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Posted: Thu, 13th Feb 2020 19:19 Post subject: |
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They released the mod tools way too late and far away from launch.
Games lose visibility in time.
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Thu, 13th Feb 2020 19:38 Post subject: |
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blackeyedboy wrote: | They released the mod tools way too late and far away from launch.
Games lose visibility in time. |
Yup, looks like it's indeed the case here :'(
I was also reading that the tools themselves aren't exactly a joy to work with, in addition to the difficult merging and/or lack of conflict-detecting features.
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Posted: Thu, 13th Feb 2020 19:43 Post subject: |
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ixigia wrote: | blackeyedboy wrote: | They released the mod tools way too late and far away from launch.
Games lose visibility in time. |
Yup, looks like it's indeed the case here :'(
I was also reading that the tools themselves aren't exactly a joy to work with, in addition to the difficult merging and/or lack of conflict-detecting features. |
I released a mod that added back some of the UI elements to hardcore mode, believe me when I say that was a complete bitch.
That was pre-mod tools, but I gather it hasn't really improved.
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Posted: Thu, 5th Mar 2020 09:06 Post subject: |
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prudislav
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Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 5th Mar 2020 10:39 Post subject: |
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all hail the Lolin Hood 
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Nodrim
Posts: 9583
Location: Romania
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Posted: Thu, 16th Apr 2020 12:49 Post subject: |
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Posted: Thu, 14th May 2020 13:51 Post subject: |
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Finally finished it and I have mixed feelings.
I've attempted to play the game two times but always just couldn't jump over the slow start. But then I've forced myself to play it and well.
It started slow, then it grew on me, but then fizzled out and I had to force myself to finish it. The story went from a typical tale of vengeance and went from one thing to another without resolving the first thing.
Some of the quests had a very good design that made you actually pay attention instead of just going through the motions. The Prybyslavitz quest was a missed mark in my opinion cause the impact of your scouting and sabotage felt significantly less tangible than you just doing the bare minimum. The monastery quest though…. I legit rolled back 2h in order to level up lockpicking and stab the damn clown and be done with it.
Without going too deep and it feels like they built a beautiful world with complex systems but not all of them are well executed or well integrated into the game. I appreciate the historical accuracy and attention to detail, but it doesn't get too much support from the core gameplay.
Swordfighting is intriguing but you can literally play the entire game using perfrect blocks and stabs. You learn all of these combos but I've never really felt the need to integrate them into the gameplay loop without getting perfectly blocked myself. I stumbled upon the second best sword halfway through the game and just stuck with it, never really checked out other weapons.
Lockpicking is pretty standard, but a bit underutilized in the gameplay loop.
Never really felt the need to pickpocket.
Weapon maintenance? Just have a blacksmith repair stuff for you.
Stealth was OK-ish, but felt inconsistent especially when scouting the bandit camp or getting out of vranik.
Alchemy was very well executed, but I didn't use it too much aside from the one mandatory quest which is a shame.
Hunting? Unsatisfying, due to how bad archery was.
Reading? Seems beneficial, but went along fine without it.
You had all of these traders but money was never an issue and replenashing pots with food were everywhere. Some traders were useless.
All in all without dragging it along – they had good ideas, decent systems to back them up but it just didn’t flow too well together or didn’t have an impact as they should. But I guess that came from inexperience and time constraints, rather than ineptitude. I didn't have the same feeling as in the witcher when I roamed the map to check out every question mark. The game actually felt more like an immersive sim, rather than a full blown RPG.
All in all, nice try and I’m sure the next one will be a lot better! I’d give it a 6.7/10
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Posted: Thu, 14th May 2020 15:11 Post subject: |
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sunseeker wrote: | Finally finished it and I have mixed feelings. |
There is a huge difference in gameplay between normal and hardcore though, some of your issues seem to be just because the game was too easy for you.
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Posted: Thu, 14th May 2020 21:57 Post subject: |
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So, having just finished it myself recently (waited until all the patches were released prior to even starting), I can say that I had mixed feelings as well - - I was sad it was over and wanted it to be longer but enjoyed it so thoroughly that I was happy with the ending. No mixed feelings about the quality though.
