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Thread: The Witcher 3

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    Nick anterior: Deathstrike Zombozo's Avatar
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    warpath:"Politica generala EA ? Less blabla more pewpew = more $$$$$"

    weezer: "De aia nu joc eu MMO-uri. Tu stai 3 luni sa faci rost de niste sosete, eu stau 3 luni si termin un RPG intreg..."

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    Registered User Raziel01's Avatar
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    Sper sa ni se dea dreptul sa alegem, eu vreau sa o aleg pe Triss.
     
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    Registered User cold_geo's Avatar
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    Nick anterior: Deathstrike Zombozo's Avatar
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    Stai, RED engine 3 ? Păi unde e varianta a două ? Wticher 1 a rulat pe engine-ul lui NWN1, Witcher 2 pe Red Engine 1.
    warpath:"Politica generala EA ? Less blabla more pewpew = more $$$$$"

    weezer: "De aia nu joc eu MMO-uri. Tu stai 3 luni sa faci rost de niste sosete, eu stau 3 luni si termin un RPG intreg..."

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    Registered User vTGS's Avatar
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    Red Engine 2- Witcher 2 pe console.
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    Replying to the thread_
    The Witcher 3 it's coming..with all his glory..and all his pain..(wtf,that was the starcraft 2 intro!)
    The Witcher 3 it's coming..prepare for battle(wtf,that is the dota 2 announcer)
    The Witcher 3 it's coming out soon,stay tuned!(hell yeah!)
    Done_

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    CD Projekt RED’s REDengine 3 Detailed, Promises To Blur The Line Between CGI and Real-Time Visuals | DSOGaming | The Dark Side Of Gaming

    The technology uses high dynamic range rendering with 64-bit precision that ensures superior picture quality with more realistic and precise lighting without losses derived from reduced contrast ratio. A flexible renderer prepared for deferred or forward+ rendering pipelines has a wide array of cinematic post-processing effects, including bokeh depth-of-field, color grading and flares from many lights. A high performance terrain system allows multiple material layers to be efficiently blended and uses tessellation for the best possible detail. The technology also includes seamless blending between animations and physics along with many more features. The engine uses CD Projekt RED’s new version of its proprietary REDkit editor with tools made specifically for RPG game creation. The editor can build complex, branching quests and set them in a free roaming environment with a simplicity not achieved by similar toolsets.

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    Nick anterior: CalinRO CalinTM's Avatar
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    Fara loading screens, hmm, cred ca asta va aduce stuttering, lag, frame drops, etc.Daca reusesc sa-l faca open world, si in acelasi timp sa aiba aceeasi esenta tare de poveste cum ne-au obisnuit pana acum cu Witcher, atunci au dat lovitura. Tare ma tem ca o sa fie un skyrim cu endless quests, care ajunge sa fie plictisitor, sa nu fie ca intr-un film, cum au fost cele doua.
    #dedreapta #vincomunistii #tehnocratia #unitisalvam #binomul #DNASRI #codruta #nemtesc #sibiu #stenograme #interceptari #denunt

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    Pot dacă vor, trebuie atenţie şi uşoară măiestrie literară. Gothic 3 oferea acelaşi lucru, o hartă deschisă, fără zone de încărcare, deci se poate.

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    informatii Witcher 3@gematsu.com

