Kofe's Improvements Thread

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So, the game is a bit of a mess. It has its good things, but the bad seem quite prevalent. I and certain other folks have been making these sorts of suggestion here for 8 years now, and even at the danger of sounding smug: "CDPR, you probably should've listened to us a bit more." Who would lift the cats tail if not the cat himself. But that's enough of selfrighteousness.

Like so many others, I decided to make a thread about how the game might be improved from the state it is in right now. Only personal opinions, but I really do think these sorts of things would give the game a more RPG kind of feel and make it an overall better experience even if some things might sound a bit unorthodox on paper.

So let's begin from the bottom. Skills and stats affect the almost everything in the game, so adjusting those first and foremost should be the starting point.

As it is, there are 12 skills and 5 stats. All of which are related to combat, killing and/or sneaking; datamining being an exception, but even that only produces resources to be used in killing and sneaking. That's pretty much the only two things you do in the game aside from watching cutscenes and running/driving around the city. Kill or sneak.

So I decided to add a non-combat skill under every stat. And I tried to do it with as little requirements for extra voiced dialog or animations, and also with as little redisigning of things as possible because even though the game IMO needs to be completely redesigned, I don't think that sort of thing would ever be on the table. These are also only quick concepts, not some actual design work. And also, all of this requires a lot of work on creating gameplay opportunities for them (possibly added with a DLC later on or something like that), mission uses and all that. It's just a bunch of suggestions. Commets and critique is accepted.

I have some ideas on tweaking the itemization, crafting and other things, like interactivity and stat/skill effects on gunplay, etc, too. But I'll see about them later on. Possibly. I'm not sure why I even bothered with this much, but as it is, I had some spare time, and I actually want the game to be good, or better than it is now.

Here goes. This is going to be a long one, and probably span over several posts as I keep updating things (if or when I have more time).

New stat and skills

REF
  • Driving (1
TECH
  • Disguise (2
INT
  • Gamble (3
COOL
  • Pickpocket/Steal (4
BODY
  • I actually didn’t find a decent additional skill here, that would have a feasible perktree under it, or wouldn’t overlap with what the stat itself already does (like opening doors).
EMPATHY (add in the missing stat, that clearly has a slot there to be filled)
  • Awareness/Notice (5
  • Negotiation (6
  • I was thinking about Human Perception here, but haven't gotten to figuring its uses yet.

Gameplay applications

1) DRIVING

Add in the driving skill. Adjust the vehicles so that the slower ones are more cumbersome to steer, turn very slowly, with a word, they understeer. Do the opposite for faster vehicles, that they oversteer. And make both have slow braking (either it takes a relatively long for the car to stop, or they slide with handbrakes for a relatively long distances. Essentially, driving will feel even more shit than it does now. And that’s the purpose.

Now, have the skill adjust those aspects so that at a maximum, every vehicle behaves ”almost” the same: their steering is easier, they turn much better and their brakes work like brakes should (much shorter stopping times, much less slide with handbrake). But only almost. Different vehicles already have their own characteristics, and that is fine. The idea is to get the vehicles behave in a somewhat ”enjoyable” way, not to make them all the same.

Additionally, allow V to jack into the vehicles and turn on an ”autopilot”. Meaning, that you set a waypoint to the map, and V will drive there as an AI (not the fastest way, but still), while the palyer can sit back and watch the sceneries (or toggle back to manual driving when ever he desires).

Let the skill progress through mileage, starting relatively fast, but also gradually slowing down fast after a certain point (let’s say first spike on the slow at skill level of 7, and second at 14). And allow the autopilot too to increase the skill, but only 0,5 times what manual driving gives.

This incentivizes driving even when it feels bad, because it rewards the player for deciding to drive in the first place, that it is not just the mundane task that you do. And it gives the obtainable vehicles too a bit of a different meaning other than pointless moneysinks. Although, there is still something that needs to be done with owning those vehicles and a reason for buying them in the first place (which there is none as of now).


