It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Some suggestions for changes to Formula, Books and Diagrams:

* Make it impossible to buy several copies of the same Formula, Book or Diagram, hide the ones I have already read or purchased
* Make Formula, Books and Diagrams permanent, if I read it once it should be added to Journal and stay there.
Post edited May 22, 2011 by mcwizardry
- Make quest items not usable as reagents in potions :P
Hello CDPR,

Let me start by saying great job - W2 exceeded my expectations and this hasn't happened with a game in a looooong time.

My only issues are with game's interface and I would like to give some feedback and suggestions in the hope that these issues will be addressed in the future:

1) Diagrams and Formule: I think these two should be split into separate tabs and also each of them should have subtabs focused on purpose. Example:

Formule: Oils, Bombs, Potions (sub-subtabs? eg: Vitality Potions, Resistance Potions, Damage Potions etc.)

Diagrams: Armor, Weapon, Ranged, Traps, Materials

The reason I'm asking for this is because at chapter 2 I already have so many diagrams and formule that it's a pain to actually find what I'm looking for.


2) Crafting materials that are required for a quest should not be usable via regular alchemy (eg troll tongue); This is an overlook on your side - imagine the frustration of players that can't complete Melitele's Heart because they've used troll tongue to make a swallow potion (without even knowing)


3) Storage space: Sure, it's not realistic to carry a ton with you, but since we're required to have so many materials in order to craft something (some of which weight 1 kilo /piece, like iron ore) you should either increase the weight limit or give us storage sollutions like magic bags for crafting materials only or personal chests...

It's not funny to drop a crafting material just so you can run and realize 3 hours later that you needed it for a quest/cool item...


4) Map/Minimap: I think we should have an option to disable the minimap rotation or at least have it show us where North is...it's really hard to navigate now without constantly pressing M to see where you are and where's North.


This is it for now :) Cheers and I hope some DEV will read this :)
Finishers will teleport you and your opponent to a different area if not done in a wide open space e.g. Any finishers performed in the graveyard by the temple in the prologue will teleport you into the nearby room next to the lever for the gate and, once the animation finishes, will teleport you back.

Quest items should not be usable for alchemy - I failed a lot of side missions because of this.

The block/Sign buttons are unresponsive (at least on controllers). Despite not being staggered, having full vigor and being at a standstill, they often require a second tap to initiate anything.

Bringing up the main menu as opposed to going directly to the sub-menus (i.e. J for journal, M for maps etc.) freezes the game for nearly 15 seconds at times. Using the sub-menus is always instantaneous. This is an issue with the size of the save folder I believe.

The sound for hitting foes sometimes cuts out randomly.

I've had enemies disappear when mid battle and Nekkers dig out of the ground when I appear only to go back under and ignore me almost straight away.

The tutorials shown at the start of the game should slow down time just like bringing up the sign/trap menu does. They stay up for too little time and often come up mid-battle where I ignore them.
Post edited May 22, 2011 by Vitor121796
Bugs
- Inventory items can become invisible and don't reappear until there is a scripted inventory change event.
- Damage sounds sometimes don't fire.
- Enemy drops can clip through walls making them inaccessible.

Wants
- Pause button
- Improve gamesave management (e.g. delete button and autosave overwrites)
- Option to turn off all QTE's, not just difficult ones
- Invincible frames for initiating dodging; since dodging can be interrupted, when you're surrounded by enemies or pinned against a wall, you have ZERO chance of survival
- Inventory sorting options (e.g. alphabetical)
- Hide books and recipes after reading
- Remove quest items after use (e.g. like keys)
- Improve low-level Aard and Igni because they really suck
- Popup inventory descriptions because the slow-scrolling thing is TOO slow
- Ability to replace mutagens, weapon, and armor upgrades with better ones

All I can think of for now.
Taking away all those God-Awful Quick time events, they are one of the few things which almost ruin this otherwise brilliant game, the amount of bloody times I had to replay that damn dragon and prison sequences. It seems strange for a game all about choices to want to make you hit exactly the right button when it tells you to.

Other than that how about proper square screen support, playing on 1024 x 768 (yes I still play on a CRT) the game is in a widescreen and some of the text on the UI needs increasing as it is hard to read.

That's about it really, perhaps I'll play it a bit more and uncover some more things that require changing but I hope not as this game is rather excellent.
There's a bug when using grenades, traps or throwing weapons. If you run out of ammunition, the icon remains in the lower left. Perhaps a counter next to it, or automatically switch to the next available weapon would be better.

I've also had a bug when throwing a grenade, sometimes it doesn't throw but you get stuck in the pre-throw animations and are unable to attack, dodge or move properly for about 5-10 seconds. It can prove somewhat lethal.

Other annoyances which I am sure cannot really be patched but perhaps improved next time are:
Leveling. The pace is a bit hectic when I can go several hours completing tasks for the townsfolk and maybe level once but 5 minutes on the main storyline nets a level up after each cutscene or conversation.

Pacing. From the latter half of Act II to most of Act III, you simply find most of the best equipment strewn around. Not so much hidden or guarded by a fearsome beastie, just, there. There's not much feeling of accomplishment when you stumble upon the best gear in the game by accident and without a fight.

All in all the game was great, but these changes along with the ones already mentioned would make it great[edit]er.
Post edited May 22, 2011 by Pioneer161
For starters, I would've fixed the idiots who whine about it being designed for consoles.