    • The game once again stars Geralt, his memory now restored, who is done fighting for others. His new missions include everything from solving mysteries to slaying monsters. And there will be no chapters, acts, or artificial break-points to slow him down.
    • According to the mag, Geralt can ‘seamlessley’ cross the game world with no loading screens to disturb him. This is because the team felt it missed the freedom of open-world games such as Skyrim.
    • When traveling, points of interest will always be in sight. Players will explore dark caves, embattled villages, decaying ruins, and other areas. Based on where you are in the world, you’ll come across certain mini-games, too. Skellige, for example, has a knife toss mini-game through which you can earn exclusive rewards.
    • Players will be tasked with making choices, and naturally, can skip things if they’d like, but will face whatever consequences if they choose to do so.
    • Each land in The Witcher 3 will have its own storyline. Major events in the main storyline are said to be “gates” for the state of the world. For example, a village threatened by bandits might be abandoned after certain events if the player doesn’t step in with a helping hand.
    • Weather effects are also a big part of the game. This time, they’re dynamically generated and fully modeled as real, volumetric clouds. They’re not a simple paint on the skybox anymore.
    • On the field, monsters, bandits, traders, animals, and others will attack anyone they determine to be hostile. But enemies won’t scale to your level. Enemy AI has been completely rebuit, and scripted boss sequences are a no-go.
    • When monster hunting, players can gather clues to build up information. Books hold information on monsters and townsfolk can also provide insight. Potions and similar items are important when going into battle. Depending on the time of day and other conditions, monsters may appear in different areas and boast different abilities.
    • In combat, you’ll be able to perform critical strikes on a monster’s weak point depending on how much you’ve learned about it. When fighting a vampire, for example, you can negate its poison attack by hitting its venom gland. Or, you can strike at both its hearts with a thrust attack for an instant kill.
    • After they’ve been defeated, monsters will drop loot such as normally unobtainable chemical and crafting materials required for unique potions, mutagens, and other forms of item crafting. These allow Geralt to gain special abilities and upgrades in the new mutation development tree. Monster kills provide income as well.
    • Crafting is a critical part of maximizing Geralt’s potential, but weapons and armor can be found in many other ways, as well. Players will be able to customize their crafted weapons with additional components like monster scales for leather in armor. Each armor piece will have a unique appearance through the game’s new cloth simulation tech. Also in line with customization, players will have access to a barber to change Geralt’s hairstyle. But you won’t be able to dye his hair.
    • The “flow of combat” and “backward difficulty curve” of previous games is being reworked. In comparison to The Witcher 2, which had 20 combat animations, The Witcher 3 will have 96. When fighting enemies, a new “weighting” system will make sure the most threatening of enemies are always in the frame. These changes were made to make sure players wouldn’t get locked into animations.
    • Players can strike enemies with a single button press, and each move takes “roughly equivalent time to execute.” You can always interrupt your attack in order to dodge or block, even when you’re out of stamina, but you will be staggered. Your attacks are very fast, though, as are your opponents. In place of the former dodge roll, Geralt has a new pivot move “that retains its defensive utility without game-breaking mobility.”
    • Proper mounted combat is still in the testing stages, but at this point is not a definite part of the game. Horses are, however, as mentioned earlier, as they’re an important tool for navigation. It’s merely on-horse combat that’s unconfirmed. Outside of combat, one idea is that players can access their long-term stash from their horse and at inns.
    • Regarding inventory management, the team understands it was frustrating in The Witcher 2 and are aiming to improve it in The Witcher 3.
    • The Witcher 3, which is being developed by a team double the size of the previous game, uses CD Projekt RED’s new REDengine 3 technology and will launch for PC and “all high-end platforms available” in 2014. A next-gen hint it is, then.
    • This is the conclusion of the trilogy.”

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    Registered User Johnnyan's Avatar
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    Suna prea bine ca sa fie adevarat, totusi, e vorba de CD Projekt, sa speram ca le iese, is curios cum o sa fie afectat proiectul asta de Cyberpunk, momentan astea par cam cele mai importante jocuri la care se lucreaza, pentru mine cel putin, fingers crossed...

    Anyways, respect CD Projekt si no QTE ftw !
    I am what I am. Someone has to be.

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    Pregatiti PC-uri scumpe , The Witcher 2 nici azi nu poate fi jucat cu ubersampling activat decat pe GTX 690 la cel mult 1080p.