2) DISGUISE

Take a page from Hitman. Allow the player to wear disguises. The sort of distinct apparel or masking that gangs, cops, corpos, whoever uses to lessen their aggro levels and allow infiltration to gang turfs without needing to sneak (as long as you don’t get ”too” close). Disguises aren’t sold anywhere, but put together from looted/found equipment using the TECH stat. This will, of course require faction specific apparel to exist, or at least to the length of it existing in the players inventory and being noticed by the related NPC’s.

The skill itself might control for example:
  • The proximity at which you’ll start to get noticed (with low skill you need to keep your distance).
  • The time it takes for the ”enemy” to recognize you’re not one of them.
  • The speed you can move in and not look suspicious.

The perktree might consist of (for example):
  • What activities you are able to do while being seen (e.g. hacking an access point or a laptop, breaching to cameras, amount of looting, performing quickhacks and entering security offices).
  • How effective (e.g. rarity) disguises you are able to put together (e.g. higher level gangs might not let you close at all with a ”common” diguise).
And of course, if you wear a disguise of the wrong gang, you start the fight on sight. Even at the streets.


3) GAMBLE

There are gambling opportunities and slotmachines in the game a bunch. Allow V to take use and take part in them and adjust the economy and possibilities so that winning big actually has something to spend it all on, but still so that money isn’t trivial. Instead of taking part in it, allow V to bet on the car races and boxing matches, and if possible, add more. Card games, pool, casino games. And allow cheating on both sides, the player and the opponent. And of course include consequences for getting spotted as a cheat (even with slot machines and such – there must be some sort of anticheat programs). But make it so that cheating does never guarantee a win, only improves the odds.

The skill itself might adjust for example:
  • The ability spot a cheat in casino/bar games.
  • The ability to cheat yourself in casino/bar games.
  • Giving slight visual hints on who might (but is not guaranteed) be a strong bet in a competition gambling like races or boxing.

The perks might consist of for example:
  • Opening schematics for crafting items/implants that allow you to cheat in mechanical games like slot machines.
  • Opening schematics for covert quickhacks that might allow you to influence a competitor you’re betting on.

4) PICKPOCKET/STEAL

Allow V to pickpocket NPC’s and steal peoples belongings. He is called a thief in the game afterall.

Normally in games this happens via sneaking behind the NPC’s and in ”dangerous areas” this should be the case still, but there are more ways to pickpocket than that. For example, you might get close to a common pedestrian and ”press e” to pickpocket, which starts an animation as if you were bumping into the guy. It might be just a background check there if you get anything and if you get caught, but it might also be a little ”quicktime event” where you have to ”press e” again at a certain moment which ensures that there is something, but not that you won’t get caught. If you get caught, you get nothing and the NPC might aggro on you (might be even dangerous), or he calls the cops, runs away and gives you a wanted star.

The stuff you might get and the difficulty of the skillcheck would be based on the distrcit and the person in question. The skillcheck itself would be an RNG check. So that there are no guarantees.

Also, allow the loot to be worthwhile. Chance for special items, for example.

Also, give items an ownership so that you can’t just barge into someones home or shop or clinic and pocket everythign that isn’t nailed down. Use either the same sort of method as with pickpocketing or the more conventional ”crouch, hide, nab” method.

The skill itself might adjust for example:
  • The amount of money you are able to lift from a person.
  • The rarity of the items you are able to lift from a person.
  • The chance of not getting caught during a pickpocket and stealing someones belongings from their house/shop/clinic/what ever.

The related perks might be about (for example):
  • Increasing the time in the ”quicktime event” to make it easier.
  • Increasign the size of the items you can nab (e.g. taking someones gun)
  • Giving the ability to reverse pickpocket (e.g. planting an explosive on someone without being noticed).


5) AWARENESS/NOTICE

Tie the highlighting of the various loot items and boxes littering the ground, tables and bodies and the chances of there being something extra to this skill (let the eye implants focus solely on analyzation, quickhacks and breach protocolls). The amount of shit there is to pick up is staggering to say the least. And everything having a coloured box over it along with the bonkers crafting systems just begs the player to collect every paper cup and fan he runs across. The crafting and itemization itself require a good amount of adjustments to work in a somewhat sensible way, but more on that later.

