Cyberpunk 2077 - Your Ideas For A Dream RPG

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I have read recently that you were interested in VR and I think that your next game Cyberpunk 2077 will be the perfect game to integrate VR aspects. As you know, in the Cyberpunk universe, VR exists ! It is a kind of "matrix" to which hackers connect themselves to penetrate in databases, etc. and in this virtual world, intensive combats take place against firewall defenses, etc.It would be great that, when a player wants to connect to this "network", he just puts his VR mask on his head and penetrates in this virtual world ! It would be the solution to alternate classical game sequences (on TV) and more intense and immersive game sessions in VR. For those who don't have VR, these incursions in the "network" would be playable classically on TV (like RE7).
I hope that you will think about this idea ! and thank you for doing your best to do the most wonderful game with this wonderful IP !
 
Some things I found today that could be awesome for my dream RPG:

Cool little videos I found that could be of some inspiration for CP 2077's Night City:

​​​​​​https://www.youtube.com/watch?v=YlwY8RR_-r4

https://www.youtube.com/watch?v=wO0EKdy44fE

If this could be some sort of indication of what we can be in for, that would be pretty neat. Food for thought CDPR.

Also while I'm at it, beard and hair growth could grow overtime, much like Geralt's beard in Witcher 3 would be a neat little touch for realism. A detailed character creator would be nice so we can customize our character to our liking (good example to me anyways would be Black Desert Online)

​​​​​​https://www.youtube.com/watch?v=ZvALq8G48Fk

Thanks for listening for anyone reading this! :)
 
The best game for now is Witcher 3!
But i wanted a little more fight possibilities as maybe building could be destroyed and falling buildigh would kill enemies. Some traps it would be more tactic
 
Take everything from The Witcher 3 and add in some Mass Effect choices and romance and maybe some Horizon Zero Dawn boss fights and the world would explode!! Just my opinion.
 
crackabeeah;n8282300 said:
Take everything from The Witcher 3 and add in some Mass Effect choices and romance and maybe some Horizon Zero Dawn boss fights and the world would explode!! Just my opinion.

Bioware:

Hey guys! Lets just take everything from Dragon Age Inquisition, Add in more Mass Effect graphics, then some Witcher 3 style Open World Areas and things!

I mean... for one How would a Horizon Zero Dawn boss fight even work in CP2077? Giant robot tanks? A giant robot Dino in the CP2020 world would pretty much turn you into pink mist with a tailswipe or something. Lethality is the Law of the Land.

More I think about CP2077, the more I think back to things like Planescape Torment and Deus Ex 1... TONS of dialogue options and alternative ways to do things than combat.

 
I'm going to copy/paste everything I wrote from the Marriage thread, so I hope you guys don't mind (this is part of my dream for the ultimate RPG experience) . That being said marriage could play an important role in CP 2077, besides being sexual objects/distractions. Let them be useful

Marriage would have to be executed correctly/done right if this were to be implemented. Sure, it could sound great on paper, but when you translate that writing you wrote on paper to the QA phase, it could be absolutely cringe-worthy to outright outstanding.

If marriage does an impact in the Cyberpunk 2077 world, it would have to be beneficial to the game (like XP bonuses, or combine different skill sets to survive in the grim streets of Night City. Please DON'T make it like Skyrim. Marriages are useless in Skyrim (only get gold in Skyrim from your home shop, or in Fallout 4's case companion buffs/perks when you are out exploring the Wasteland) It should be noted that in CP 2077's world, your companion should trust you. This should include morale decisions based on whatever you do in Night City, being an anti-hero, or the hero. If you end up doing/making bad decisions, your spouse should be disgusted by the ways you treat others, or society (against their moral code, based on their own personality). You want to build your relationship in CP 2077, by either doing leisure activities in the world, or doing side quests for random civilians. Take him or her to a restaurant, or movie, etc, to build your trust/bond up with them (check out the Persona games for instance, specifically social links). Make the spouse have some kind of impact on the world, rather than just dull, uninteresting, or plain unlikeable (looking at you Preston Garvey and Marcy Long from Fallout 4!)
 
reidyboy102998;n8286410 said:
I'm going to copy/paste everything I wrote from the Marriage thread, so I hope you guys don't mind (this is part of my dream for the ultimate RPG experience) . That being said marriage could play an important role in CP 2077, besides being sexual objects/distractions. Let them be useful

Marriage would have to be executed correctly/done right if this were to be implemented. Sure, it could sound great on paper, but when you translate that writing you wrote on paper to the QA phase, it could be absolutely cringe-worthy to outright outstanding.