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    Registered User AxelF's Avatar
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    -The team felt it missed the huge freedom of open-world games like Skyrim
    - Proper mounted combat still being tested
    - Currently not a definite part of the game
    - Horses will be in, though, since they’re important for navigation
    - Ships float on the water in true physics interactions
    - Team has doubled in size
    - No chapters, acts, or any artificial break-points
    - Geralt can seamlessly cross from one end of the world to the other thanks to REDengine 3
    - No loading screens while traveling in the open world
    - Can explore on foot, by horseback, and via boat
    - Pursue yor long-lost love, play the game of empires on behalf of the northern kingdoms that still claim independence, and thwart the nefarious Wild Hunt
    - Fast travel: instantly revisit any discovered location
    - Director Konrad Tomaszkiewicz: “A huge goal is to keep the high quality o four quests, with all the cinematics and impressive events and moments.”
    - Point of interest will always be in sight
    - Players will be beckoned to explore dank caves, embattled villages, decaying ruins, etc.
    - Over 100 hours of hand-scripted quests
    - Quests: help villagers, engineer the succession of the Skellige kings, etc.
    - Use monster hunting for adventure, incoming, and unique rewards
    - There are mini-games based on the area of the world
    - Ex: Skellige has knife-throwing
    - Gain exclusive rewards from mini-games
    - Don’t have to complete mini-games to proceed in the story
    - Monsters, bandits, traders, animals, and more will attack anyone they deem hostile
    - Enemies don’t scale to the player’s level
    - Slaying monsters, fighting hostile humans in the different forms they come in, collecting items, leveling up are in the game
    - World 40 times larger than the last game
    - Three different aspects to narration
    - Lowest level: free-form activities like monster hunting, crafting, individual standalone quests
    - Second step: political situation and Nilfgaardian invasion is resolved through the core plotline of the major areas (Skellige, Novigrad, No Man’s Land)
    - Each land has its own storyline
    - Can abandon the storyline, but will have repercussions later
    - Not doing a plotline is a choice the player has
    - Main narrative: search for Geralt’s loved ones and conflict with the Wild Hunt
    - Multiple branches of narratives that feed into each other
    - Don’t have to do anything outside the main storyline to beat the game
    - Could have help in a main-line encounter from an ally you gained in the Skellige archipelago if you’ve completed certain quests in certain ways
    - Major events in the main storyline are “gates” for the state of the world
    - Ex: village threatened by bandits might be abandoned after certain events if the player doesn’t help
    - Weather effects are dynamically generated and fully modeled as real volumetric clouds rather than being simply painted on the skybox
    - In contrast to the last game, Geralt encounters communities and individuals with monster-related problems that need solving
    - There aren’t contract-like assignments this time
    - Press the left trigger to turn on Geralt’s witcher senses
    - Can glean information from a crime scene upon discovering it
    - Within range of a scene of interest, the mechanic conveys clues to the player through the witcher muttering to himself and/or visual depictions of past events that represent Geralt’s reasoning
    - Time of day and other conditions determine where monsters appear and their abilities
    - Can strike critical areas in combat based on how much you learn about monster anatomy and tactics
    - The team is deciding between using a handful of in-combat special moves for particular attacks and a slow-motion quick-time event style
    - Monsters you defeat leave otherwise unobtainable alchemical and crafting ingredients needed for making of unique items, potions, mutagens
    - These allow Geralt to gain special powers and upgrades in the new mutation development tree
    - These kills serve as the witcher’s primary method of income
    - Moving more toward romance and away from shallow sexual encounters
    - “We want to treat it maturely like we did in The Witcher 2. We are not bringing sex cards back.”
    - Witcher 3 doesn’t have completely different environments based on singular choices due to the open world, but there are similarly impactful decisions
    - You’ll be involved with mutually exclusive storylines and situations based on certain momentous choices
    - Won’t be on the same level as Witcher 2, however
    - Game mechanics based on previous games, but the team is revisiting many details
    - Backward difficulty curve being addressed
    - Reworking the flow of combat
    - 96 animations for Geralt’s combat moves (last game had 20)
    - Game has a “weighting” system for the camera to help keep the biggest threats in frame at all times
    - Combat system: three big changes to solve the problem of being locked into long animations
    - Every button press mapped to a single strike
    - Each move takes a roughly equivalent time to perform
    - Can always interrupt your current action to immediately dodge or block
    - Can block/dodge when out of stamina, but you’ll be staggered
    - Team wants to make the combat “more intimate”
    - “You don’t run – in the Witcher 2 you were running constantly. You walk, but your attacks are very fast. Your opponents also walk but they have charges and things like that.”
    - Geralt’s dodge roll replaced by a pivot move
    - It retains its defensive utility without game-breaking mobility
    - Attacks faster than in The Witcher 2
    - Enemy AI completely rebuilt
    - No scripted boss encounters
    - One boss: ice giant
    - Roughly a dozen types of interactive objects
    - Ex: Can irritate a wasp with the telekinetic Aard sign to make a damaging distraction for his foes and disperse the swarm with the fiery Igni sign once the wasp swarm becomes a problem
    - Magical signs are retooled
    - Each of the five signs has a basic form such as Igni’s new flamethrower effect
    - If the player advances down the magic tree as Geralt levels up, can unlock a second form of the sign
    - For Igni, would unlock a 360-degree blast that immolates anything close
    - Yrdren’s small trap can be changed into a bigger field that slows enemies
    - Player retains the use of the basic form
    - Other two trees are based on swordsmanship and alchemy
    - Swordfighting: can unlock new strikes and boosts such as improved stamina and parrying
    - Alchemy: mutation mechanic moved off to a separate development path, independent of the level-up process
    - Alchemy specialization is based more on potions
    - Improvements available for the horse and boat
    - These aspects are still in development
    - One idea: players could access their long-term storage stash from their horse as well as from inns
    - Team knows about frustrating inventory management in Witcher 2
    - Crafting still important for enhancing Geralt’s capabilities
    - Can customize crafted items
    - Some components are can be substituted for similar things
    - Ex: monster scales instead of leather in a piece of armor
    - This affects the properties of the final item
    - Can find unique components as part of monster hunts or questlines
    - Combine these with special recipes to make artifacts of immense power
    - Each armor piece has a unique appearance
    - Armor has improved presentation and new cloth simulation
    - Can visit a barber to change Geralt’s hairstyle
    - World supposedly 20% bigger than Skyrim’s
    - 30-40 minutes to cross world on Horseback
    - New streaming technology (CDRED Engine 3)
    - Geralt’s Memory is restored
    - No chapters/acts
    - Dude is DONE fighting for everyone else
    - Everything from solving MYSTERIES to slaying monsters
    - Coming out on “all top-of-the-line” consoles
    What we think, or what we know, or what we believe is, in the end, of little consequence. The only consequence is what we do.