Firstly, let there be a ton of loot all over the place. But leave it all unmarked in anyway (perhaps even unlootable/invisible in some cases) unless you have a decent progression on the skill.

And as of bodies, tie the chance of there being something extra or ”higher” level stuff there besides a bit of money, ammo and the weapon the guy used to higher skill. And let it all work by chance. This would make shops more worthwhile and offer a worthwhile moneysink the game now lacks.

It need not be all about looting either. There might be events and objects in the world you might not notice without the skill.

The skill itself might adjust for example:
  • The chance of loot getting highlighted in the first place.
  • The proximity at which it gets highlighted if it gets highlighted (the higher the skill, the farther away you notice it)
  • The chance of noticing certain world events and objects (like a car that has a bomb rigged under it, highlighting near by NPC chatter about ”my new revolver/paycheck” that could be pickpocketed, or stuff like that).

The perk tree could be about (for example):
  • The ability to notice higher level loot (e.g. rarity).
  • The amount of money among the loot.
  • The amount of parts in the loot.

6) NEGOTIATION

Basically a bargaining skill for haggling prices at shops and better rewards from missions. Adjust every item price higher and every mission reward and selling price lower. Same for mission related monetary exchanges (debt for Vik, Rogues fee for the information, prices of buyable cars and what ever else there might be that I haven’t seen yet). Don’t leave a single price unadjusted (perhaps barring items that sell of 1€$).

Getting prices lower should NOT be a simple matter of skill getting higher and prices automatically getting lower. There should be some form of activity to it where you suggest a price and based on the metrics of the ”opposition” (e.g. disposition, streetcred… what else there might be) and a chance of finding a ”sweet spot” both would agree. This might happen via having a finite amount of tries that are tied to item rarity.

Let’s say, for a starting character with low skill, two attempts for common items and one for uncommon. And as the skill and perks progress, you get to haggle for rare, epic and legendary items. (If you fail, you don’t get to try again in X amount of time; and if suggest something the vendor deems preposterous, the prices might even go up a notch).

How it works could be that at the vendor window you get an option to haggle and there you might move a slider from 1% to 100% (or higher for selling, with higher skill) to where you think might be a good spot to suggest. And within the slider there is a certain ”sweet spot” that is sized according to the item rarity and your skill and this guarantees success (e.g. at low skill the sweet spot might be set 10-15% discount, at higher skill it might be 10-40%). But, to make things a bit more interesting, there’s always a very small chance that you can pull the slider all the way to the max (or where ever you wish) and there is a check made behind the screen that might net you an item for free or at what ever discount you chose.

And similiarly for other bargaining situations, be they cars or Vik or what ever.

With the afore mentioned awareness/notice and gambling changes, this would give money a lot more importance.

The skill itself might adjust for example:
  • The size of the ”sweet spot” at a haggling situation slider.
  • The amount of attempts you get per rarity

The perks might be about (for example):
  • The ability to haggle for higher rarity items.
  • The ability to haggle for over 100% selling prices.
  • Bigger chance for getting the price you want (not ridiculously high chance, just a bit higher than the very small it is initially)


To be continued... (possibly)
 
I like that you have so many ideas. I dont agree with some of them as it takes something away that we already have. Number 1 and 5 takes something that we already have away for marginal gain of putting it in a progress tree. It also locks some builds out as those become required skills that all builds must have if they want to succeed in the long run.

3 is a nice addition that carries some problematic aspect with it. For it to work there has to be a chance to get caught and that interaction has to be context specific. If you get caught cheating in a dive bar there is not the same consequences as getting caught in a upscale casino. So it's alot of work. Gambling without the cheating would be a nice distraction from all the misery and mayhem that are in the game :)

2 and 4 requires the game world to bend to player action in a way that I don't think fits cyberpunk. Disguising ála hitman works on the premise that the game knows that it's a silly idea. I havent played the later hitman games but the earlier treated it tongue in cheek that no one recognized agent 47. The pickpocket idea requires the world to be aware and care that the objects themselves are stolen. Which is not something our world does. Stolen items get sold all the time in the real world and no one bats and eyelid if they even notice it. So why would someone selling stuff care that it's stolen? If they don't care then why have the system at all? People in night city arent exactly known for their moral fortitude.