If marriage does an impact in the Cyberpunk 2077 world, it would have to be beneficial to the game (like XP bonuses, or combine different skill sets to survive in the grim streets of Night City. Please DON'T make it like Skyrim. Marriages are useless in Skyrim (only get gold in Skyrim from your home shop, or in Fallout 4's case companion buffs/perks when you are out exploring the Wasteland) It should be noted that in CP 2077's world, your companion should trust you. This should include morale decisions based on whatever you do in Night City, being an anti-hero, or the hero. If you end up doing/making bad decisions, your spouse should be disgusted by the ways you treat others, or society (against their moral code, based on their own personality). You want to build your relationship in CP 2077, by either doing leisure activities in the world, or doing side quests for random civilians. Take him or her to a restaurant, or movie, etc, to build your trust/bond up with them (check out the Persona games for instance, specifically social links). Make the spouse have some kind of impact on the world, rather than just dull, uninteresting, or plain unlikeable (looking at you Preston Garvey and Marcy Long from Fallout 4!)

Reidy my man, you should play GTA IV if you haven't by now. Relationships with buddies, girlfriends...and they'll call you to take them out. Like non-stop.


 
Zagor-Te-Nay;n8286620 said:
Reidy my man, you should play GTA IV if you haven't by now. Relationships with buddies, girlfriends...and they'll call you to take them out. Like non-stop.


"Go AWAY ROMAN! NOT NOW!" Man, that guy...
 
Hello all,
I'd love to see these features implemented:

1) Complete wound & damage management system with related types of medicaments, and differentiation between cut, penetration, impact, burns, infections, etc.
2) Bio-nano implants that can amplify certain psychic/physical faculties.
3) Possibility to customize the clothing or armor/weapons like Xcom2 features.

Thanks,
Cris

 
Drone fight clubs. Like in the witcher 3. Drones will be fully costumizable and every enemy will have a drone that is diffrent from other drones thus some drone costumizations will be more effective.

Something like this would be we more fun to play than the fight club quests in the witcher 3 that laked variation other than the bear at the end.
 
For the love of ..., make dialogue options state Exactly what the player will say, like in Deus Ex.

In Mass Effect, Fallout...it always works out poorly and disconnects you from your character.
 
I hope this isn't too late but I would like it if the choices wouldn't be like the recent Fallouts where you're sure to succeed in dialogue if your Charisma is high enough. I've been playing Age of Decadence lately, and I like the system where the skill check just happens without having expecting it.

For combat though, all i really want is for it not to be a twitch shooter and at the same time, I don't want the gameplay to be like The Division. Turn based would be okay, but not in the traditional sense. I would prefer it to be a simultaneous turn based game, similar to Atlas Reactor if it ever goes that way.
 
Minimize or altogether "remove" question mark quests. Lets be honest here. Those ? Are simply busy work, i would much rather see more ! Kind of quests. If nothing they were all unique and had some real content. Contracts from witcher 3 were also pretty bad, it just writes formulaic all over them. I know its not easy but more variety in quests is a must. Think of the the ghost in geralt quest from hos. Also one of the major grips i had in w3 was its main quest pacing. Its simple, make it in a way there is no some kind of rush (ciri being in trouble) or make those parts of rush linear. It really takes you out of immersion when ciri could be dying and you are playing gaent. :cheers:
 
notashrimp;n8303080 said:
Drone fight clubs. Like in the witcher 3. Drones will be fully customization and every enemy will have a drone that is different from other drones thus some drone costumizations will be more effective.

Something like this would be we more fun to play than the fight club quests in the witcher 3 that laked variation other than the bear at the end.

To piggy back on this, I can see an underground clubs where people "grow" bodies in vats, kidnap people, or maybe people loan out their bodies and use a control chip on them and wear them like meat suits. Doing illegal activities, fight clubs to the death (the bodies die, but the controllers are fine), sexual activities, dangerous games..etc.
 
New user here, I'm a bit bored at work so I decided to throw an idea into the well.

