![]() ![]() ![]() As of Jan 2015, the renderer had been changed for at least half a year already, so they knew that wasn't true, but they said it anyway. They said, as late as Jan 2015, that there would be no visual downgrade, and that players would be able to achieve VGX and SoD graphical fidelity. Converting those to SPIR-V for Vulkan isn't easy. I have no idea how they thought they'd do this, as TW3 uses HLSL shaders. It's been a year, and every time it gets brought up, the question is dodged. They said that TW3 would be coming to SteamOS and Linux. It's been a year, and all we have is the limited MODKit, which isn't very good. They said that we would get the full REDKit modding tool shortly after launch. They're a company like any other, and they've made a bunch of mistakes with TW3. My advice for others would be - If you want to have fun with the combat, try to embrace it for what it is & never, ever play pure-swordsman (or pure-mage for that matter), other-wise just drop the difficulty and go with button mashing with the occasional finisher squish for added flavour.Īs much as I like CDPR, this circle-jerk needs to end. It's worth noticing, that in DLCs they are attempting to break the common patterns of combat with enemies that are too bothersome to play this way, however old habits die hard & I honestly doubt they will be successful.įor what it's worth I'm enjoying the combat for what it is (even though I have my own gripes - broken hitboxes being the most glaring one) and I'm looking forward to new enemies in Blood&Wine. Their other failure is that the system their implemented is quite complex and rather unintuitive, as posts of people finishing the game and claiming there are no i-frames show, ie a lot of stuff seems random, even if it isn't, and this hurts player's confidence, and works against the devs' intent. But they ultimately failed, IMO because of the quen loophole, that allows you to circumvent all deliberately placed obstacles (like i-frames disabling, and automatic counter-attacks), and turns the combat into a slower, more cumbersome and much jankier version of Souls, sucking all the satisfaction out of this element of the game. Somebody asked what was the reason for mechanics restrictions introduced by CDPR - here's my theory: they wanted players to use all tools at their disposal, all the non-melee stuff there is, mixing up signs, bombs & so on. The biggest problem with combat is when you try to play the game "pure melee style" - for the plethora of reasons mentioned before, it just doesn't work. ![]() Click to expand.Well, they added the new mutations system - it's definitely an improvement. ![]()
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