6 I think should be implemented in some way, pretty much no questions asked since it really fits the game that the player are a fast talking hustler.
 
I like that you have so many ideas. I dont agree with some of them as it takes something away that we already have. Number 1 and 5 takes something that we already have away for marginal gain of putting it in a progress tree. It also locks some builds out as those become required skills that all builds must have if they want to succeed in the long run.

3 is a nice addition that carries some problematic aspect with it. For it to work there has to be a chance to get caught and that interaction has to be context specific. If you get caught cheating in a dive bar there is not the same consequences as getting caught in a upscale casino. So it's alot of work. Gambling without the cheating would be a nice distraction from all the misery and mayhem that are in the game :)

2 and 4 requires the game world to bend to player action in a way that I don't think fits cyberpunk. Disguising ála hitman works on the premise that the game knows that it's a silly idea. I havent played the later hitman games but the earlier treated it tongue in cheek that no one recognized agent 47. The pickpocket idea requires the world to be aware and care that the objects themselves are stolen. Which is not something our world does. Stolen items get sold all the time in the real world and no one bats and eyelid if they even notice it. So why would someone selling stuff care that it's stolen? If they don't care then why have the system at all? People in night city arent exactly known for their moral fortitude.

6 I think should be implemented in some way, pretty much no questions asked since it really fits the game that the player are a fast talking hustler.

Yeah, there is a bit of context missing still from those skills. It would make more sense if I had also touched the aspects they influence, but I haven’t gotten there yet.

For example the driving skill. It sounds unorthodox and kinda ”mandatory”, but further down the line I was going to explain the context that has to do with driving being only one of many possible methods of traveling (others being public transportation like cabs, AV cabs, train, buses...), and it requiring player investment to have it work ”properly” is because it is a prevalent feature not too far off from, say, shooting. Point being, you shouldn’t need to know ”how” to drive, but it is beneficial to, and to invest in the skill.

Same thing with awareness/notice and looting. You shouldn’t be dependant on looting or encouraged to hoard all the garbage you find, but doing it should be increasingly rewarding as the game goes on. Neither of those are true right now, but they would to some extent while co-working with the other skills like Gambling and Negotiation that whose implementation makes shops and currency more important, and further down the line with the itemization and crafting adjustments.

And so on.

The skills are all more or less taken from 2020 (disguise included) and adapted to what 2077 is now. And all of them certainly require a lot if work to implement. The purpose is not to turn things upside down and redesign everything from the ground up, but just to increase the lacking interactivity, player agency and RPG feeling.
 
Nothing about this game is gonna be easily fixed, but first you gotta adress that which is already in the game.
1. Npc ai
2. Bugs
Once you got those two in place, you can start rebalancing skill tree, items and so.
Though most interested what are they gonna do with quest, have no idea how they gonna approach it.
 
Once you got those two in place, you can start rebalancing skill tree, items and so.
There's more to continue on after that :D

As far as I am aware, you can't finish the game without killing:
- as Nomad, you have to kill corps in a car chase at the very beginning
- you have to kill scavengers chasing you right after Sandra rescue quest
- you have to either kill Royce and/or the others or the cops
-...?

There are missing many discussed (and crucial) features like:
- acid rains
- actual choices and consequences - even in the main quest
- AI - including individuals, cars, crowds, stealth, enemies,...
- replayability
- meaningful custom "classes" and builds (as a hacker I just hacked vendor machines, reflectors and switched off cameras for like 30hours,...meh... :D)
- timing of events (in quests) - e.g. I had to wait for like 10hours to get my car repaired and the quest description just said to wait for it :D I don't know...are these based on acts or something...? What's the trigger? :D
-...?
 
Moving on...

Itemization and crafting


The itemization in this game is completely bonkers. It needs some common sense and sustainability. You don’t add some copper wires and circuit boards to a fucking bandana or a tank top to make it offer better protection than a kevlar vest or a motorcycle helmet, nor should you need a sackfull of those parts to craft them.