I did play on hardcore, and I did add some mods. But my experience was very different from yours. And my main dissent is that I truly felt the rpg part vs the sim. I spent those hours reading to get better at it. I'd almost always find myself waiting a couple of hours for a certain time for a quest and reading was a great way to pass the time and get xp for skills and whatnot.
I too didn't get the nuances of swordfighting either and found that you could play almost all of the game without it. However, I *did* become an expert marksman with the bow. Hunting was a blast. And using that skill on enemies was super fun. Horseback archery became my signature.
I ate up the monetary quest. Loved it.
I think the main thing I wanted was more time in that world and more content. But knowing this is just part 1 (hopefully), I was satisfied. I didn't have as much fun as I had with Witcher 3, but still had an absolute blast with my horseback-riding-arrow-firing-stealth-killing-revenge-hungry Henry.
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W123
Posts: 2497
Location: USA
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Posted: Sat, 16th May 2020 21:29 Post subject: |
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I loved this game but my main beef was the combat. Too many enemies are impossible to strike so you just have to sit there like a dumbass and parry/riposte every attack. Then you get your 1 extra hit in there like clockwork, very formulaic.
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Sat, 16th May 2020 23:13 Post subject: |
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I'm excited for the eventual announcement of KCD2. I think the studio learned a lot from the first game and fingers crossed we'll get a bigger game with better combat running on a better engine.
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Sun, 17th May 2020 14:40 Post subject: |
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bronson wrote: | I'm excited for the eventual announcement of KCD2. I think the studio learned a lot from the first game and fingers crossed we'll get a bigger game with better combat running on a better engine. |
Same, it's possibly the announcement that I'm looking forward to the most. Couldn't kickstart the project back then but after I finished the patched-up isoplaythrough I went ahead and bought the Royal Edition, Vávra and his crew absolutely deserve all the Groschens.
From the satisfying slow progression and focus on realism - the complete opposite of your usual game-y popamole productions for teens, to the amount of pure undiluted immersion and genuinely well-written stories, it was such a glorious ride for me. Whatever engine they'll choose next time (newest Cryengine, UE5 etc.) I just hope they can retain the same feeling and improve the underdeveloped elements without adding any distracting arcade concessions. Henry deserves only the best 
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Posted: Mon, 18th May 2020 11:12 Post subject: |
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Why choose a different engine, they just mastered the Cryengine. I'm sure they'll use it again.
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Mon, 18th May 2020 11:22 Post subject: |
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madmax17 wrote: | Why choose a different engine, they just mastered the Cryengine. I'm sure they'll use it again. |
They struggled a lot with it to the very end. According to Tobi, their community manager, it took a great toll on the development process and the engine wasn't the right choice at all. It handicapped them in creating certain scenes (like the big battle from the trailer). Creating each patch was a nightmare, too. Around the time of the Royal Edition release he said on stream they are looking at other options, but it's far from certain they'll use another engine. It depends what they have in mind for the next game. If the Hussite Wars is the planned setting, they might not have a choice.
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Posted: Mon, 18th May 2020 11:38 Post subject: |
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bronson wrote: | madmax17 wrote: | Why choose a different engine, they just mastered the Cryengine. I'm sure they'll use it again. |
They struggled a lot with it to the very end. According to Tobi, their community manager, it took a great toll on the development process and the engine wasn't the right choice at all. It handicapped them in creating certain scenes (like the big battle from the trailer). Creating each patch was a nightmare, too. Around the time of the Royal Edition release he said on stream they are looking at other options, but it's far from certain they'll use another engine. It depends what they have in mind for the next game. If the Hussite Wars is the planned setting, they might not have a choice. | Well I tried the Cryengine it's a difficult thing to learn.
They did a great job the problem is this huge open world game, how many open world games are there in Unreal engine? Pretty much all of them are 'linear' games.
Open world games like Skyrim, Just Cause, Witcher 3 use their own in-house engine. It's easier to make a game like Witcher 1 then Witcher 3.
Making a game like this in Cryengine is a bitch, I bet they had problems.
