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The Witcher 3: Wild Hunt


HellHound

Öne çıkan mesajlar

Mortis said:

İndirim fırsatından yararlanıp Witcher 1 ve 2'yi satın aldım.

Başladım The Witcher'a, 4. chapterdayım, 2 chapterım daha var.

Şu zamana kadar gayet keyifli gidiyor. Fakat çok side questlere dadanmıyorum çok ilginç bulmadıysan veya yol üste değilse. Bir an evel ana hikaye üzerinden ilerleyip bitirip, the witcher 2 ye geçeyim istiyorum.

Combat sistem interface falan çok garip gelmişti de başta, şu an çok alıştım, combata girmek nedense hiç sıkmıyor. Yani auto attackden veya click spamden çok daha engaging. Karşındaki adama göre de stilini ayarlama, dodgelama vs derken zevkli oluyor.

Hikaye olsun, manitacılık olsun gayet keyifli.


mortis'in yazdıklarına katılıyorum arkadaşlar.
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Mortis said:

Ben de aynı şekilde bu indirim fırsatından yararlanıp Witcher 1 ve 2'yi satın aldım.

Başladım The Witcher'a, 4. chapterdayım, 2 chapterım daha var.

Şu zamana kadar gayet keyifli gidiyor. Fakat çok side questlere dadanmıyorum çok ilginç bulmadıysan veya yol üste değilse. Bir an evel ana hikaye üzerinden ilerleyip bitirip, the witcher 2 ye geçeyim istiyorum.

Combat sistem interface falan çok garip gelmişti de başta, şu an çok alıştım, combata girmek nedense hiç sıkmıyor. Yani auto attackden veya click spamden çok daha engaging. Karşındaki adama göre de stilini ayarlama, dodgelama vs derken zevkli oluyor.

Hikaye olsun, manitacılık olsun gayet keyifli. Dragon Age 2 oynamaya başlamıştım o çok baymıştı mesela.


GÖKHAN BEY SİZİ EVİNİZE DARKFALL A BEKLİYORUZ TEŞEKKÜRLER SEVGİLER SAYGILAR.
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Kaede said:

azıcık beyin olsa adamlarda rollanacak, parrylenecek, blocklanacak düşmanların hepsi koyulur oyuna ama işte oyunun challange mantığı surround&overpower olduğu için sadece koşarak 1 kademe zorluğunu düşürüyorsun oyunun

votka kafası işte yapıcak bişey yok


2. oyunda,ilk chapter'da ki o difficulty spike yok oyle bisi ya,ondan sonrasi zorlamiyor pek oyunda.
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bu arada 2. oyuna Full Combat Rebalance 2 Mod geldi

official mod sayılır içerden birileri yapmış :p

full list

CORE CHANGES
Up to 80% increase in responsiveness per Geralt’s animations.
Up to 50% increase in responsiveness per NPCs animations.
Added strafing while being locked on an enemy and walking.
Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
Geralt automatically parries enemy sword attacks and deflects incoming arrows. It doesn’t mean Geralt is invincible. It’s not a 100% chance to parry and the value is not constant. It changes depending on how many hits you block in a short time and from where does the hit land.
Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
Monster attacks still cannot be parried with a sword.
While using Guard Stance Geralt channels an active Quen shield.
Above listed changes to defence mechanics decreased importance of rolling in combat.
ENEMIES
Durability of enemies is based on their defensive skills and armor, not just high vitality.
Mages and assassins don’t use duration based shields, instead they have a chance to block each attack seperately, including witcher Signs. This removes the duration godmode from enemies that forced player to run away.
Letho and elite assassins will counterattack when player is relentlessly attacking them.
Arachas and Endriaga Queens learn they should defend against sword attacks after receiving few hits.
Removed knockdown effect from enemy swordsmen attacks.