Other than that, I would've made the ending decent.

Otherwise, it's an awesome game.
1) combat animation for signs is bad, it really drags down the combat, due to the delays. should be smoother, also to a lesser extent ranged weapons have the same issue. this is mostly when used in conjunction with a sword.

2) fistfighting needs to be revamped, it wasnt great in W1, but in 2 its horrible. Playing w a s d with it is a joke. It should have been incorporated into the combat system itself like with W1.

3) not enough exploration, i dont expect free roam, but lack of various caves, hidden areas is a let down.

4) game length is to short. If you skip cutscenes with text on , dice games and some other time consuming minigames, the game plays out in roughly 15-20 hours.

5) Ending: i wont spoil it, but the ending was a letdown. Really should have been done better imo.
avatar
rboyd62: 4) game length is to short. If you skip cutscenes with text on , dice games and some other time consuming minigames, the game plays out in roughly 15-20 hours.
I have 60 hours in Witcher 2 according to Steam and I'm in Act 2 >.>
avatar
rboyd62: 4) game length is to short. If you skip cutscenes with text on , dice games and some other time consuming minigames, the game plays out in roughly 15-20 hours.
avatar
Chromie192: I have 60 hours in Witcher 2 according to Steam and I'm in Act 2 >.>
Sounds like you left the game on much while not playing or you died at every monster? Or dont run at all ? Or something like that, anyway for the average player the game wont last that long.
Post edited May 22, 2011 by Hawat
- Would be nice if the camera while playing poker was raised, or at least movable. As it is now, it's way too easy to throw the dice outside the board.

- The icon while doing arm wrestling easily covers the bar you're supposed to follow, maybe make it a bit smaller?

- Stop the alchemy components from resetting when mixing, you can exchange ingredients, but it will revert it to the one the game thinks you want to use (usually quest items/craft items).
Post edited May 22, 2011 by Steffe
My requests:

-Ability to place map markers and/or notes
-Reduce volume of heartbeat sound when using Cat potion


These are some odd things I noticed:

-When playing poker and both players have a Full House, the pair is checked first instead of the triple. I.e. I had 2-2-2-3-3 and Sendler had 1-1-1-4-4 and he won the hand even though three 2's beat three 1's

-With the claws of madness quest if you happen to already have Nekker parts, which is likely given they're all over the place, then you cannot give the pig parts instead if you go back to town and get them. As such the Ghost always detects your deceit.

-It is impossible to get the Troll head if you have already finished the Poker quest in Flotsam. Also you have to talk about traps before you can mention the head which is somewhat weird.
Camp fires should not take off a third or more of my health when I accidentally stumble into them. They should also not leave me with a status ailment. Somewhat excessive.

Y-Axis movement on the Camera is locked for a 2 or 3 seconds when coming out of menus. This seems pointless and can be a little annoying.

Also, the game is plenty long enough. The fact that a second playthrough is practically a necessity considering how divergent the paths can be more than makes up for that. Act 3 is a little short though but seriously, I'd rather have 20 hours of a well paced game than 30 hours of repetition and filler content. More is not necessarily better.
Post edited May 22, 2011 by Vitor121796
reposted from another forum

It just needs a little bit more polish (no pun) and a couple dubious design decisions to be reversed and it would be perfect IMHO. The following points are minor gripes by themselves which unfortunately have a disproportionate impact, since everything else is just so well done. To me, the rest of the game raises the bar so high, it makes those issues even more jarring.

Still, one hell of a good game, flaws and all and nothing a bit of further QA/polish could not solve easily.

In particular:
- give us a damn loot chest already. The most stupid, glaring design decision
Do yourself a favour and use the lower-weight for crafting items mod. Hell, if there's a mod putting all weights at 0, I'd use it. I don't want infinite inventory space on my character (or even in a chest) but #### the current system. (PARTIALLY SOLVED BY MOD)
- slow inventory tool-tips. Who the #### thought waiting 5 seconds for the tool-tip of each and every single item was a good idea? (SOLVED BY MOD)
- in act 2, in the soldiers' camp, half the time when you talk to somebody near a fire, the game moves you automatically INTO the fire. Fix that ####.
- you collect a lot of items marked as "junk" throughout the game, but there's no "junk" filter. That, coupled with the weight limits means you end up having to go through your list of items every single one by one to get rid of some stupid "ring" or "rope ladder" item you randomly collected.
- within a category (i.e. crafting, or armor or designs) the various items appear to be sorted at random. Going through a list of 20+ designs/recipes to see what you have/don't have get tiresome really quickly. Give us sub-filters, or alphabetical sorting or something!
- your "quicklot" inventory doesn't tell you how many items you have in the stack. You could have 10 bombs/traps or 1, and the only #### way to find out is by dropping them back into your inventory
- In the English Gog version of the game the world map has got unreadeable names on it (i. non-latin alphabet). Do you want to try and place the ongoing narrative with the help of a map? Well, no. You can see the map but you cannot tell which country is which. However, the PDF map you get as a separate out of game item is just fine. Stuff like this scream "lack of polish/QA"
- finally, I get fairly regular BSOD events with my GTX460, might be solved with the beta nvidia drivers but they also BSOD my system. However, aware of how difficult it is to test every single possible harware configuration out there so I'll just wait and hope it gets fixed driver/game-wise