The loot system makes it so that you are constantly changing gear by necessity. There is little point in modding or ”upgrading” stuff, because it only gives a bit of first aid to your gear that is practically already obsolete at acquiring. It also makes it so that your character, even though you only see him/her at inventory and mirrors and on motorcycle, looks like he’s escaped from a circus due to all the mismatch in his apparel. And it’s not even fun to compare digits. Diablo type games do this, but why is it here? What was wrong with Cyberpunk 2020 weapon and armor listing and mechanisms therein?

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Anyhow. The gear system needs probably more redoing than any other feature.

The guns already have a range of single round damage (e.g. 27-40). This is good, this is how it should be. But the leveling of the gear makes it all bonkers because you might have 20 Overtures of the same rarity in your inventory and the difference in their single round damage is 200+ points.

So. If you find an Overture or a Sidewinder at the beginning of the game, common rarity, and the player likes it, let that gun be able to carry through the whole game if the player wishes.

Keep the damage range concept, even keep the DPS comparisons. BUT, ditch the leveling. Instead adjust the single shot damage range and modability through the rarities. In a way that, if you have a common Overture (yeah, I’m using Overture as an example a lot, but the same applies to all weapons), have it’s single round damage range be wide. Let’s say, for examples sake 20-50. Each and every unmodded common Overture should be exactly like that, aside from the weapons visuals. When you find an uncommon version of the same gun, it’s simply an abstraction of a slightly different, perhaps a bit newer, model of the same weapon, (e.g. Mk2), and it’s damage range would be 30-50. With rare you could introduce modding to the gun and give a slight boost on max damage as it is yet again a better version of the same weapon, 35-55dmg. And as you go to epic and legendary, you increase the modability and narrow the range of min and max single shot damage, like epic 40-55, legendary 50-60. Keeping the damage increment sensible instead of ridiculous. And allowing the player to keep on to his preferred gun. Iconic weapons might have some inherent bonuses that others don’t, like naturally increased critical chance or something.

So this is kinda to say that: Let the player personify his gear. Allow the upgrading of your guns from common to legendary (this kind of thing is already there for at least iconic weapons and armor, but it takes ridiculous amount of effort that very few players can pull through because the early found iconics are less than peashooters compared to just few levels higher regular weapons) without the need to wait from level one to level 30+ to be able to make something worthwhile of it.

Same goes for armor. Common sense. If you find a cool tank top and a bandana, allow the player to keep onto them if he wishes. Ditch the idea that a bandana found at level one gives 10 armor and the same dirty bandana found at level 30 gives 60+. Allow the player upgrade the items rarity with a marginal armor boost and eventual modability. The player can then attach a bunch of armadillo layers to his bandana a be cool beans with it. But a bandana should never, ever be more protective than a real helmet. Not even with those armadillos. Same with a dirty tank top vs arasaka military armor. Perhaps when modded to hell, but not by default... not a 13€b tank top. Keep the street and military wear (and weapons too) separate. Military is always better in the end (your over modified tank top should not match a similiarly modded military armor), even if not very cool (you might even penalize looking like a corporate soldier with lower street cred gain). I say it again. COMMON FUCKING SENSE.

It is OK to look cool whilst probably having to sacrifice a bit of armor. And of course, since the guns should go through drastic cuts in their damage outputs, so should the armors too cut their values at an equal measure, and as a cherry on top, so should the NPC’s and the player cut their HP down.

So in a nutshell: Let the player hold on to his preferred gear and mod it and keep it in a shape that carries through the entire game. Ditch the leveling values from them and add some common sense to it. The difficulty of higher level enemies can be achieved with less artificial ways than supercharging them with 1000’s of HP and armor points.

Also… about crafting. Again, a bit more common sense to it. Make the items rarer across the board (for example, you might not always find your common electronic junk from disassembling the paper cup you just dug out from the garbage) and more expensive to buy (accroding to the earlier mentioned awareness/notice and negotiation skills). And sinse there’d be no more digit upgrading, you don’t even need that much, but you can still charge some from upgrading the ”rarity” to keep it a bit challenging still.

You should also probably add in crafting items that would fit with clothing. I mean, crafting a legendary cowboy hat with 100’s of different electronical pieces is not very… I dunno. Sane, is the word that comes to mind.