CHARACTER DEVELOPMENT
Decreased the number of skills to ensure quality over quantity. Experience rewards and leveling were adjusted to current character development.
Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
All skills now have one level ( previously 2 ).
Aard and Igni Signs have been changed from projectile to cone area of effect.
Riposte doesn’t require Guard Stance to activate, only attacking in a timed window.
Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.

BALANCE
Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won’t survive more hits than a knight in platemail just because the bandit was encountered later in game.
Decreased the disproportion in stats between starting equipment and late game equipment.
Changed Geralt’s starting equipment. He now carries core alchemical recipies and schematic for silver sword.
Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt’s badass factor as items.
Geralt’s armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
Set elixirs and oils duration to 1 hour.
Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt’s sword DPS.
NPCs deal full damage to other NPCs.
Removed 50% Hit Points condition for throwing enemy off height with Aard.
Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
Riposte no longer costs Vigor.
Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
Made range weapons ignore armors when calculating damage — armor penetration.
Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
Geralt gains knowledge about monsters faster.
Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
Set minimal damage dealt by Geralt to zero ( was 5 ).
Removed bonus damage for backstabs. Geralt is not parrying attacks coming from behind, so it is a penalty already. Backstab damage bonus would be an overkill. As for the the enemies, this change removes the urge for immersion breaking behavior, like constantly rolling behind an enemy for bonus damage.
Changed arena item rewards for each wave to fit mod item progression.
Decreased amount of enemies in few arena waves.
Finally soaked boots in tutorial weigh more than dry boots!!

ECONOMY
Moved DLC armors from starting equipment to quest rewards and shops.
Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
Decreased amount of loot dropped from enemies.
Removed some of the junk items from container definitions.
Made vendors specialize in certain type of merchandize.
Witcher specific recipies cannot be bought but also cannot be sold to merchants.

VISUALS
Added Focused Combat Stance. Geralt enters focused state during challenging encounters. It’s a visual eyecandy, so it happens automatically based on calculated combat threat level.
While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
Enemies explode when killed by mage spells. Does not apply to witcher Signs – they are not that powerful.
Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
Decreased camera shake effect used on each step of huge creatures like trolls and golems.
Removed green cloud effect from enemy poisoning FX.

FIXES
Tweaked anim events in all combat animations to improve timings and responsivness.
Fixed sword oils not providing bonus damage against monsters.
Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.

OTHER
Removed mashable quick time events. Single button QTEs that can end with player’s death can be disabled from game options.
Decreased cooldown for returning to exploration after combat from 7 to 2 seconds. Geralt will be able to interact with environment quicker after combat.
Removed necesity to enter meditation panel to learn new skills on difficulty levels above Normal.
Changed item rarity names to reflect witcher’s low level magic setting. Items are no longer MAGICAL and EPIC.
Decreased attacked enemy importance for targetting to make switching enemies easier.
Many, many other changes that were required to make features listed above work.




sitesi patlak şu an gerçi:
http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=77
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Norak said:

bu arada 2. oyuna Full Combat Rebalance 2 Mod geldi

official mod sayılır içerden birileri yapmış :p

full list

CORE CHANGES
Up to 80% increase in responsiveness per Geralt’s animations.
Up to 50% increase in responsiveness per NPCs animations.
Added strafing while being locked on an enemy and walking.
Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
Geralt automatically parries enemy sword attacks and deflects incoming arrows. It doesn’t mean Geralt is invincible. It’s not a 100% chance to parry and the value is not constant. It changes depending on how many hits you block in a short time and from where does the hit land.
Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
Monster attacks still cannot be parried with a sword.
While using Guard Stance Geralt channels an active Quen shield.
Above listed changes to defence mechanics decreased importance of rolling in combat.
ENEMIES
Durability of enemies is based on their defensive skills and armor, not just high vitality.
Mages and assassins don’t use duration based shields, instead they have a chance to block each attack seperately, including witcher Signs. This removes the duration godmode from enemies that forced player to run away.
Letho and elite assassins will counterattack when player is relentlessly attacking them.
Arachas and Endriaga Queens learn they should defend against sword attacks after receiving few hits.
Removed knockdown effect from enemy swordsmen attacks.

