My list of Suggestions, Ideas and Additions (updated when I come up with something new)

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I think CS554 is onto something here. The mechanics involved with loot and crafting are just too clunky and unrefined to carry much satisfaction. It's between two extremes: getting absolutely nothing (which can only result in components or eddies which just isn't exciting enough to merit that kind of disappointmet) or getting something so good that can make efforts of maintaining gear you like or made yourself worthless depending on how much you invested in your Tech.
It's only 30% of population that is estimated to get invested in this, no matter how it's implemented. From that 30% about 15% really enjoy it and ~1-3% become addicted. Been studied in casinos probably since who knows when, but really since late 19th. century IIRC, when they started brining in mechanical gambling machines. Mechanic can be brought to other platforms, doesn't change it. If it swims like a duck, walks like a duck, it's probably a duck, simple as that.

Getting tired, losing focus, engagement, they are on other side of it as for some part of population loop effect is reversed and it can be even repulsive, don't have access to those numbers though. But that's why balancing can be quite important. Then if target is only within 30% pool, it doesn't matter but CP 2077 isn't really that product. If they realize that in CDPR or if that matters to them is different matter. At this point, they are on black, it's been awfully long production. I do not have any doubts that they could intellectually pull some more neutral ground between extremes but it's about if they have incentive to do that.

In single player game that enables many ways to solve problems there are bound to be very powerful weapons and that. It's not dedicated shooter, there are far more variables how things work and work like this must work also for crowd outside of shooter crowd. Optimal strategies bringing optimal results... it's perhaps something that is big issue for outliers.
 
In single player game that enables many ways to solve problems there are bound to be very powerful weapons and that. It's not dedicated shooter, there are far more variables how things work and work like this must work also for crowd outside of shooter crowd. Optimal strategies bringing optimal results... it's perhaps something that is big issue for outliers.
About single player game, you're right. No doubt :)
I'm speaking for myself of course, but if you allow "by default" the ability to do (pay for) that technical and crafting skills allow, it totally removes the point of using those skills (even in a solo game). As I said, it is of interest to me (and that makes me happy) only because without that, you could not. I can craft all my weapons in legendary easily, only because I loot (a lot), I dismantles (a lot) and I have invested (some) points in tech skill. Obviously, I don't really take pleasure in looting junk items or random weapons/clothes, but I know it would be very useful later when I will want craft my "good" legendary items. And it's that who please me (It seem obvious to me, it's not really "pleasant" to anyone to pick up random and useless common weapons or "3 eddies junk items" on the ground...)

Basically, with add "pay for craft/upgrade", the whole tech skill tree would be "useful" only for opening certain doors, for using tech weapons and grenades (in short, almost useless).

But if CDPR add this option (it's possible, who know), I'll much prefer to see that as an optional thing who players can activate it or not (not directly in the game). Much the same as in Fallout, in survival mode you can't teleport. If you want to teleport, you don't play in survival mode (or you cheat). Or if it's added "by defaut" in the base game, it must be more expensive depending on the level of difficulty (In very easy, cheap, easy. But in very hard, the cost would be prohibitive... 100K eddies for upgrading a weapon from epic to legendary).
 
About single player game, you're right. No doubt :)
I'm speaking for myself of course, but if you allow "by default" the ability to do (pay for) that technical and crafting skills allow, it totally removes the point of using those skills (even in a solo game). As I said, it is of interest to me (and that makes me happy) only because without that, you could not. I can craft all my weapons in legendary easily, only because I loot (a lot), I dismantles (a lot) and I have invested (some) points in tech skill. Obviously, I don't really take pleasure in looting junk items or random weapons/clothes, but I know it would be very useful later when I will want craft my "good" legendary items. And it's that who please me (It seem obvious to me, it's not really "pleasant" to anyone to pick up random and useless common weapons or "3 eddies junk items" on the ground...)
Generalizations like "nobody" aren't IMO always very constructive. Even I haven't played the games, there was Star Wars games some years ago and then something about FIFA games recently and what I gathered is that nothing has changed in industry and industry has no incentive to change their practices because what they do has their fans. In the big picture, me, you somebody, what we think as individuals doesn't really matter in any other context but finding way to have common product that span many target groups, some which tastes may be on opposite sides on spectrum regarding some features.
Basically, with add "pay for craft/upgrade", the whole tech skill tree would be "useful" only for opening certain doors, for using tech weapons and grenades (in short, almost useless).

