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SPOILER ALERT

The Karyan encounter is suitably epic, very well modelled and quite beautiful to watch

BUT it needs a lot of work to be up to the quality level of the rest of the game.

Here is areas that need improvement and how to remedy them:

1) The first failure of the Kayron part of the game it it guaranteed that Gerault needs to die over 15 times to get past this part of the game. Every single death removes a significant part to the immersion of the game and after 15X there is none left.

2) The initial tentacle bashing/ trapping is quite clever but it is also quite buggy and overly scripted. First, the devs need to introduce 2 claity fixes, the first being an animation showing that the center 2 tentacles immediately break free after being tapped or the sorcereress needs to say "The middle tenatcles are too strong" What happens currently is the player dodges a few tenatcles, hears the sorceresses adivice, casts the trap and it failes becasue the 2 middle ones can't be trapped. Guaranteed 5 dealths dues to lack of clarity.

3) The scripting needs work and there are bugs. The toxic mucus often hits you when it really shouldn't and after I trap each tenatacle my active spell changes to ignii all by itself. After each tentacle I have to remember to switch back to trap. Another 3 or 4 guaranteed deaths

4) The QTE events are just barely tolerable. Another 3 or 4 guaranteed deaths

5) The rock throwing sequence is just plain silly and should be much better done or just omiited with the bridge falling causing death of the Kayran. The Karyan has an infinite supply of rocks. The rocks hit you when they couldn't possibly do so. Another 10-20 deaths trying to figure out what do.


When you add all this up this part of the game is more a puzzle to be solved than a battle, and is 1000x less effective as a game element becasue of this.

The Karyon could have been a highlight of the game, but bad game design and dragging out too long with non-immersive elements just ruins it.

Up to this point the combat required some getting used to but at no point did it really cross the line into tedium.

Right now I am up to the point where I can easily and consistantly beat the tentacle and QTE part of the Kayron BUT only becasue I know the patterns to use. That is a clear sign of bad game design right there. You need to know the pattern to proceed. Geralt is hiding behind some rubble as the Kayron hurls its infinate supply of bolders at him. Casting Shild and making a run for it sometimes gets him to the large fallen stone near the Kayron, but even then the Kayron defies physics and hit him bu hutling a boulder straight though the rubble.

I am not sure what Geralt should do now, and at this point I am deciding whether I even care. If this is how evey boss encounter is designed I then game over ...... not fun not done .... simple as that.

The Witcher 1 avoided the whole boss thing all togetjher much to its credit.
Don't worry about further bosses- the Kayran is by far the worst.

Most of the rest are mediocre, though, with one exception.
Once you destroy four tentacles, which you can identify by their orange glowing middle you will face a QTE which I believe is left click, filling bar with right click and space key.

Afterward the ruined bridge will collapse on top of th kayran, you will run to your left while facin the kayran and get on top of it, dodge some boulders trwon to you and when you reach the pinnacle a cutscene will take control and Geralt will do the rest.
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Sirandar888: SPOILER ALERT

The Karyan encounter is suitably epic, very well modelled and quite beautiful to watch

BUT it needs a lot of work to be up to the quality level of the rest of the game.

Here is areas that need improvement and how to remedy them:

1) The first failure of the Kayron part of the game it it guaranteed that Gerault needs to die over 15 times to get past this part of the game. Every single death removes a significant part to the immersion of the game and after 15X there is none left.

2) The initial tentacle bashing/ trapping is quite clever but it is also quite buggy and overly scripted. First, the devs need to introduce 2 claity fixes, the first being an animation showing that the center 2 tentacles immediately break free after being tapped or the sorcereress needs to say "The middle tenatcles are too strong" What happens currently is the player dodges a few tenatcles, hears the sorceresses adivice, casts the trap and it failes becasue the 2 middle ones can't be trapped. Guaranteed 5 dealths dues to lack of clarity.

3) The scripting needs work and there are bugs. The toxic mucus often hits you when it really shouldn't and after I trap each tenatacle my active spell changes to ignii all by itself. After each tentacle I have to remember to switch back to trap. Another 3 or 4 guaranteed deaths

4) The QTE events are just barely tolerable. Another 3 or 4 guaranteed deaths

5) The rock throwing sequence is just plain silly and should be much better done or just omiited with the bridge falling causing death of the Kayran. The Karyan has an infinite supply of rocks. The rocks hit you when they couldn't possibly do so. Another 10-20 deaths trying to figure out what do.


When you add all this up this part of the game is more a puzzle to be solved than a battle, and is 1000x less effective as a game element becasue of this.

The Karyon could have been a highlight of the game, but bad game design and dragging out too long with non-immersive elements just ruins it.

Up to this point the combat required some getting used to but at no point did it really cross the line into tedium.

Right now I am up to the point where I can easily and consistantly beat the tentacle and QTE part of the Kayron BUT only becasue I know the patterns to use. That is a clear sign of bad game design right there. You need to know the pattern to proceed. Geralt is hiding behind some rubble as the Kayron hurls its infinate supply of bolders at him. Casting Shild and making a run for it sometimes gets him to the large fallen stone near the Kayron, but even then the Kayron defies physics and hit him bu hutling a boulder straight though the rubble.