CHARACTER DEVELOPMENT
Decreased the number of skills to ensure quality over quantity. Experience rewards and leveling were adjusted to current character development.
Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
All skills now have one level ( previously 2 ).
Aard and Igni Signs have been changed from projectile to cone area of effect.
Riposte doesn’t require Guard Stance to activate, only attacking in a timed window.
Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.

BALANCE
Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won’t survive more hits than a knight in platemail just because the bandit was encountered later in game.
Decreased the disproportion in stats between starting equipment and late game equipment.
Changed Geralt’s starting equipment. He now carries core alchemical recipies and schematic for silver sword.
Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt’s badass factor as items.
Geralt’s armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
Set elixirs and oils duration to 1 hour.
Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt’s sword DPS.
NPCs deal full damage to other NPCs.
Removed 50% Hit Points condition for throwing enemy off height with Aard.
Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
Riposte no longer costs Vigor.
Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
Made range weapons ignore armors when calculating damage — armor penetration.
Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
Geralt gains knowledge about monsters faster.
Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
Set minimal damage dealt by Geralt to zero ( was 5 ).
Removed bonus damage for backstabs. Geralt is not parrying attacks coming from behind, so it is a penalty already. Backstab damage bonus would be an overkill. As for the the enemies, this change removes the urge for immersion breaking behavior, like constantly rolling behind an enemy for bonus damage.
Changed arena item rewards for each wave to fit mod item progression.
Decreased amount of enemies in few arena waves.
Finally soaked boots in tutorial weigh more than dry boots!!

ECONOMY
Moved DLC armors from starting equipment to quest rewards and shops.
Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
Decreased amount of loot dropped from enemies.
Removed some of the junk items from container definitions.
Made vendors specialize in certain type of merchandize.
Witcher specific recipies cannot be bought but also cannot be sold to merchants.

VISUALS
Added Focused Combat Stance. Geralt enters focused state during challenging encounters. It’s a visual eyecandy, so it happens automatically based on calculated combat threat level.
While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
Enemies explode when killed by mage spells. Does not apply to witcher Signs – they are not that powerful.
Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
Decreased camera shake effect used on each step of huge creatures like trolls and golems.
Removed green cloud effect from enemy poisoning FX.

FIXES
Tweaked anim events in all combat animations to improve timings and responsivness.
Fixed sword oils not providing bonus damage against monsters.
Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.

OTHER
Removed mashable quick time events. Single button QTEs that can end with player’s death can be disabled from game options.
Decreased cooldown for returning to exploration after combat from 7 to 2 seconds. Geralt will be able to interact with environment quicker after combat.
Removed necesity to enter meditation panel to learn new skills on difficulty levels above Normal.
Changed item rarity names to reflect witcher’s low level magic setting. Items are no longer MAGICAL and EPIC.
Decreased attacked enemy importance for targetting to make switching enemies easier.
Many, many other changes that were required to make features listed above work.




sitesi patlak şu an gerçi:
http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=77


bayağı bir bug'lı imiş mod. hemen atlamayın diyorlar reddit'te.
http://www.reddit.com/r/witcher/comments/1gqf6d/witcher_2_full_combat_rebalance_is_out/
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Şu an witcher 2 yi oynuorum, 2. chapterdayım. galiba totalde 3 chapter varmış.

da çook fazla seçenek varmış ve verdiğim kararlar oyunu çok etkiliyormuş gibi geliyor çok kıllandırıyor oyun beni, sürekli Order tarafını seçtim witcher 1 den beri, hiç scoiatael e yardım etmiyorum, hep de bunu bir şekilde karşıma çıkarıyorlar. işte questler hep ya git şunla görüş ya da direkt şunu yap tarzı, 2 seçenekli, çoook kıllanıyorum ya neler kaçırıyorum acaba diğer seçeneği mi yapsaydım diye.
uyuz oldum resmen haha.

bir daha oynayacak vaktim de olacağını sanmıyorum.
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2. ye oynuosun merak etme
ve evet etkiliyo =)

bide ilk oyunda bilmediklerini öğreniosun falan
tarafların iç psikolojilerini görüosun çok acaip o

birinde "buralar benim hakkım çünkü şundan şundan ötürü" diyen bi kral
diğerinde "pff hakmış, 10000 yıl önce buralar cücelerin ondan önce bambaşka birilerinindi, neyin hesabı bu manyakmısın" diyen bi cüce var ehhehe.