But if CDPR add this option (it's possible, who know), I'll much prefer to see that as an optional thing who players can activate it or not (not directly in the game). Much the same as in Fallout, in survival mode you can't teleport. If you want to teleport, you don't play in survival mode (or you cheat). Or if it's added "by defaut" in the base game, it must be more expensive depending on the level of difficulty (In very easy, cheap, easy. But in very hard, the cost would be prohibitive... 100K eddies for upgrading a weapon from epic to legendary).
It's difficult subject to get in detail because it's not clear if real economy in game is based on eddies or components and that all might still be subject to change. What I don't get is how it's any different to solve problem like I did in my latest playthrough, just buy the damn thing. We have option do that, so how doesn't that make Tech skills redundant then?
 
TL:DR.

I have one suggestion when it comes to the NCPD, crime-prevention etc. - to make a mini-game of it. Should be very simple so players won't get to bored repeating this.

This is how it goes normally in todays version of Cyberpunk 2077:

V drives through Night City, some pedestrian gets the business-end o the Yabai Kusanagi, and gets flatlined. Typical, right? The usual response is the Blue Star and Combat Engaged-highlight. Usually it ends with V driving away as fast as possible, end of problem. The OP mentions roadblocks etc. and these are good ideas.

The minigame:
1. V drives through Night City, some pedestrian gets the business-end of the Yabai Kusanagi, and gets flatlined. Ooops!! The NCPD is notified and set up roadblocks. V drives over the spikes, the vehicle screeches to a halt, and BAM!! Black screen. V wakes up in an NCPD-trailer (one for each district). The point is to escape using 3 different methods to choose from; Athletics (Strength), Tech or Hacking. A part of the game is to erase the surveillance-data and V's ID from the system as well. So you need a data-terminal with a guard for V to either a) subdue (from behind) or b) misdirect to a SCMS or something. Anyway, V deletes the data and escapes from the NCPD-trailer. End of story.

To point is to make a small mini-game that can be done very quick and easy, so players won't get bored, and to use the various skills to navigate, then delete the data, get the gear and escape. This should require minimal needs of (new) props/world-mesh (the place to escape from) and programming (hopefully!) Why one NCPD-trailer in each disctrict? Well, so the player won't wake up in the same exact location every single time. Not to mention the destination where the player was headed. Would be a hassle to drive from the Glen in Heywood to Northside after an accident in Kabuki on your way to someplace up north.
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What you are not getting that what is that it's the combination of things. You can use starting weapons IF you invest in crafting and ignore the loot IF you use eddies to buy components and what @gakusangi @DeathDiamond720 and me are saying is that we don't care about that either. Thankfully though you can pick up a weapon when you find say a better shotgun and just use that till you find something better and that's actually big factor why my experience on my first playthrough was so good, even my end game gear was rather weak, but I had pretty decent character.

Like I wrote above: I have suggested having weapon shops to have feature where they would do the process and bill that from player character, components included if needed. Perhaps there could be a perk that would upgrade gear automatically, something like those at least. And CDPR could do that and those who like crafting and looting, it's not that it would take any of those features away.

The idea of a weaponsmith upgrading your weapons for eddies is a good suggestion. Conversely you'll need lots of eddies if you want to get all the cars etc. which means looting everything and sell them at the closest vendor for eddies. It's remarkable how much you can earn by looting stuff and selling. Of the systems mentioned, it seems Borderland is the one with the worse, while Fallout 4/Cyberpunk 2077 seems better, in my opinion.
 
