Duralux for Durabux
Guest
I'm tired of everyone praising this game even on this forum for being the "MASTAPIECE 10/10 BEST STORY EVER CREATED" which is obviously untrue.
First thing off, i will try to do my best of what the ideal Witcher 3 could have been because i want this series to be on par with the best rpg series listed on the codex.I hope CDPR will stop doing the same mistakes in Witcher 4. As it's state, Witcher 3 is good at everything but excel in nothing worth playing except graphics and landscapes(which are optionals).Unfortunately, This game doesn't deserve the #15 position because all the flaws i will quote below.
I will point out all of the issues of the game and try to solve it for each domain of the game:
-Bestiary: The bestiary is really big and brings a lot a detail to each monster. Problem is monsters have too few move sets between them. It makes the feeling that the monsters(of the same categories) aren't uniques but instead reskins. For example the Werewolves and the Ulfhedinn have 2 different attacks ( claw attacks,dodge(which technically doesn't count as an attack) , and the jumping into Geralt's position). Are they different if we forget their skins?Why only such few move sets? They are supposed to be dangerous creatures, this is ridiculous. There are different types of specters (Nightwraith,Noonwraith,Penitent,The White Lady) can someone tells me what is their difference ? They act the exact same, attack with the hands,dissapear into 3 shapes. And there are so many examples like this, Wolves and Wargs aren't different they are just reskins with a bigger HP pool for the wargs.
Ekhidna,Harpy same. Water hag,Grave hag,Mourntart same. Mucknixer,Drowner,Drowned dead same. They need to take inspiration from Bloodborne in this section. Less monsters in the bestiary but each of them different or at least with bigger move-sets (Quality>Quantity).
-World Design: Why they took inspiration from Skyrim in term of world Design? Why there are so many locations that bring nothing interesting for the main quest?At least Why they didn't take inspiration from Planetscape Torment with the locations considering the fact that Geralt is old? In some locations, Geralt could remember something about his past(from the previous games) that adds additional backstory for the new players that makes the exploration worthwhile. Instead there are types of locations copy-paste everywhere(Bandits camps; Prisoner cage; free the village from beasts,bandits;clear the ruins; destroy the nest; check the treasure; kill the monster and check the treasure.). At least,why all the locations are not tied to the side-quests?
The world feels more like a Theme Park than a real World trying to be immersive.
-Main quest: Why there is absolutely no sense of urgency ? Why they didn't put an actual time limit like in Fallout 1? It would make a lot of sense because in that case you have the feeling that the Wild Hunt is actually searching Ciri instead what we got is a static world.Why the final battle against the Wild Hunt is so ridiculous? (The Wild Hunt is supposed to be an actual army minimum 5000-10000 men expected ready for battle. What we got is a bunch of hundred men).Why the final battle is that bad?Add more move sets to bosses.Also too much cinematics please stop.
-Side-quests : Why each side quests copy some parts of others side quests? . The witcher's contracts are a good example of that . They follow the exact same schematic every time (talk to npc;negotiate reward;follow footsteps or smell of something,someone;kill the monster or talk to him;get reward). CDPR come on you can make different quests because you did it with some secondary quests.. The treasure quests are awful (level MMORPG) which can be resumed into (find a corpse; loot the corpse; take the note; read the note;check the quest's compass; loot the chest; end of the quest) .In the case of witcher's sets, i can resume every quests of that type into (buy a map;trigger the quest; go to the direction location; loot) LEVEL MMORPG++.
Changing the content of a note left on a corpse doesn't make a different quest CDPR.
-Landscapes: Absolutely marvelous
-Graphics: Nothing to say
-Game play: Ablette is a chore to navigate with.Please improve the horse.Now with the Witcher, Geralt isn't the problem in the game play, he feels responsive,fast like he is called but Why did they put a stamina bar if it adds nothing restrictive to the actual player. There are tons of potions and oils to make in this game but most of them are absolutely useless to make because the game isn't challenging enough to make them interesting. Why the food restore HP?it should restores stamina and only potions should restore health.Why so many different types of food if everyone of them have the same effect ?
Why leveling loot and leveling monsters? Please remove levels. Why making a repair system if it's a system that doesn't really matters? Make swords and armors breakable forever(tiny chance 5% to happen) and unusable if the percentage reaches 0%. Add more durability for them in exchange. Why making different skills if none of them change the actual game play ? Add advantages and disadvantages for every skills, it will improves the role playing element even further.