2. ye oynaman şart
şaşırıcan bazı noktalarda çünkü.
hatta 3. e de oynayabilirsin
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Birden fazla kez oynayacaksın büyük ihtimalle. Çünkü genel olarak doğru ve yanlış seçenekler yok. İyi kötü yok. Bir şeyi seçersen onun arkaplanını görüyorsun. Ötekini seçersen onu görüyorsun. Oyun nasıl bir adam olduğunu yüzüne vurmayı seviyor. Ki umarım 3. oyunda da aynen böyle devam eder.
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wot


w3 fact sheet:

KOCAMAN SPOILER OLABİLİR!!

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Game Vision: The sword of destiny has two edges. You are one of them

The Witcher 3: Wild Hunt - a fantasy RPG with a character-drive, non-linear story set in an open world, featuring meaningful player choices, tactical combat, and rich, living environments.

The Witcher 3: Wild Hunt is the final installment of the highly acclaimed modern RPG saga. The CD Projekt RED team has set out to make The Witcher 3 a richer, larger, and deeper experience - a breakthrough in quality that will take the franchise to its ultimate heights. A masterwork of storytelling and gameplay, The Witcher 3 is everything an RPG fan could crave.

With The Witcher 1 and 2, CD Projekt RED has produced robust, high-quality, modern RPGs, winning broad acclaim and earning a loyal following. The Witcher 3 honours these roots, combining CD Projekt RED's storytelling flair with new game mechanics and, most notably, a vast, open, living world. A mature game cast in dark shades of grey with no divisions between good and evil, it features a non-linear story with tough choices that produce real consequences. The game's vibrant world ravaged by war plunges players into difficult dilemmas and gripping adventures. This vast universe brings a new philosophy of exploration to the Witcher series: horseback riding and sailing prove crucial to any journey, and the communities the player encounters resonate with problems, conflicts, friends and foes. Added features like Witcher Senses and Monster Hunting, improved Alchemy, magic Signs, Crafting, as well as many other innovations, make The Witcher 3 the quintessential RPG experience, a must-play for fans of the genre.

Story: A world in turmoil, and the worst is yet to come

The world is in chaos. The air is thick with tensions and the smoke of burned villages. The fearsome Empire of Nilfgaard has struck again, ravaging the hapless Northern Kingdoms. The once-mighty who tried to use Geralt for their own gain are now gone. In these uncertain times, no one can say what the future holds in store, who will bring peace to the world and who will cause it only misery.

But a force darker and deadlier emerges. The petty men and women commanding tin-plated armies fail to understand that their conflict is child's play compared to the Wild Hunt, the otherworldly threat which now looms. These ghastly spectral riders have plagued the world for ages, plunging it in misery and despair. Yet this time the Wild Hunt seeks one person in particular: the one bestowed upon Geralt by Destiny itself, the one soul Geralt considers kin.

Non-Linear, hand-crafted

The Witcher 3 features over 100 hours of non-linear gameplay, nearly half of which is devoted to the immersive main storyline, a narrative focusing on Geralt and htose closest to him. None of this is automatically generated - both core and side quests are handmade with meticulous care, meaningfully woven into the vibrant game universe. Forming or supporting the main and secondary storylines, they draw players into engaging, intricately-crafted adventures extending across the rich, living, world.

Non-linearity is a core feature of the game, with player choices branching the adventure from the main storyline on multiple levels, from entire sub-stories, to trivial everyday matters. Saving a miller's son from a wyvern attack may affect who will ultimately don a crown, while thwarting a plot to assassinate a noble lord could spell doom for his oppressed subjects.