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It's difficult subject to get in detail because it's not clear if real economy in game is based on eddies or components and that all might still be subject to change. What I don't get is how it's any different to solve problem like I did in my latest playthrough, just buy the damn thing. We have option do that, so how doesn't that make Tech skills redundant then?
I speak for myself again, but if you could buy all the things that you can do with Tech skill (Crafting in particular), all the Tech skill tree in my case would become useless. I only invest points in Tech skill tree (I don't speak about perk points) for crafting items (I don't use grenade and rarely use tech weapons, they are not stealth obviously).
So if I could do that without Tech Skill (buying), I would probably put my skill points in another branch like Body or Cool instead of Tech. That's would ruin my V's skill build in short :(

It's a little like Body skill in my case (5 at max at level 50), I don't have that much health/stamina (In short, I'm weak), I can't use a larg amount of Cyberwares (many are very useful, like Bionconductor or Second Heart), there are plenty of doors that I can't open (with good loot behind), lot of dialogue lines that I can't choose, a lot of weapon that I can't use (or with a big malus), it's annoying, but it's my own choice to not put skill points in Body so I have to do with it.

In short, eddies are very easy to earn, skill points are not and not "resettable". If you have to choose a method (between "skill" and "buy"), the "buying way" would certainly be the first choice, I have no doubt about that :)
 
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The idea of a weaponsmith upgrading your weapons for eddies is a good suggestion. Conversely you'll need lots of eddies if you want to get all the cars etc. which means looting everything and sell them at the closest vendor for eddies. It's remarkable how much you can earn by looting stuff and selling. Of the systems mentioned, it seems Borderland is the one with the worse, while Fallout 4/Cyberpunk 2077 seems better, in my opinion.
It's just something but yet how much value that feature would offer would be depend of in-game economy, which still appears to be a subject to change. Essentially though, I don't see the problem not being able to buy every car as some terrible tradeoff, it's more about not transferring the issue from component economy to eddie economy, or grinding money instead of components.

There's also what I and @LeKill3rFou agree about, game doesn't give that much information about how player should plan their economy. I guess there might be rather simple formula how higher tier weapon price is calculated and same goes for component costs for upgrading but nothing is again informing player playing level 1 character, or level 10 character before hand if multipliers remain constant for level 50 or whatever, then again relevant things subject to change it's kinda lost cause as everything may change again in next patch. So giving players more information how economy works might help quite a bit here too.
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I speak for myself again, but if you could buy all the things that you can do with Tech skill (Crafting in particular), all the Tech skill tree in my case would become useless. I only invest points in Tech skill tree (I don't speak about perk points) for crafting items (I don't use grenade and rarely use tech weapons, they are not stealth obviously).
So if I could do that without Tech Skill (buying), I would probably put my skill points in another branch like Body or Cool instead of Tech. That's would ruin my V's skill build in short :(
I forgot to mention this, I didn't meat to include Iconic items. I was writing how game works now. I got fed up for buying components to upgrade light machine gun, so I just went and bought a new one. That said purchasing new weapon set every time going up a level, or even 3 levels would be cumbersome process and probably too expensive on higher levels but still just relying in buying something sometimes can get player quite far.
 
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I forgot to mention this, I didn't meat to include Iconic items. I was writing how game works now. I got fed up for buying components to upgrade light machine gun, so I just went and bought a new one. That said purchasing new weapon set every time going up a level, or even 3 levels would be cumbersome process and probably too expensive on higher levels but still just relying in buying something sometimes can get player quite far.
Yep you can buy large amount of legendary weapon (almost all of them I think).
But yeah, every 3 level, it could be insanely expensive (each 5-10 level could be "better").
If I remember, legendary weapons at level 50 are about 50K eddies (so you have to "choose" which weapon you want). But they have "full" mod slot and "max" stats (no special abilities, but they are not "random" at all).
 
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