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NPC's and Death

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  • #16
    Yeah, getting seen should matter, but then again CP2077 is set in the modern age ... forensic science ... it's not like your typical midevil game where you need an eye witness.
    "When you talk you are only repeating what you already know. But if you listen you may learn something new." - Dalai Lama

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    • #17
      Originally posted by Suhiira View Post
      Yeah, getting seen should matter, but then again CP2077 is set in the modern age ... forensic science ... it's not like your typical midevil game where you need an eye witness.
      Yeah. They have facial recognition even today, so imagine the kind of strange things 60 years from now (I know, different timelines and all, but it's still 2077)

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      • #18
        Originally posted by Zagor-Te-Nay View Post
        This is a thin line, you can commit some crime, but running helter skelter and murdering everything in plain sight for fun? Not a single npc/organization would want to deal with you and they would All put you down like a rabid animal.
        Rpg's in general struggle with allowing player freedom in this and then hand waving rules of the setting to accommodate it.
        you should be able to do that...............................................................

        and face the consequences about it.

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        • #19
          How bout if the npc is an important one that has to do with certain questlines...you can totally murder them in cold blood if your little heart desires, but only after youve completed the questline the npc is associated with. This could also be a cool way to unlock some sort of hidden questline. U think your done with the game and u decide to go on a killing spree, ya know just to round put your experience and then all of a sudden after your done theres new questlines that werent there before...id be down for something like that!!
          "The early bird gets the worm, but the 2nd mouse gets the cheese"

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          • #20
            Originally posted by DarthRaver8686 View Post
            How bout if the npc is an important one that has to do with certain questlines...you can totally murder them in cold blood if your little heart desires, but only after youve completed the questline the npc is associated with. This could also be a cool way to unlock some sort of hidden questline. U think your done with the game and u decide to go on a killing spree, ya know just to round put your experience and then all of a sudden after your done theres new questlines that werent there before...id be down for something like that!!
            Can't say as I agree.
            I'd prefer the "old school" method ... you want to go on a pointless NPC murder spree you break your game because the game isn't intended to be a pointless murder spree.
            Reap what you sow ... chaos and a broken "world".
            "When you talk you are only repeating what you already know. But if you listen you may learn something new." - Dalai Lama

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            • #21
              Going down a route of being able to kill just about anyone, including importent quest givers would need the devs to make some kind of system where you might still be able to get to the main quests things. Backup ways for the game to give you those importent main game missions.

              Like if you kill a quest giver and loot them you might find a datapad or something which gives you some kind of information that opens up the quest. And/or if you did not loot the quest giver you will some time down the road maybe get a message on your phone/email-type of equivalent thing in the CP2077 world, where someone maybe says somehting like "It has come to our attention that X person is dead, and that you killed them... we would like you to... etc etc etc".

              Of course... it should not be just that easy... kill important npc and get away with it... no if you kill someone like that then you should get some kind of penaltis for it... be it in a lot more enemies in the mission area, or a major reduction in payment for the mission, lose reputation with X factions (although, you might gain reputation with others), possibly have you hunted by the law enforements and/or faction the quest giver came from, and maybe even suddenly finding your self hunted by an unknown person who takes potshots at you and disappear befor you can do anything about it... which might cause problems with where you are since it might draw attention to you by law enforcements or the people who live there, etc.. and might be really bad if you are in a sneaky kind of a mission at the moment... it might even if your unlucky (due to maybe already being seriously hurt) kill you... that person might in the end turn out to be a familymember or loved one of the NPC which you killed, etc.

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              • #22
                Everyone should be killable, with serious repercussions. Just do like Fable did and make people switch between a "safe" mode and "hostile" mode so that you can't accidentally kill someone you're talking to by scratching and bumping the wrong button or something

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                • #23
                  I say make them all killable, and let the player (and their character) face the consequences. If CyberPunk 2077 is at all like the game it is based on, that will likely end very badly, quite quickly, for the character, unless there is some justification or they somehow cover their tracks.

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                  • #24
                    Originally posted by Suhiira View Post
                    In the past if you killed an essential NPC you missed out on, or broke something. But too many players cry when their own actions make them miss out on something, thus essential, unkillable, NPCs. Don't blame the developers ... blame your fellow gamers.
                    Agreed. Spoiled little brats.

                    Originally posted by Suhiira View Post
                    If CP2077 is programmed to be anything like CP2020 PnP murder sprees aren't going to last very long.
                    You should have the freedom to kill anyone. However, the player has to feel the consequences of his actions. If you kill someone the police should descend upon you so hard that you'd regret doing it in the first place (they should implement an eye-witness system, where if you kill someone in highly populated areas, you'd have twenty cops descend upon you within the next few minutes). The player has to feel the force of deterrence (fear, doubt, reluctance). This will make the world feel more realistic.