Quests may be taken on in any order, completed one at a time or pursued in parallel with others. Regardless of the method, players actions will bring many consequences that change the story and affect the game world. These consequences culminate in three completely different playable epilogues set in one of twelve possible unique world states. Defined by the outcome of climactic events and the fate of key NPCs, these states provide a total of 36 different possible endings.

Choice and consequence

Choice and consequence, the former difficult and often grim, the latter delayed until key moments, is a concept CD Projekt RED devised and developed into its key contribution to the genre. The core of CD Projekt RED's RPG philosophy, this concept was the backbone of The Witcher 1 and 2. Naturally, choice features prominently in the story, as well as the game mechanics, of The Witcher 3. With the 'lesser evil' as a key concept, the story puts players before situations in which there is no clear good: do you help an alderman enchain all the village elves he claims are secretly working for the Scoia'tael, or do you stop him at the risk of enabling outsiders to storm the gates and letting outlaws into the city to massacre all the humans? Such hard choices are complemented by the interactivity of dialogue, letting players choose how they speak to other characters, how they shape their relationships, thus determining how NPCs treat them in return.

Each action impacts the story and the game world. NPCs, communities, monsters and locations all change based on player choice - you may rid a fishing village of drowners and watch its economy prosper, or kill a merchant in one town and see his trading partners in another go bankrupt for lack of goods.

A choice once made resonates, its effects both immediate and delayed. Revisit a location where an important story juncture played out, and you're sure to find it transformed by your previous actions. Similarly, a choice made in one corner of the world, pertaining to specific characters, could well breed consequences in other lands, among other populations.

Open World: Stroll, ride, swim, sail, believe

The setting for Geralt's greatest adventure? A vast, rich, completely open world, thirty-five times larger than that in The Witcher 2. By setting the game in this open world, CD Projekt RED has fulfilled its vision of the RPG, adding the last element needed to create complete immersion and true non-linearity.

Roam without borders

Wide open roaming across regions is unspoiled by load times. Landscapes dotted with Points of Interest tempt players to venture off beaten paths in search of possible adventures. Players explore without interruption, encountering no barriers, choosing different means of travel to reach their destination. This whole new approach to exploration means players can vault over barriers, swim through rapids, ride a horse across the dangerous No Man's Land, run through Novigrad's narrow streets, or sail under the full moon amidst the Skellige Islands. The world provides an unprecedented feeling of open space and freedom, taking 40 minutes to traverse on horseback end to end. Players can stand atop a mountain, 1200 meters above sea level, breathless as they ponder the distant abyss and wind-swept isles, their look and feel rendered flawlessly.

A continent to discover

The world of The Witcher 3 is vast and continuous, yet diverse, with each of its lands distinguishable by a unique feel inspired by different sources and cultural references:

● No Man's Land: a sparsely populated, war-ravaged territory, based on Slavic mythology. Murky swamps and dark primeval forests cover this land, where monsters lurk behind every tree and no one can be sure whether they will see another sunrise. Its fields stripped bare by passing armies, No Man's Land is a place of anarchy, where might makes right and gold buys life.

● Skellige: a wind-swept and rugged archipelago, based on Nordic and Celtic legends and sagas. In these isles, inhabited by proud and noble people, warriors seek fame by facing legendary monsters, druids guard nature's secrets, and bards sing of heroes past in torch-lit halls. Stubbornly independent, the Skelligers are rigging their longboats and sharpening their spears, ready to lay down their lives defending against the inevitable Nilfgaard invasion.

● Novigrad and its surrounds: a port city inspired by medieval Amsterdam. In this grand city, as rich and colourful as it is corrupt, players witness the persecution of mages by an all-powerful cult, while at the same time dealing with underworld figures poised to profit from the ongoing world war.

