world game.

This NO MAP - YES MAP thing is pretty much forcing the player to have the mini map on, or otherwise to be ready to pause the game every 5 mins or so...

Give us a marker, a certain direction at least of where our next objective is. A waypoint. Something that will properly replace the need for a mini map. There are many ways that this can be done a lot of games have used different methods and all work nicely. I surely hope that CD Project can try and provide such a way to enjoy the game's visuals without compromising/hindering gameplay.
 
Thats exactly what I want for Witcher 3 to implement when I switch off the map! Thats the proper way of disabling and customizing your HUD when it comes to a huge open world game.

This NO HUD - YES HUD thing is pretty much forcing the player to have the mini map on, or otherwise to be ready to pause the game every 5 mins or so...

Give us a marker, a certain direction at least of where our next objective is. A waypoint. Something that will properly replace the need for a mini map. There are many ways that this can be done a lot of games have used different methods and all work nicely. I surely hope that CD Project can try and provide such a way to enjoy the game's visuals without compromising/hindering gameplay.

I really don't like the system used in Skyrim. It shows visual indicators on your compass before you even see them in the world. That is not exploration for me. Exploration is seeing a landmark in the distance and being invited to explore the surrounding areas. It should be spontaneous, not follow the arrow.
 

MattyG

Banned
Thats exactly what I want for Witcher 3 to implement when I switch off the map! Thats the proper way of disabling and customizing your HUD when it comes to a huge open world game.

This NO HUD - YES HUD thing is pretty much forcing the player to have the mini map on, or otherwise to be ready to pause the game every 5 mins or so...

Give us a marker, a certain direction at least of where our next objective is. A waypoint. Something that will properly replace the need for a mini map. There are many ways that this can be done a lot of games have used different methods and all work nicely. I surely hope that CD Project can try and provide such a way to enjoy the game's visuals without compromising/hindering gameplay.
This could be fixed easily with a quick map button or something. Just hit whatever button it's mapped to, it pops up in a window while gameplay keeps going in the background, get a general lay of the land, hit it again and you're right back.
 
Thats exactly what I want for Witcher 3 to implement when I switch off the map! Thats the proper way of disabling and customizing your HUD when it comes to a huge open world game.

This NO HUD - YES HUD thing is pretty much forcing the player to have the mini map on, or otherwise to be ready to pause the game every 5 mins or so...

Give us a marker, a certain direction at least of where our next objective is. A waypoint. Something that will properly replace the need for a mini map. There are many ways that this can be done a lot of games have used different methods and all work nicely. I surely hope that CD Project can try and provide such a way to enjoy the game's visuals without compromising/hindering gameplay.

I get what you're saying, and the option would be great, but I'd still rather do this than have anything on my screen at all. I'm weird like that. :p

Actually,I think I'd use on-screen waypoint markers that you activate manually, as long as they faded after a few seconds.
 

valkyre

Member
I really don't like the system used in Skyrim. It shows visual indicators on your compass before you even see them in the world. That is not exploration for me. Exploration is seeing a landmark in the distance and being invited to explore the surrounding areas. It should be spontaneous, not follow the arrow.

As I said, there are tons of ways to implement a way to get rid of the mini map while the player is still able to find his bearrings and know where he is going.

Either use floating waypoint/markers/indicator that show just the direction of your objective or one of the other many ways games have used in the past. And they could even toggle the thing on/off with the click of a button or a combination of buttons if the control scheme is filled up.

I honestly believe that the ON/OFF thing the way it is now is not helping much. On the one hand when you have the map ON you cringe if you are bothered like me with stuff wasting screen space, on the other hand with the map OFF you are blind and I am certain a lot of quests that have either time limitations or chases etc will become very annoying, forcing the player to pause very often.

There are several ways. CDP needs only to incorporate one of them. :)
 
Slightly off topic but as this thread is super active right now: are the two expansions coming later set after the main plot or will they plot in *during* the adventure narratively?
 

parasemic

Banned
I'm sorry, but you're mistaken. Framerate dropping below refresh rate is the typical and by far most common cause of stutter.

Stutter occurs whenever the frame delivery is out of sync with the refresh rate of the display.

What you are talking about may be considered a form of stutter, but is more often referred to as hitching.

No offense, but did you even read the paragraph you're referring to? It states the same thing I did, with the exception of using "stutter" for what is commonly known as "microstutter".

Screen tearing = Drawn frame being out of sync with output of the monitor. The picture is "split" across the screen, showing normally 2-3 different frames at the same time.
"GPUs render frames at varying rates. As the GPU seeks to synchronize with the monitor, persistent tearing occurs."