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Posted: Mon, 18th May 2020 13:58 Post subject: |
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madmax17 wrote: | They did a great job the problem is this huge open world game, how many open world games are there in Unreal engine? |
Ark, Astroneer, Borderlands 3, Satisfactory, Sea of Thieves, State of Decay 2. Just picked a few ones.
You can explore the rest here: https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Also, seeing the list of CryEngine games... heh... it's not hard to make a choice between the two. 
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Posted: Mon, 18th May 2020 14:22 Post subject: |
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madmax17 wrote: | Well I tried the Cryengine it's a difficult thing to learn.
They did a great job the problem is this huge open world game, how many open world games are there in Unreal engine? Pretty much all of them are 'linear' games.
Open world games like Skyrim, Just Cause, Witcher 3 use their own in-house engine. It's easier to make a game like Witcher 1 then Witcher 3.
Making a game like this in Cryengine is a bitch, I bet they had problems. |
Star Citizen has absolutely zero problems in development and runs flawlessly!
Spoiler: | |
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Posted: Mon, 18th May 2020 14:32 Post subject: |
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blackeyedboy wrote: | madmax17 wrote: | They did a great job the problem is this huge open world game, how many open world games are there in Unreal engine? |
Ark, Astroneer, Borderlands 3, Satisfactory, Sea of Thieves, State of Decay 2. Just picked a few ones.
You can explore the rest here: https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Also, seeing the list of CryEngine games... heh... it's not hard to make a choice between the two.  | I forgot about Borderlands, still very few open world games.
Also GTAV and RDR2 are using the rockstar advanced engine.
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Posted: Mon, 18th May 2020 17:22 Post subject: |
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[quote="madmax17"] blackeyedboy wrote: | I forgot about Borderlands, still very few open world games.
Also GTAV and RDR2 are using the rockstar advanced engine. |
Don't or didn't all these games except Borderlands 3 have big performance issues? Personally haven't played any of them to confirm from own experience but that's what I read about them anyway. Also there is ArcheAge and Miscreated (perhaps Hunt:Showdown too) which run good enough don't they? But those are more like exceptions.
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Posted: Mon, 18th May 2020 18:28 Post subject: |
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^ could be. Also Borderlands maps are not that big they're divided into several maps, it's not like Skyrim or Witcher 3.
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garus
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Posted: Mon, 18th May 2020 18:46 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:22; edited 1 time in total
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Posted: Mon, 18th May 2020 21:09 Post subject: |
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What's interesting is that Prey (Arkane) did run flawless even on lower end systems. And that game is build on CryEngine...
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Kaltern
Posts: 5859
Location: Lockerbie, Scotland
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Posted: Mon, 18th May 2020 22:39 Post subject: |
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Should use Gamebryo. Worked well for Bethesda. For over a decade. 
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Posted: Wed, 20th May 2020 12:55 Post subject: |
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blackeyedboy wrote: | What's interesting is that Prey (Arkane) did run flawless even on lower end systems. And that game is build on CryEngine... |
At the end of the day, dev competence will always trump engine. Saying that certain engines do seem predisposed to certain issues (Unity games often have problems with load times and save game bloat for instance).
If they use the same engine for KCD 2 they should have more experience working with it.
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Posted: Wed, 20th May 2020 13:22 Post subject: |
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Steelone wrote: | If they use the same engine for KCD 2 they should have more experience working with it. |
In theory.
Look at Bethesda and their Gamebryo monster. So many years of building and optimizing 'your own' engine and look at Fallout 76... Heck, look even at Fallout 4. Optimization, bugs and tech issues are always part of the 'experience'.
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Posted: Wed, 20th May 2020 18:02 Post subject: |
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Bethesda is a terrible example when talking about engines. I also think they keep using that Frankenstein engine because they've become so dependent on modding, not because they want to.
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Posted: Wed, 20th May 2020 18:24 Post subject: |
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Their real money comes from consoles. I doubt modding has ever been a significant factor in their decision making until they realised they could charge for it. And even then it's still chump change. The reason they stick with Gamebryo is simply sunk costs. They have now spent 20-odd years working with it and developing a production pipeline built around it. Switching at this point would require a fairly massive investment, and I'm sure every time the suggestion comes up they simply look at the revenue they are making and decide it simply isn't worth it.
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