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                    • #25
                      I will quote what I posted 4 years ago about this exact same topic:

                      Originally posted by walkingdarkly View Post
                      This is Cyberpunk, this is Night City
                      Everyone is a target
                      No one should be safe
                      There should always be a way to kill anyone no matter who he is.
                      No one should be immortal

                      Everyone also has connections
                      Don't hate on Teddy-Bear down on 42nd to much, you never know, down the road he may have vital info you need to finish an important mission...but you went and pissed him off cause you thought it would be fun to shoot up that group of bums one night that just happened to be some old war buddies of his.

                      Yes I think every npc should be killable and there should be consequences for killing npcs next to have NCPD coming for you.
                      Like that that guy that bumped into you one day and you were mad so you capped him, come to find out he was an undercover agent planted by NCPD or Militech trying to find some stolen weapons.

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                      • #26
                        Yeah let everyone be kill-able. If the main quest is dependent on their survival and they died, guess who failed the main quest? You get a notification that says the next main quest failed, a cut scene showing the "bad-guys" win and a return to the world where you can reload before the NPC death or just do side quest stuff.
                        Last edited by Rawls; 27-06-17, 19:58.
                        Click here for 14 sexy, and unbelievably easy tricks to keep you from being banned! If you see this color, I am posting in my capacity as a moderator. Otherwise, feel free to ignore my random musings. Want to check out my current project that's eating all my free time? Here it is - The Wild Hunt: A Tale by Master Dandelion.

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                        • #27
                          Originally posted by Rawls View Post
                          Yeah let everyone be kill-able. If the main quest is dependent on their survival and they died, guess who failed the main quest?
                          Indeed. If you kill someone, you are cut off from the content that was related to that particular NPC (his missions, wares, dialog, information...) and that's that. Sometimes there might be a proverbial "backdoor" as missions should have multiple ways to get through, but that NPC and all that came with him is gone for good and you need to live with that, like it or not. You killed him, now enjoy him being dead and make do with what you're missing.

                          The "main quest" and the storyline should be structured with as little "absolutely essential" parts as possible and without a strict from A to B to C script in the first place, and offering as much reactivity to the players choice of approach as possible. I've said it before, and I say it again, this happens quite well in Fallout, Fallout 2, and even in New Vegas -- you are give a goal and gently nudged (not forced) to a certain direction, and after that - whether or not you stay on that direction - the storyline is a compilation of what and how you did during your journey (and what you didn't do and who you didn't meet isn't your concern until a subsequent playthrough where you touch those matters).

                          There's a start and an initial motivation to put things rolling and keep the character going on, but how and where is up to the player. And in an optimal case, there's very little content that isn't is one way or another connected to the characters "storyline" and the main mission -- that most of what you do affects the outcome and the conditions of reaching it (some more heavyhandedly, some more subtly...), but there's no "this hero's epic" like in Witcher. And the important thing is that the game doesn't just give the player shit to do, but reacts and keeps tabs on what's done.
                          Last edited by kofeiiniturpa; 27-06-17, 22:11.
                          "Human being in his last extremity is a bag of shit."

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                          • #28
                            Originally posted by Rawls View Post
                            Yeah let everyone be kill-able. If the main quest is dependent on their survival and they died, guess who failed the main quest?
                            Have I ever mentioned I like the way you think?
                            "When you talk you are only repeating what you already know. But if you listen you may learn something new." - Dalai Lama

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                            • #29
                              Originally posted by Rawls View Post
                              Yeah let everyone be kill-able. If the main quest is dependent on their survival and they died, guess who failed the main quest? You get a notification that says the next main quest failed, a cut scene showing the "bad-guys" win and a return to the world where you can reload before the NPC death or just do side quest stuff.
                              In the Fallout Series you could kill "important" quest npcs and in doing so you lose out one what they had to offer and their groups became extremely hostile to you. This needs to be possible in Night City, to show how hard life is in Night City.

                              Also, I'm gonna give ya'll this tip about Night City, there are no Heroes and Villains in Night City, not even the CEO's of the biggest corporations are villains, they're just business men. You wanna be some kind of hero? You're gonna get marked hard and fast and taken out and left in the gutter. There's nothing but dark grey, from the cops that walk the beat to the corps that dine on fine cuisine in their high rises, they're not black and white, they're all grey and just trying to survive The Streets. Something I mentioned once in an old thread, Night City itself is a character like LA, New York and Chicago it has it's own personality. Which I hope CDPR gets right in some way, it's more than just a back drop for the world of Cyberpunk, it's the main character in the story and everyone else is just an extra. Also, Night City is not some soft cushy little city, it's a place harder than current day LA that would have that town crying for it's mamma.

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                              • #30
                                Oh I'm sure there's an idealist somewhere in Night City.
                                Chances are you'll never meet them tho, given the population and the shadows most characters lurk in.
                                "When you talk you are only repeating what you already know. But if you listen you may learn something new." - Dalai Lama

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