I am not sure what Geralt should do now, and at this point I am deciding whether I even care. If this is how evey boss encounter is designed I then game over ...... not fun not done .... simple as that.

The Witcher 1 avoided the whole boss thing all togetjher much to its credit.
Stop sucking at games.

1 - I died once fighting the Kayran, not 15 times. It's not bad game design if you can't beat it.

2 - So, you didn't think it's a good idea to look up at all and plan which tentacle to attack, "Gee, I wonder if those giant glowing orbs might be a weak spot????"

3 - Takes less than a second to switch back to a sign. It's not the game's fault you didn't roll out of the way. Dodge man, it spits mucus at you. Mucus bad!

4 - Turn off the QTEs in the menu!

5 - The game NEVER telegraphed a giant bridge falling down and ultimately showing said bridge fall down right on top of the Kayran. What's the best way to defeat a beast much larger than you? FROM ABOVE.

"The Witcher 1 avoided the whole boss thing all togetjher much to its credit."

Yep, that's right. Exactly ZERO bosses in TW1, right. Okay, sure!

I tried to be nice in the past but ridiculous posts like this need to get called out with a healthy dose of vitriol. Posts like this are why games get dumbed down and nerfed. Think! I know this is a hard concept to understand alongside a video game but use your brain. Those goddamn diabolical geniuses at CDPR, expecting us to observe, notice and think during a boss battle. THE NERVE!!!!
It is though and is mean to be trial and error, I died many times and got frustraded but that is how the game supposed to be, is not an error design.

Old school games were way thougher and probably they (CDRP) is trying to channel some of that school in some of the bosses.

Don't lose hope. :-)
+1 to OP

Concerning what to do after QTEs... You need to run to the fallen bridge to the left before kayran started hurling balls (they are not rocks, they are perfectly spherical, you know like when you play snowballs but with rocks /sarcasm) and run up to the top avoiding invisible barriers that are there.

Fortunately, this is the worst boss fight in the game, though don't forget to invest 2 points in riposte, 2 points to blocking without damage from any angle and learn how to fight with blocking with multiple enemies, if you want to have no problems with some of the chapter 2 pre-boss fights.
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Kirth-Gersen: It is though and is mean to be trial and error, I died many times and got frustraded but that is how the game supposed to be, is not an error design.
It's not an error in design, nobody argues with that, it's a bad (they did such a design intentionally) design. Bad design is worse than an error in design because in the first case they believe that this is how it should be.
Post edited May 30, 2011 by Maerd
I don't see the problem here. You only have to figure out what to do and then defeat it.
The tentacles which you can hit glow red, you get an audio message to use the right sign, when trapped in poisson you can also see that you have to put the mouse button. And it is also not very difficult to figure out what to do after the last QTE.
If you have trouble with the tentacles then use the Quen sign and you will not loose health.

What else do you want? Do you want large screen messages which display the buttons you have to press?
As I said I died many times facing the kayran, as I did with Super Mario, Ninja Gaiden, Castlevania, Another World, Alone in the dark, etc. But I tried again and again and I finally did it.

I think we might be getting a little soft and some hardship now and then is not that bad.

Now bugs and glitches which kill you or just wont let you advance, well tnat is another story...
Yeah! That's exactly what we need: more idiot-proof games for people with the mind and reflexes of a 90 years old.
Post edited May 30, 2011 by Tuco
Thanks for the advice ....... if the Kayron is the worst of it I can live with it and the merits of the game will carry it. Sounds like I have already beat this part many times I just don't know how to initaite the end sequence

To the devs: Three small tweaks could make the Kayron battle much more effective.

1) The player has no way of knowing that the middle 2 tentacles can't be trapped. They try to trap them and fail and think something is wrong. The Sorceress needs to say "the middle ones are too strong, you can't trap them"

2) After a tentacle gets trapped there is no reason why your active sigh should swirtch to Igii, it should say on trap as is was before the tenatcle was trapped.

3) The stone thowing sequence also needs some advice from the sorceress. She needs to say "Go left" As it is the player attempts left with shield on, gets hit a few times and thinks they are supposed to do something else so they try right and get killed a few morre times.

And The Witcher 1 had no bosses whatsoever where BOSS is defined my an enemy where you have to know the proper and only sequence of events beforehand to survive the encounter. I played the Witcher 1 in adaptive real time and at no point did I ever use a defined sequence of moves and attacks to proceed.
Post edited May 30, 2011 by Sirandar888
I actually found quite nice and easy. It really was quite basic in Boss design. My only issue was in the third phase where I had to find the safe path. No need to go all dramatic just because one boss encounter wasn't done as you wanted. The game revolves around so much more.
PS To the insulters: Go ahead all you want, I couldn't care less. I bow to your Godlike intelligence and reflexes.
But in replying, you do care a little! :) Next time you run into an obstacle in a game, don't immediately call it "bad game design." Ask for help, have a little class when you post instead of accusing a studio of not doing their job properly.

