Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's not really so bad once you get past 10 herb, as you do it once and it picks almost every herb of the same time in a few metre radius.
I'm flower-scummer in these flower-picking games. I describe Witcher, Dragon Age, DoS, even Technomancer, to my wife as flower-picking games, with visual proof that it's key gameplay element and nudges towards playing a "florist class" character.
KC:D doesn't miss out, also having many many flowers and the typical RPG emphasis thereon.
What I like about KC:D is that I recognize the damn (can I say damn?) flowers as I wander around, including novel ones. Yay. Nettle looks like what is on my property (ouch), as do dandilions (duh), but valarian, mint (fidge it looks right if hard to see), marigold, poppies. Great stuff, not like every other RPG where it's largely some fantastical Floris magicus devmadeupicus
So in other games, it's nothing to pick a flower as Geralt sprints through a field (admitted a lower caste field compared to Czechia fields).
Thus, the Godwoken florist ends up with multiple piles and piles of 99 flowers.
And all these games don't have valentines day.
But they do have traders. So I make small bits of money early early on to fund...mistakes or nice-to-haves. And embarassing amount even later on to get rid of the stacks of 99 Jellyroom. KC:D has been no different, depsite the animation.
In fact, KC:D promotes the florist specialization by giving you a perk for increasing strength (from the squats the animation makes clear you're doing) as you pick flowers. Wow. Sensible, but the teleportation based picking method Geralt does fails to reward for such exercise, and that's also sensible.
I noted that I wanted to curb my flower pick scumming somewhat due to the animation. But as Herbalism goes up you pick more per animation--seems to be a radius thing, with higher skill picking from larger radius at once. So I also now target "flower rich" environments where a single flower harvest will be productive. So the animation becomes even less intrusive.
That's kind of interesting result of "art of the nudge" meta that the animation engenders.
Given that tale, I kind of appreciate the animation, which I find very short and well-balanced (for me), unlike certain other annoying-but-not-breaking bits of the game (saving). For me, a serial flower murderer, its effect on my character's behavior has been subtle and oddly more sensible than normal "magic instantaneous teleport pick" I normally abuse.
To put the player in charge, I think an opt-in option to disable the animation makes sense. But user-control and optionality may be contrary to the principles of opinionated software.
Only 9,800 more times and you'll get the achievement.