A world that lives with or without you

Player actions, whatever their apparent weight, elicit reactions. This principle extends to the new in game economic system, with the price of goods varying based on the surrounding conditions or their price of origin versus Geralt's current whereabouts in the world: the price of fish will differ depending on the distance from water, a village of trappers and hunters will have many tanneries and leather workers, affecting the price of crafting components and armour.

Left to itself, the world continues living:

● Predators hunt their prey, villages defend themselves against monsters, lovers meet by moonlight.

● Communities react to temperature changes and other phenomena, seeking shelter when it rains or warmth when the temperature drops; they migrate to fulfil their needs or flee threats, while merchant caravans fill the roads and fishermen sail in search of the best catch.

● REDengine 3 incorporates location ambience and expanded dynamic lighting, which enables a realistic, highly-detailed day and night cycles as well as diverse weather conditions - players can observe an approaching storm before experiencing its might as they navigate a rough stretch of sea.

Combat: Poetry in motion

The new combat system in The Witcher 3 has been redesigned in order to combine traditional RPG elements with the speed and precision of a dedicated fighting game. Smooth and responsive, the system gives players full control of Geralt's blade, challenging them to match their reflects against those of a master swordsman. They will feel what it's like to be a true witcher, the ultimate monster slayer. Players familiar with the combat mechanics in The Witcher 2 will find that every aspect of the skirmish is now approached with a fresh perspective, expanded and polished to shine, while still retaining the spirit known from the previous game.

● Unlock new blocking moves, attacks and evasions,

● Discover ways to stun foes, ignite them and control their minds with enhanced witcher Signs,

● Poison their blades, set traps and blow their enemies to bits with bombs.

When combined, these attacks kill more efficiently, challenging players to experiment, think creatively and devise new tactics.

Dynamic, fluid and rooted in traditional RPG systems

Through a series of new features, players can merge their skills with Geralt's developing combat acumen:

● The number of attacks, parries and other combat moves has been greatly increased and rendered fluid with 96 new action sequences, compared to 20 in The Witcher 2.

● Three different sets of movement animations let Geralt adjust his stance to match the dangers he faces.

● Players enjoy complete control of Geralt in combat as there are no QTEs or scripted timing attacks.

● A new camera system, superior even to that utilised in the Xbox 360 version of The Witcher 2, shows fights in all their glory while keeping the focus on what the player needs to see.

● Geralt's character development visibly affects his behaviour in combat: obtaining a Swordsman skill might increase attack animation speed, while a Mage ability could turn the Igni Sign into a torrent of blue flame.

Use your brain, they'll use theirs

Combat is realistic, dynamic and rewarding, featuring smart enemies and living battlefields:

● Each of the 80 monsters Geralt can encounter has its own habitat, strengths and weaknesses.

● Improved crowd AI means enemies communicate with each other in combat, coordinating their efforts to surround Geralt or deploy combo attacks.

● Monsters and other foes do not scale with the player: beasts that crush players with a single swipe at the outset become sword fodder by the game's end.

● Enemy morale shapes with their actions: opponents flee or fight more cautiously when scared, attack recklessly when desperate, and beg for mercy on their knees when defeat is inevitable.

● The environment is a factor in combat, and Geralt can use it to his advantage: he might destroy a hive to unleash an angry swarm of hornets on a foe, or cast the Aard Sign to bury a group of thugs beneath a toppled stack of barrels.

RPG Mechanics: The next generation RPG

The Witcher 3 integrates a robust RPG system into the heart of gameplay. Stats, abilities and items have clear and intuitive effects, changing Geralt and shaping his encounters: a new sword might fell swarming foes en masse, while an enhanced Axii Sign could sway a merchant in negotiations. A tutorial eases players into this system, guiding them through a smooth learning curve as they master the game world.

