Sardukhar;n7501270 said:Ah, you aren't really familiar with Cyberpunk cyberware, bioware and nanoware, are you? Probably good if you were a bit familiar with the system before deciding CDPR should shoehorn a new perk system into it.
The cyberware: http://datafortress2020.com/ultrachrome/Cyberware.html
With that you can, in no particular order:
Run as fast as a car, jump two stories, fire a grappling hook from your arm into a wall, breathe underwater, see with sonar and even track snipers with echolocation, see through walls, fire lasers from your eyes, become ambidextrous - or four armed - with independent targetting systems for each, immobilize or kill with a touch, cut through armour and flesh with a sawblade-hand(s), breathe fire, kick through a wall or car door, carry a wet bar in your leg full of your favourite drinks, fire grenades from your fingers, turn your skin the same design as what's behind you like a chameleon, leave your eye as a camera or have one in your hand or nearly any other body part, watch video on your arm or in your cyber-eye, track by smell, turn off pain, analyze chemicals, etc. etc. etc. And so much more.
Most of what perks from abilities do in games like Fallout, for no good reason, ( Heavy weapons do more damage because my strength is higher! Or skill! Or whatever!) either come with higher skill levels in Cyberpunk, (I can do more damage with heavy weapons because I hit more often with them and put the rounds where I want now) or because you modify the weapon or have the cyberware (I have a Linear frame! I now wield a Barret-Arasaka in each of my FOUR arms..and they are all smart-linked! Muwahahahahah! ).
So a perk system is a shallow, unrealistic, even silly "fix" for what Cyberpunk already does much, much better. I have seen hundreds of Cyberpunk characters. Outside of certain Solo builds in the first months, (until the Chromebooks came out) they are all very different.
CPunk doesn't lack for variety.
Yes. It is very unrealistic. We're hoping this doesn't turn into another flashy Bulletstorm-ish action shooter, in either real time or tactical-format. No dodging bullets, no taking nine hits to the head as you sidestep back and forth amidst a hail of gunfire. Blech. I enjoy DOOM and UT, but that's not Cyberpunk
Err, yes, I've seen that. And yes, I agree perks in this setting cannot grant "magical powers" or alterations ( like in fantasy rpgs or overhaul mods) or can compete with cybernetic implants in this. Master of stealth: when standing still, you become "invisible"... that sort of thing would be silly here.
What they can do is add another layer of depth when it comes to "physical", direct gameplay and add more dependancy between stats and skills and player basic actions. This is too specific and implants operate independent of that.
As for char progression when it comes to core combat mechanics( which most likely will comprise of shooting mechanics here) if there is anything to learn from Witcher is how important is to put more effort on that aspect. It's not about turning the player into superhero, but illustrating progression in skill with strong visual design and satisfying feedback ( Dragon's Dogma, anyone?). No reason this cannot be done here, with moderation.
Anyway, I've said my piece here ( too many times), it's up to them, and it's obvious no one will change anyone's mind here.
Their biggest challenge will be presenting this to masses in recognizable and accesible form ( on some level at least) while retaining complexity.