So yeah. I’m sure there’s lots of thing still to cover in this topic, but the overall point should come across just fine. Common sense in crafting materials, crafting itself, damage and armor and HP numbers. Let the player personify with his chosen gear without the need to constantly change due to fucked up leveling system and ridiculous digits. You might be able to modify your clothes to sufficient levels of armor so that you don't necessarily need military grade armor to survive, but military grade armor is always military grade armor.


To be continued...
 
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And despite the option to 'pass' on alcohol and drugs, there are a few areas in the story where the consumption of drugs/alcohol is automated. Like the Corpo intro with the champagne in the AV. Could require a choice to update. -w
 
To continue a bit about itemizations...

The "iconic" gear. They don't really seem to serve much purpose inspite their status as "iconic". Apparently you can upgrade their rarity and make something out of them that way, but it requires so much that they inevitably sink in the clutter and get replaced by better gear that is coming from all over the place all the time.

So, as I was suggesting the personification of the gear in general... What they could do with the "iconic" pieces could be to let them level up with the player. Not through the players levels, but their own and based on how much they are used. Make the "iconic" an achievable status for those named gear pieces; that they are not "iconic" before you make them such.

So, let's take for example the "V's favorite" apparel you have at the beginning. Or the "wolf school gear". They could be attached as "potentially iconic". And if you keep using them, if you invest in them that way, they grow to be your "personal" and "favorite" equipement. Starting from common, as you keep wearing them, they become uncommon, later on rare, then epic and legendary, and finally iconic.

And as they grow in rarity, they get better along the way. "V's favorite sneakers" might get an armor bonus from each rarity level and from rare onwards, they might get certain distinct features on top of the armor thing. Let's say that once hitting rare, they get their first mod slot and they start to increase your movement speed by 5. Once they hit epic, they get yet another mod slot, a further movement speed increment of 10 and carryweight increment of 5%. At legendary, again more armor, another mod slot, more movement speed, more carry weight, and perhaps you jump 5% higher. And finally at iconic, you wear those particular shoes like second skin and they offer 4 mod slots, movement speed increase of 25, carryweight capacity +15%, jump height increment of +10%, and maybe fall damage reduction of 10%.

(Don't get stuck on the numbers, they're just for the sake of example.)

Same thing with other gear with gear specific "bonuses" that aren't magic, but represent that V has used to the the very particular feel of those specific gear.

An "iconic" Overture might start giving heightened crit chance, more modding possibilities, increased rate of fire. A visor might give you more time in hacking (so as to represent that it's not just decoration, but actually an electronical piece of equipement that helps V notice things better). And stuff like that.

You might at first need to do some sacrifices in armor or damage and what ever and play a bit more carefully as you put on a "common/potentially iconic" item as better gear is readily available, but the investment to those gear pieces pays off eventually, possibly even big time. They might not become the "be all end all" of gear, but certainly something "special".

It's a very gamey and arcade approach, but it fits with the arcade "diablo-shooter" way the game is designed and it is muuuuch better than having to install potentially hundreds of different wires, batteries and electronical pieces to you T-shirt or cap to make it better. And it creates a - sort of - rewarding feel of ownership and responsibility with the gear and the player.

Hell, it could work for all gearpieces, if just less so than with "iconics".

Just something to consider...


To be possibly continued...
 
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I would love if CDPR unlocked brazilian portuguese to europe so portuguese from Portugal (europe) could benefit from the translated game.
 
A bit more about crafting and itemizarion...

Different components for guns and clothing/armor.
Fewer, but rarer amounts of them both needed and available (in line with loot appearance rates according to the skills mentioned in the first post).
Also, components that make sense... barrels, trigger machinery, electronic targeting components, grips, stocks, etc; cloth items which make sense that they improve armor rating, or what ever they improve, reinforced shoetips, etc.

Things that make sense.

Additionally, since clothing and stats apparently have to go together...

Natural and sensible things to those aswell.
Sneakers, t-shirts, lighter trousers, etc: lesser armor, but natural improvement on movement speed; boots, jackets, armorvests: more armor, lesser movement speed.
Not exactly like that, but in that vein. Something mechanically interesting to the system, because now it’s just boring armor digit comparison.