See more than mere mortals

The new Witcher Senses system adds new depth to combat and gameplay in the Witcher 3, complementing Geralt's wolf's head medallion used to detect magic and danger in the previous games. The new Witcher Senses give players the traits of a master predator, the ability to hear like a cat, see like an eagle and kill like an enraged wyvern. Using these sharpened senses, players can act as huntsman, following the tracks left by their prey, hunting it down and striking where it is weakest. When stalking a vampire, Geralt might first use his Witcher Senses to garner evidence off a victim's corpse and from the surrounding area. Having learned about the foe he faces, he might then prepare suitable bait. Lastly, during the actual encounter, he might use his Witcher Senses again to slow combat and pierce both the vampire's hearts.

Choose your path, hone your skills, craft your fortune, brew your destiny

The new RPG mechanic binds players stats to gameplay, and does so visibly: players see their strength and dexterity alter their interactions with the game world. In addition, RPG elements such as skill trees, Alchemy and Crafting have become even more engaging and essential elements of the game:

● Players can combine skills from three specialisation path - Swordsman, Mage and Alchemist - to shape hybrid characters.

● Each ability gained has a visible and visceral impact on combat: players who unlock a precision enhancement on the Swordsman tree might then see their blows slice through opponents' jugulars with deadly regularity.

● Under the expanded Sign casting system, each of Geralt's five Signs has two different modes, broadening the creative use of magic in combat.

● Alchemy is highly intuitive, with potions used as easily as skills: players drink their brews before combat, then activate them when needed.

● Players can concoct an expanded array of potions, bombs and blade oils, including special mixtures for use against specific monster types.

● Greatly expanded Crafting allows players to create items like armour elements and weapons, significantly adding to Geralt's deadly combat arsenal.

Visuals: Destined to amaze

The Witcher 3 is the best-looking RPG to date. Built from the ground up for modern PC hardware and taking advantage of the power of next-generation consoles, the game makes no compromises on quality and delivers stunningly beautiful visuals. Matching the level set by games of other genres, where graphics have traditionally been superior - high-end shooters and action games -, The Witcher 3 sets new visual standards for the RPG genre.

Interactive cinematic immersion

The Witcher 3 features extensive cinematic interactivity. Players can end conversations suddenly and brutally, speak in a whisper or hand items to NPCs. Spectacular cut scenes interwoven with gameplay heighten excitement while progressing the story. In-game conversations are natural and realistic thanks to cinematic camera work and varied character configurations: characters speak as they sit, walk or ride side by side. Game world presentation thus enhanced, The Witcher 3 blurs the line between game, cinema and reality.

Breakthrough in visual realism

Presentation of the game world is thoroughly realistic. Drawing on the newest available graphics technologies, the new, state-of-the-art rendered:

● Produces fully dynamic light and shadow effects throughout the game world, generating superior atmosphere and ambiance,

● Generates detailed, realistic looking locations through a significant increase in polygon count.

● Provides a deep, role-playing experience through visually attractive, film-like presentation.

Conclusion

In brief, The Witcher 3 will be CD Projekt RED's crowning achievement: jaw-dropping, captivating and unforgettable. Concluding the trilogy with a riveting story set in a completely open world, the studio will once again break new ground... and redefine the RPG.


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Parça parça çekip bişeyler yazacaktım da vazgeçtim ya çok uzun. Pek spoiler da yok zaten yazıda, fact sheetten çok new sheeet olmuş ahah. Bütün wota, ama özellikle wyvernin öldürmediği köylü çocuğu gral devirir KELEBEK ETKİSİ CHOİS KONSEQUENS geyiğine tepkim

http://3.bp.blogspot.com/-J0v7yaick7Q/T_ZSRSUy95I/AAAAAAAAAHA/bXbpUMxGwSI/s1600/salt_grain_grains_280037_l.jpg
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http://www.youtube.com/watch?v=-2aqZpxtxMM

DL:
http://wpc.4d7d.edgecastcdn.net/004D7D/www/thewitcher/media/music/The%20Witcher%203%20-%20Wild%20Hunt%20-%20The%20Beginning%20Main%20Theme.mp3

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"it (story) will close every plot we opened from the first part, and plot that was opened in the Sapkowski’s books."
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