I am only keeping Texture quality, object quality and water quality on Very High, the rest is on medium or high. Shader quality is on high. The others are more situational. I have visibility distance maxed out, object LOD at the middle (this also controls when shadows pop in, so it may be major), and foilage LOD maxed out.
This is similar to my findings, a lot of the Options don't much differ in Performance from Low to Ultra, although one shouldn't set Lighting to Ultra under any circumstances, since it seems bugged and drastically decreases FPS Indoors. And the Shader Quality, while impacting Performance the most (and I could after getting SLI to actually work aside from really annoying Shadow Flickering that remains while it's enabled through a painful process of Trial&Error even get the game to run at 60FPS at 4K with a Shader Quality of Medium) does a lot for world believability with Tessellation providing depth to the ground instead of leaving it a flat surface with textures painted on, improves the Lighting and tone quite a lot and even the shadows:
I don't really need a "save and quit" option, but saving after completing a quest (you get a save when you start one) would be great.
There are a lot of games where this "situational saving" kind works and meshes well with the gameplay, whether it's some of the Open World games like GTA or AssCreed or Dark Souls where you have to reach that next bonfire etc. What they usually have in common is that they're consistent (the player usually learns when he has to be careful and when he's safe), there's no hybrid system with "You can have unlimited saves and save at any time, but you have to make these potions, which can even be exploited InGame using Alchemy" and they're usually very well and meticulously tested to Save at exactly the right moments and push the player enough so it's challenging but not frustrating and makes sense with the player not losing too much. This doesn't apply to a game where you can fuck around in the woods for 2 or 3 hours, then make a mistake or have a crash and having to redo all of that again, that's usually just plain frustrating, especially since the game is still so bugged with quests breaking or the player suddenly starting to fly and possibly fall to his death and similar.
I got through the Tutorial yesterday, it's well told and interesting but very railroady, sometimes annoyingly so despite the interesting characters. I think they would have been better off if they opened a part of the world up a little after getting out of the Tutorial area and then opened the world up entirely after the Skalitz mission. There
will likely be people giving up on the game for thinking it's linear and full of cutscenes.
I only looted a couple of people on my return to Skalitz.
I was overencumbered half of the way there, slowing down to a snails pace near the end, at least I leveled my Herbalism up by 5 Levels or so at the point Henry got to his parents. Already started at weight limit with the stolen guards armor from Talmberg and because I had already emptied the cash flow of the vendors available there and had broken into all the places I could manage. Another opportunity to improve that bit for the people happy to loot their first weapons and armor off of bandits would have been introducing the "stash safe-house" mechanic at the point the player arrives in Talmberg, since he's even given a small room there.
Kingdom come: crusade
Kingdom come: inquisition
These, please.
There are countless possibilities with this genre of historical games, I'm excited only by think about them.
Not only historical games - though something set during the Roman Era that's not as ridiculous as Ryse or Alexandrian Era, something about the Greco-Persian wars, Xenophon's Anabasis and mercenary experience in Persia etc. would be interesting, but also Mythological ones e.g. actually well-made games about Troy or the Odyssey would be great. Instead there's like... Titan Quest and Rise of the Argonauts.