I’m a bit baffeled how the big thing of Cyberpunk is ”style is everything”, but there is no style in this game (nor is there much of substance either).

You can wear the most glamorous suit (if there are suits in the game...), the most bad ass set of streetwear, or if you follow the armor progression, you look like a clown with the mismatching sets, or you can go about your business butt fucking naked with your possible tits hanging out and nobody gives a damn.

Why is that? Where are the systems that would account for style? Clubs, corpo establisments, that don’t let any dirty streetpunk who smells like sweat and gunpowder and arrives in a rusty bucket with wheels in? People who don’t associate with streetlevel rabble?

That’s certainly something to work on. In-game mechanics, dynamics and gameplay for that kind of stuff.
 
Speaking of the storyline and its inaptness for the game... Hindsight is of course pointless, but I think this kind of thing would actually be doable.

People complain about the length of the story. And in a way it is called for. It's too urgent, too scripted and too set in stone for a game that urges exploration and sidequesting. It's simply unfit.

However, it is also "just one possible storyline of one character", and it happens via a choice he makes. One that the player is forced to make, but nevertheless.

But what if the player had the option to say "No" to Dexter and the Heist gig and all that followed would be forfeit for good; all the main quest rewards, certain NPC's, certain locations would be gone, and all you had left was to make name for yourself, become a bigshot in Night City? Almost all of the sidemissions would still be available, and what if CDPR would - via a massibe DLC - bring a new storyline to the table, starting at declining Dexters offer, that weaves most of those sidemissions (as well as adding new ones) together into an open narrative directed mostly by player agency and your actions rather than CDPR's own narrative designer; containing fixer, gang, cop, corp etc relationships and how juggling those and surviving would be the hardship to overcome and reach an ending to reflect what you did, who you sided with and what happened to the major characters?

This way they wouldn't need to worry about retconning the storyline that's already there by rewrites or post ending content, nor about a new character and a lot of new VO's (because a lot of the sidemission VO's can be still used).
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To counter the idea on the first post...

Every lifepath gets 2 new skills representative of them (and outside of combat), in addition of every lifepath getting 3 mandatory skills along with 3 self chosen skills. Along with the idea of career paths in 2020. Meaning each career path gets three skills distinguished of the chosen role.

And each skill is something that is held along the whole of the mainguest as the abilities of V.
 
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Being able to divert from Dexter and everything that comes after is even more ambitious than Witcher 2 fork. CDPR said it was a mistake. Probably because people weren't interested in playing the game two times to see everything (or just didn't know) and because it overloads the task and makes it too big. I heard they made severe cuts to Witcher 2 because they just couldn't keep up. I'd love this to happen, I think it's a great idea in a sense of far reaching consequences and sheer roleplay, but it's like making the game once again. It's just not doable. They might as well start making 2078.
 
Being able to divert from Dexter and everything that comes after is even more ambitious than Witcher 2 fork. CDPR said it was a mistake. Probably because people weren't interested in playing the game two times to see everything (or just didn't know) and because it overloads the task and makes it too big. I heard they made severe cuts to Witcher 2 because they just couldn't keep up. I'd love this to happen, I think it's a great idea in a sense of far reaching consequences and sheer roleplay, but it's like making the game once again. It's just not doable. They might as well start making 2078.


There’s the difference that it’s only content creation to a game that’s finished already (at that point I would guess most of the tech and AI issues are tackled with). Almost all the infra is there and what’s left is content and a number of additional systems.

Lots to work on to be sure, but so would recreating HoS ja B&W type sidequest DLC’s too.

Unless of course if by 2078 you mean building on top of 2077. Which probably wouldn’t be such a bad idea.

I think the Twitcher 2 thing being a ”mistake” was more due to it being done from the get go to the default game. It was not ”additional content” people bought separately to experience.
 
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There’s the difference that it’s only content creation to a game that’s finished already (at that point I would guess most of the tech and AI issues are tackled with). Almost all the infra is there and what’s left is content and a number of additional systems.