One thing I've noticed is missing from so many RPGs is an in-depth, meaningful prison system. I think a dynamic prison/jail element, if done right, could be one of the most important and interesting elements to exist within Cyberpunk 2077. There's loads of games which didn't really get this right, but there's one which got it surprisingly right; The Ship. I'm gonna explain how Cyberpunk 2077 can learn from The Ship to integrate an interesting and engaging prison system into the game without getting crazy complicated.

For those who don't know, The Ship was a multiplayer survival-deathmatch game with a twist; you're given the name of one player on the ship who you have to kill, thing is, someone else has got your name, too. So you have to kill your target before your target finds you, by any means, whilst also looking after some basic human needs (socialising, cleaning and going to the bathroom etc...). It was a simple game with tons of hidden depth. One of these hidden deep mechanics was the 'prison' system.

When you are caught doing something a bit naughty in The Ship (trespassing, holding a weapon in plain sight of a guard, caught murdering) you're fined, weapons taken away and then sent to the ship's jail. The fine and length of stay depends on the severity of your crime. The fines can be a bit brutal but the length is never more than about 5-6 minutes. Now here's when things get really clever:

- Instead of the prison being a super boring punishment to the player, there's actually a lot to do and think about when you're arrested! There's free food and drink, plenty of showers, books to read, beds to sleep in, interesting people to meet and wonderful toilets to use; so when you get arrested, it's often a mad rush to exploit all the benefits of prison to tend to your basic needs before you're let out and have to pay for everything and travel across the ship to attend to all the various needs. This helps keep the momentum of the game play going but still punishing the player for their sloppy-ness with the monetary fine, which then in turn gives more value to money found/earned in the game which is important (you need money to buy food, for example).

- Remember, everyone's being hunted, so the prison system plays an important role in the action! If you're hunting someone and they're sent to prison, the game notifies you. This is a serious problem for that poor player, as now the hunter knows exactly where to find them: in the brig. Now it's up to the hunter how to react; do they wait just outside the prison for their unsuspecting prey to be released to do a quick hit-and-run murder? Or will the hunter purposely get arrested in the hopes to murder their target while they sleep in their new prison clothes? There's weapons hidden in the various jails if you know where to find them, often turning them into the scariest places to be in the game. You and your hunter trapped in a small space together, it's a mad rush to find something to defend yourself or cleverly avoid them until you're released.

The thing to take away from all this is that there is a way to make jails work in video games, which is important because it gives the player very real boundaries for the law and consequences for breaking them which are both substantial but fun and possibly advantageous to the clever player.

If the player gets caught by the police, they are quickly charged for their crimes through JudgeNet., where the player is fined, has certain illegal items confiscated and a time for the stay is determined, all of which is based on why they were arrested in the first place. This is all well and good, but CP2077 is going to be a much different game than The Ship, so how could you 'keep the game going' so to speak while still retaining a more realistic RPG feel?

Well the obvious place to start is to make jail useful in some way. Maybe there's ways to earn money, drugs and weaponry through bare knuckle boxing. Maybe there's ways to stealth around and break into important parts of the prisons to get high-value contraband. Perhaps there's even side quests which are only accessible from prison. I'm not sure if CP2077 is going to have a 'needs system' (hunger, thirst, cleanliness etc...) but this would also be a good place to take care of the basic needs of your character.

Let's not forget that CP2077 is going to have 'seamless multiplayer', if that's true, then you can bet there's going to be careless players getting caught for stuff all the time, all of which are going to jail, so the jails could become major hotspots for player-to-player interactions. Trades, rivalries and friendships forged in real-time behind bars. Shit, there could even be coordinated riots taking place as players talk to one another and plan attacks. Of course, this would also make them intense, exciting but dangerous places to find yourself in.

So that's basically my idea.

Like I say, this is something which has been botched so many times in the past. Games like GTA come to mind. I like GTA, but the police are unfortunately nothing but bullet fodder for the player, as there is little depth to their existence. You can either kill be or killed, both carrying very little in the way of consequence. If you kill, more will turn up to kill until you either hide for a bit or die. If you die, you lose a bit of money. If you get arrested (GTA 4, for example) it functions the same as dying, except you spawn in a different place and sometimes your weapon is gone.