Nothing personal but after reading two weeks of post saying "cosole port!" "shit game design" and "too difficult!," it gets to be a bit much. I'm all for a civil discussion of a game's perceived flaws and strengths. Good luck with the battle.
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Kirth-Gersen: As I said I died many times facing the kayran, as I did with Super Mario, Ninja Gaiden, Castlevania, Another World, Alone in the dark, etc. But I tried again and again and I finally did it.

I think we might be getting a little soft and some hardship now and then is not that bad.

Now bugs and glitches which kill you or just wont let you advance, well tnat is another story...
I was just thinking the same thing, with regards to older games...some of the NES games instantly came to mind :-). Many older games were absolutely unforgiving. You couldn't save anywhere you pleased and many of the fights were very hard. But it kept us up at night trying to beat them. What's the fun of a game if there's no challenge? I don't want to walk through a game where everything is handed to me.

That said, I don't like the quick time events in Witcher 2 and I thought they were very annoying in the Kayran fight. So, I can empathize with the OP in this instance. In my opinion, they should have handled it like they did with the tentacle creature in the first Witcher. Just my opinion.
Post edited May 30, 2011 by wildstargoethe
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Sirandar888: SPOILER ALERT

The Karyan encounter is suitably epic, very well modelled and quite beautiful to watch

BUT it needs a lot of work to be up to the quality level of the rest of the game.

Here is areas that need improvement and how to remedy them:

1) The first failure of the Kayron part of the game it it guaranteed that Gerault needs to die over 15 times to get past this part of the game. Every single death removes a significant part to the immersion of the game and after 15X there is none left.

2) The initial tentacle bashing/ trapping is quite clever but it is also quite buggy and overly scripted. First, the devs need to introduce 2 claity fixes, the first being an animation showing that the center 2 tentacles immediately break free after being tapped or the sorcereress needs to say "The middle tenatcles are too strong" What happens currently is the player dodges a few tenatcles, hears the sorceresses adivice, casts the trap and it failes becasue the 2 middle ones can't be trapped. Guaranteed 5 dealths dues to lack of clarity.

3) The scripting needs work and there are bugs. The toxic mucus often hits you when it really shouldn't and after I trap each tenatacle my active spell changes to ignii all by itself. After each tentacle I have to remember to switch back to trap. Another 3 or 4 guaranteed deaths

4) The QTE events are just barely tolerable. Another 3 or 4 guaranteed deaths

5) The rock throwing sequence is just plain silly and should be much better done or just omiited with the bridge falling causing death of the Kayran. The Karyan has an infinite supply of rocks. The rocks hit you when they couldn't possibly do so. Another 10-20 deaths trying to figure out what do.


When you add all this up this part of the game is more a puzzle to be solved than a battle, and is 1000x less effective as a game element becasue of this.

The Karyon could have been a highlight of the game, but bad game design and dragging out too long with non-immersive elements just ruins it.

Up to this point the combat required some getting used to but at no point did it really cross the line into tedium.

Right now I am up to the point where I can easily and consistantly beat the tentacle and QTE part of the Kayron BUT only becasue I know the patterns to use. That is a clear sign of bad game design right there. You need to know the pattern to proceed. Geralt is hiding behind some rubble as the Kayron hurls its infinate supply of bolders at him. Casting Shild and making a run for it sometimes gets him to the large fallen stone near the Kayron, but even then the Kayron defies physics and hit him bu hutling a boulder straight though the rubble.

I am not sure what Geralt should do now, and at this point I am deciding whether I even care. If this is how evey boss encounter is designed I then game over ...... not fun not done .... simple as that.

The Witcher 1 avoided the whole boss thing all togetjher much to its credit.
You, my friend, really need to learn how to play well and not whine for your incompetency.

People now scoff at "using their brains" to do task! It is pathetic really. As for me, I agree Kayran fight was not like the best boss fight or something... but, it definitely is not a sign of bad game design.
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ThulsaDooom: Stop sucking at games.

1 - I died once fighting the Kayran, not 15 times. It's not bad game design if you can't beat it.

2 - So, you didn't think it's a good idea to look up at all and plan which tentacle to attack, "Gee, I wonder if those giant glowing orbs might be a weak spot????"

3 - Takes less than a second to switch back to a sign. It's not the game's fault you didn't roll out of the way. Dodge man, it spits mucus at you. Mucus bad!

4 - Turn off the QTEs in the menu!

5 - The game NEVER telegraphed a giant bridge falling down and ultimately showing said bridge fall down right on top of the Kayran. What's the best way to defeat a beast much larger than you? FROM ABOVE.

"The Witcher 1 avoided the whole boss thing all togetjher much to its credit."

Yep, that's right. Exactly ZERO bosses in TW1, right. Okay, sure!

I tried to be nice in the past but ridiculous posts like this need to get called out with a healthy dose of vitriol. Posts like this are why games get dumbed down and nerfed. Think! I know this is a hard concept to understand alongside a video game but use your brain. Those goddamn diabolical geniuses at CDPR, expecting us to observe, notice and think during a boss battle. THE NERVE!!!!
I completely agree with your thoughts. It is really scary reading such posts which eventually cause future nerfing in sequels and other games :/