Lots to work on to be sure, but so would recreating HoS ja B&W type sidequest DLC’s too.

Unless of course if by 2078 you mean building on top of 2077. Which probably wouldn’t be such a bad idea.

I think the Twitcher 2 thing being a ”mistake” was more due to it being done from the get go to the default game. It was not ”additional content” people bought separately to experience.
Thinking a bit more about it, it creates a strange collision. Yes, they probably can use majority of existing characters in different circumstances if we refuse Dexter, but at the same time we don't really prolong the story and relationship with the popular characters. We get alternative route. Majority want more, not a replacement, I believe.
 
Thinking a bit more about it, it creates a strange collision. Yes, they probably can use majority of existing characters in different circumstances if we refuse Dexter, but at the same time we don't really prolong the story and relationship with the popular characters. We get alternative route. Majority want more, not a replacement, I believe.

That’s probably true to an extent, but I don’t really think returning characters are really all that important in the big picture. Most of that, as I’ve read here, is just about getting into someones pants more or at least once, and that’s not really something I (at least) would deem worthwhile for an expansion to strive toward.

I firmly believe that introducing new characters, provided they are interesting, are embraced just as well (if not more) as forcibly expanding the existing ones, because they actually offer something new.
 
That’s probably true to an extent, but I don’t really think returning characters are really all that important in the big picture. Most of that, as I’ve read here, is just about getting into someones pants more or at least once, and that’s not really something I (at least) would deem worthwhile for an expansion to strive toward.

I firmly believe that introducing new characters, provided they are interesting, are embraced just as well (if not more) as forcibly expanding the existing ones, because they actually offer something new.
I thought about that too, and really wonder if they discussed offering a complete alternative route by diversions of essential quests like The Heist. However, as lelxrv pointed out, that would bear the risk that anyone who buys the game after the extra content and does not replay the game would miss lots of content and the story CDPR initially wanted to tell, so I doubt they would go that far. At least that's what I understand from their regret regarding the design of TW2.
 
That’s probably true to an extent, but I don’t really think returning characters are really all that important in the big picture. Most of that, as I’ve read here, is just about getting into someones pants more or at least once, and that’s not really something I (at least) would deem worthwhile for an expansion to strive toward.

I firmly believe that introducing new characters, provided they are interesting, are embraced just as well (if not more) as forcibly expanding the existing ones, because they actually offer something new.
But that's what they will be doing with expansions, it seems. Most likely, new locations and new characters to deal with. Honestly, I don't think there's a good way to expand the game on narrative level beyond just beefing it up with more side quests and locations, as well as continue story one way or another in expansions. Writing in new stuff into existing material is super-difficult and I don't think CDPR will go for that. "Easier" to build a new game on the foundation of 77 than trying to inject new major branches, that completely alter the story.

I went through the rest of your suggestions. And all of them are great and feasible additions. I really hope upper management of CDPR responsible for CP77 will visit this thread. Of course, they will need to rework traffic and cop AI + add some gangs mechanics like dress code and stuff like that, but your suggestions make the world of CP77 a lot more alive and reactive, while not being too costly for development. On top of that I can only suggest to add more opportunities to waste your money on. Establishments, cars, tuning, high class prostitutes, luxury, furniture, tools, apartments...
 
But that's what they will be doing with expansions, it seems.

Will they? It’s likely, but I haven’t heard anything suggesting that yet (hints about possible new areas, yes, but that’s kinda given anyway). And if they are, so be it.

I don’t think it’d be the best way considering how the story works and what the criticism about the world dynamics are - and how those two play together - but they do what they see as appropriate.
 
Will they? It’s likely, but I haven’t heard anything suggesting that yet (hints about possible new areas, yes, but that’s kinda given anyway). And if they are, so be it.

I don’t think it’d be the best way considering how the story works and what the criticism about the world dynamics are - and how those two play together - but they do what they see as appropriate.
They said to expect stuff similar to Witcher 3. Hard to say where all that will be integrated - mid-game or after you finish the main story, probably the former, but I believe that's how it's gonna go. And it will be mostly new content. Though, again, if Witcher 3 is anything to go by, some characters will make a return one way or another.
 
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