Red Dead Redemption was similar, but a bit more interesting. There was a 'witness system' which was cool, if there was no-one around to see it; there was no crime. This could help with the player in Cyberpunk from being constantly in trouble with the law for everything. A simple witness system could help find that gameplay balance between being able to do what you want consequence free (by being careful about it/no witnesses) and having rules to work around and give structure to the world in which to effectively role play.

Skyrim had a bit of this. If you've been a dickhead, a guard will eventually come up to you and you're faced with a simple choice of kill, bribe or serve a bit of time. That was cool, but the sad bit was there wasn't really much to actually do when in jail, so most of the time you just waited until your time was up, and then carry on as usual.

One last thing about the time the player should have to spend in jail. It would have to be an amount to give the player time to do stuff and be 'punished' as it were, but also not too long to the point where people don't want to play the game because they spend their entire life behind bars. Perhaps 3-4 days in-game time for murder? It doesn't make sense in a real world context, but in a gameplay context it could feel like a long enough time? That is something which would have to be debated I think.

So what do you think? Think I'm onto something or have I gone completely mental?

Let me know.
 
My dream RPG would look for ways to make the player feel genuinely connected to the story and character.

I know that Legion is all the rage at the moment, but one of the things I loved about that show was its ability to suck you into its world. Even the opening scenes were designed to "prime" you for the show - “the first five minutes of these episodes you have to put the audience into a state of mind. They have to put them in the state of mind to watch Legion.” Noah Hawley

There was always this feeling of spiralling out of control every time you watched one of the early episodes. As if you were losing your own mind while you watched David Haller lose his. Equally, there was a moment in the show where both the viewer and the character started to piece things together. And what seemed like a surreal acid trip, began to make sense.

I guess the beauty of the show for me was just how connected they made you feel to the characters emotions and his sense of sanity. Unlike a lot of shows out there that seemed to focus on the spiritual/mystical side of things, this one painted a brutal picture of a dysfunctional mind that almost seemed logical some how. Although we’re talking mutants and fiction here, there seemed to be an intelligence and realism to the show that I really liked.

My suggestion for Cyberpunk 2077 isn’t with game play, I feel you guys are doing an awesome job on that front and would naturally want to push the boundaries from Witcher 3. What I’d love to see a game do is push the boundaries of storytelling. And I don't mean dialogue options and story...I mean, how do you make the gamer feel like he's losing his mind, but loving it at the same time. How do you "prime" players to play the game. How do you make the scenes that aren't game play so beautiful & innovative that film directors steal what you do.
 
Since you guys already made Witcher 3, which is pretty much the best RPG we have for now, I would just suggest based on what you can improve on Witcher 3.

1. More cohesive writing, less bloated parts. As great as Witcher 3's story is you can't deny that there're some bloated fillers in the game, for example the endless quest to find Dandelion, and the countless question marks on the map. I want to see another cohesive storyline like Hearts of Stone (but like 5 times longer) that fits the open world theme. If you have to fill the map with some rewarding items, hide them so exploration is more fun and unexpected.

2. Variety in environments. I am afraid that since the story is obviously taking place in a city, we have to spend the entire time in skyscrapers and streets. Please don't do that, I want to see more varieties. I want to re-experience the moment when I was completely in awe when I arrived in Skellige.

3. The gameplay system that fits to the lore and story. Witcher 3's leveling system is okay, but it makes no sense story-wise. Why does Geralt, the legendary witcher that just defeat the wild hunt and countless other legendary monsters, would be one-shot by a common bandit just because they are like 10 lvls higher? I hope Cyberpunk's gameplay system doesn't make the same mistake again.


 
I hope it will be possible when creating a character to not have a back story, because sometimes people want to be a character who is a blank canvas. There's a video on YouTube from 2013 where CDPR devs talk about character creation in the game and that choices you make when creating your character will affect how the game reacts to you sometimes. While I think this system is good, I think it's equally important to also have the ability to not choose from any of those past defining options for 2 reasons, 1 being it limits the player from creating any sort of back story for their character, and 2 being it forbids the character from having the choice to simply not have a back story at all, which I think is very important and I like having that option, I know I and others play Skyrim this way.
 
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I like to feel really over powered when kill normal mobs but challenged when to killing elites and when it comes to Boss fight I want a hard fight that requires skill. A good mix of fun game play but when you kill a boss your like "man that was intense".
 
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