I will stop as for now, please feel free to threat me in the commentaries.
First thing off, i will try to do my best of what the ideal Witcher 3 could have been because i want this series to be on par with the best rpg series listed on the codex.I hope CDPR will stop doing the same mistakes in Witcher 4. As it's state, Witcher 3 is good at everything but excel in nothing worth playing except graphics and landscapes(which are optionals).Unfortunately, This game doesn't deserve the #15 position because all the flaws i will quote below.
I will point out all of the issues of the game and try to solve it for each domain of the game:
-Bestiary: The bestiary is really big and brings a lot a detail to each monster. Problem is monsters have too few move sets between them. It makes the feeling that the monsters(of the same categories) aren't uniques but instead reskins. For example the Werewolves and the Ulfhedinn have 2 different attacks ( claw attacks,dodge(which technically doesn't count as an attack) , and the jumping into Geralt's position). Are they different if we forget their skins?Why only such few move sets? They are supposed to be dangerous creatures, this is ridiculous. There are different types of specters (Nightwraith,Noonwraith,Penitent,The White Lady) can someone tells me what is their difference ? They act the exact same, attack with the hands,dissapear into 3 shapes. And there are so many examples like this, Wolves and Wargs aren't different they are just reskins with a bigger HP pool for the wargs.
Ekhidna,Harpy same. Water hag,Grave hag,Mourntart same. Mucknixer,Drowner,Drowned dead same. They need to take inspiration from Bloodborne in this section. Less monsters in the bestiary but each of them different or at least with bigger move-sets (Quality>Quantity).
-World Design: Why they took inspiration from Skyrim in term of world Design? Why there are so many locations that bring nothing interesting for the main quest?At least Why they didn't take inspiration from Planetscape Torment with the locations considering the fact that Geralt is old? In some locations, Geralt could remember something about his past(from the previous games) that adds additional backstory for the new players that makes the exploration worthwhile. Instead there are types of locations copy-paste everywhere(Bandits camps; Prisoner cage; free the village from beasts,bandits;clear the ruins; destroy the nest; check the treasure; kill the monster and check the treasure.). At least,why all the locations are not tied to the side-quests?
The world feels more like a Theme Park than a real World trying to be immersive.
-Main quest: Why there is absolutely no sense of urgency ? Why they didn't put an actual time limit like in Fallout 1? It would make a lot of sense because in that case you have the feeling that the Wild Hunt is actually searching Ciri instead what we got is a static world.Why the final battle against the Wild Hunt is so ridiculous? (The Wild Hunt is supposed to be an actual army minimum 5000-10000 men expected ready for battle. What we got is a bunch of hundred men).Why the final battle is that bad?Add more move sets to bosses.Also too much cinematics please stop.
-Side-quests : Why each side quests copy some parts of others side quests? . The witcher's contracts are a good example of that . They follow the exact same schematic every time (talk to npc;negotiate reward;follow footsteps or smell of something,someone;kill the monster or talk to him;get reward). CDPR come on you can make different quests because you did it with some secondary quests.. The treasure quests are awful (level MMORPG) which can be resumed into (find a corpse; loot the corpse; take the note; read the note;check the quest's compass; loot the chest; end of the quest) .In the case of witcher's sets, i can resume every quests of that type into (buy a map;trigger the quest; go to the direction location; loot) LEVEL MMORPG++.
Changing the content of a note left on a corpse doesn't make a different quest CDPR.
-Landscapes: Absolutely marvelous
-Graphics: Nothing to say
-Game play: Ablette is a chore to navigate with.Please improve the horse.Now with the Witcher, Geralt isn't the problem in the game play, he feels responsive,fast like he is called but Why did they put a stamina bar if it adds nothing restrictive to the actual player. There are tons of potions and oils to make in this game but most of them are absolutely useless to make because the game isn't challenging enough to make them interesting. Why the food restore HP?it should restores stamina and only potions should restore health.Why so many different types of food if everyone of them have the same effect ?
Why leveling loot and leveling monsters? Please remove levels. Why making a repair system if it's a system that doesn't really matters? Make swords and armors breakable forever(tiny chance 5% to happen) and unusable if the percentage reaches 0%. Add more durability for them in exchange. Why making different skills if none of them change the actual game play ? Add advantages and disadvantages for every skills, it will improves the role playing element even further.
I will stop as for now, please feel free to threat me in the commentaries.