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    Quote Originally Posted by Weezer View Post
    Pregatiti PC-uri scumpe , The Witcher 2 nici azi nu poate fi jucat cu ubersampling activat decat pe GTX 690 la cel mult 1080p.
    Mda, adică 1% IQ = 50-75% performanţă mai puţin. În rest rulează foarte bine, nu-s probleme. Doar LOD-ul infim şi alte chestiuni de genul bloom.

  18. Back To Top | #18
    Nick anterior: CalinRO CalinTM's Avatar
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    Da, ubersampling este pus aiurea acolo, oricun nimeni nu juca cu el activat, dar nici nu aducea calitate. Mai bine puneai ceva SGSSAA din driver si arata mai bine.

    Din tot ce am citit mai sus, arata superb, abea astept, sa vedem oare ce ne dau in Collector's Edition sper sa fie un medalion in relief. Stiu ca s-au dat medalioane witcher celor care au primit bustul lui Geralt crapat, dar alea nu erau in relief. Totusi daca le reuseste ce am spus mai sus in legatura cu povestea de esenta tare, si sa fie mai lung ca Witcher 1, o sa fie o nebunie cand se lanseaza.
    #dedreapta #vincomunistii #tehnocratia #unitisalvam #binomul #DNASRI #codruta #nemtesc #sibiu #stenograme #interceptari #denunt

  19. Back To Top | #19
    pt console=interfata de rahat (turcesc) check!
    hype machine in action ca la mirobolantul Wither 2 check!
    drone care deja saliveaza in loc sa fie sceptici check!
    96 animatii in combat= combat mai antrenant in mintea unora. check!

  20. Back To Top | #20
    Gigel kjaskar's Avatar
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    Quote Originally Posted by grotesque View Post
    pt console=interfata de rahat (turcesc) check!
    96 animatii in combat= combat mai antrenant in mintea unora. check!
    Si stii asta pt ca ai vazut deja interfata finala a jocului sau doar te dai rotund pe internet?
    De ce atata ura pt un joc aflat in dezvoltare?
     
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    Arguing over a video game? That's just silly.

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