gregski;n1292149 said:
I think we need a crouch button.
But the world should be designed realistically, so no chest-high walls all around.
Pretty much this.
Sticky cover ( Gears, Mass Effect II...) are more reliable( for shooting) and easier to use , but feel too "gimmicky" for this setting and can be problematic when switching to other actions( stealth, remote hack, melee, etc).
Soft lock ( Quantum Break, latest Mass Effect, Tomb Raider) are more "organic", but even the best have occasional issues in not working properly. And require 100% precision in design of controls and targeting system( and CDPR still has issues there).
But they make gameplay a bit less engaging( already half the work is done without player input)...you
really don't want that in a 100 hours+ game and with high emphasis on replayability.
Both types have drawbacks on level design and "stiffling" down gameplay ( cover equals safe zone), narrowing down your options.
Think Cyberpunk should have a bit more "grounded" combat than regular TPS( lightning fast, pop-a-mole, mowing down hordes on enemies in rapid turns), focus on doing exactly the opposite ( and contextual actions of Witcher):
Give fullest control to the player.
As many movement options and ability to attack/shoot from as many positions ( also promoting more playstyle versatility: lighter/smaller weapons not packing as much punch, but can be used in greater variety of situations)...let player adapt on his own to a given situation, but give us
options.
And outside of combat, this would also translate into stronger player connection to his own character...one of main goals for a sandbox.