Microstutter, referred as "stutter" for understandability = Inconsistent drawtime of the frames, causing the image to feel sluggish even if the framerate is high and stable.
"Stuttering since the GPU might render frames at rates other than once every 1/60 sec."

Stutter, as normally referred in terms of PC performance = Complete stop of the video, likely caused by an issue in memory usage.

For stutter, see AngryJoes video @ around 39:54, and it stutters a lot in that particular area. I can't be bothered to watch the whole video again, but I remember them actually mentioning it while saying it's fixed in the latest build.
https://www.youtube.com/watch?v=lJpWBMH9EtQ

Please explain how my 144hz screen has anything to do with stutter, which ironically I never encounter no matter the framerate of the game. There is literally no difference in playing 60fps in 60hz or 144hz, except for a slight screen tearing.
It simply just refreshes the same frame 2 or 3 times, instead of once, but the time your eyes see the frame is not changed in any way.
 

erawsd

Member
Slightly off topic but as this thread is super active right now: are the two expansions coming later set after the main plot or will they plot in *during* the adventure narratively?

We dont know yet. Since you can continue playing after the credits rolls, I suppose it could go either way.
 

cresto

Member
I believe the health meter is contextual. :D I wish more devs would realise that we don't need to see our health at all times. Contextual HUDs are the best.

It's nice having a company that is honest about the game and not hiding it from the press or consumers until release day.

Easy/Cheap advertisement. They believe their game is great and from everything they have released, it seems to be accurate.
 

Tovarisc

Member
Slightly off topic but as this thread is super active right now: are the two expansions coming later set after the main plot or will they plot in *during* the adventure narratively?

I had quick glance at descriptions of expansions, as they are more or less all we have to go with, and they don't give hints where they are placed in the narrative. I guess they will be separate adventures for higher level characters.

Also;
The upcoming expansions will offer gamers new content, gear and foes, and will feature characters both new and dearly missed

Cameos from previous Witcher games happening for characters that didn't get into core Witcher 3?
 

zonezeus

Member
New video about the skill tree and leveling up in TW3 from Remigiusz Maciaszek (in Polish)

https://www.youtube.com/watch?v=cL3U7dJq9zk

Quick recap since this is new info I think:

- like in previous games there are 3 main skill trees, plus 1 smaller "utility" tree with only 10 skills which are supposed to be much better than other skills (I took a quick look and it really seems to be the case, there's a skill for example that gives you +25% crit chance and +5% damage from light attacks from every piece of light equipment you wear)

- abilities have to be "equipped" into slots, so you can use only up to 12 skills/abilities at the given time, depending on your level; you get all 12 slots fairly quickly

- there are 4 mutagens slots

- mutagens boost skills from the corresponding category (red mutagens boost sword abilities, blue boost signs, green boost alchemy), but only if they are equipped in slots next to each other

- full alchemy is a competent build, but the guy didn't go into detail this time
 

cresto

Member
Quick recap since this is new info I think:

- like in previous games there are 3 main skill trees, plus 1 smaller "utility" tree with only 10 skills which are supposed to be much better than other skills (I took a quick look and it really seems to be the case, there's a skill for example that gives you +25% crit chance and +5% damage from light attacks from every piece of light equipment you wear)

- abilities have to be "equipped" into slots, so you can use only up to 12 skills/abilities at the given time, depending on your level; you get all 12 slots fairly quickly

- there are 4 mutagens slots

- mutagens boost skills from the corresponding category (red mutagens boost sword abilities, blue boost signs, green boost alchemy), but only if they are equipped in slots next to each other

- full alchemy is a competent build, but the guy didn't go into detail this time

Thanks for the break down, zone. What is the forth mutagen?
 

PFD

Member
As I said, there are tons of ways to implement a way to get rid of the mini map while the player is still able to find his bearrings and know where he is going.

Either use floating waypoint/markers/indicator that show just the direction of your objective or one of the other many ways games have used in the past. And they could even toggle the thing on/off with the click of a button or a combination of buttons if the control scheme is filled up.

I honestly believe that the ON/OFF thing the way it is now is not helping much. On the one hand when you have the map ON you cringe if you are bothered like me with stuff wasting screen space, on the other hand with the map OFF you are blind and I am certain a lot of quests that have either time limitations or chases etc will become very annoying, forcing the player to pause very often.

There are several ways. CDP needs only to incorporate one of them. :)

The game supports modding, so it looks like you will find your answer there.

Personally, I don't like the Skyrim arrow. It kills any desire for me to go explore, since it's always sitting there reminding me about the objective.

And for what it's worth, the devs said there will be aural indicators for quests in case you turn off your minimap (people shouting for help, noises, etc.) So you won't be completely lost.
 
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