Cyberpunk 2077 - Your Ideas For A Dream RPG

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mixture of GTA, watch dogs, sleeping dogs, the witchers, mass effect, gears of war, remember me, lara croft, crysis, halo and other good games would be perfect
 
If it doesn't allow me to be an Artificial Person (Heinleins "Friday" or Star Treks "Khan") I'll hold my breath till I turn blue!
 

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Hi from France!

So the idea is to make the best rpg ever done? So an utopic idea of the game? ok!

1> multiplayer! Cyberpunk was a rpg, not to be played alone, but with friends. If we can play the main game with other people, it will be perfect. I want to be able to play a decker with a solo, or a cop with a media (and good luck with the media part !).
2> secondary missions as interesting as primary missions
3> multiples options to do a mission (stealth, fight, conversations etc)
4> near total freedom (mission choice, free run, exploration)
5> all cyberpunk jobs playable and able to finish the main story (yes, rockerboys too)
6> capacity to pilot all vehicles (drones, wheeled ones, flying ones... everything)
7> a deeply, dark, future. And a deep Blade Runner look too.
8> an highly customization process for your character. Weapons customisation, skill choice, cybernetic choice....
9> the cyberpsycho threat. Don't use too much cyber, otherwise...
10> your character is... your character. So if I want to play a female, I can. a thin man, I can. A professionnal wrestler, I can.
11> the main plot must be good. Cyberpunk is as complex as a Film Noir can be. So be as tortuous as possible.
12> I can change my character's clothes when I want to. And it will change the behavior of the other characters. (hey I'm a male and I'm wearing fishnet in main street and nobody is shoked? seriously? ok!)
13> Cyberpunk is lethal. If I make a big mistake, I die.
14> a good sountrack. No, synthesizer is not a good idea. Listen to Vangelis...
15> a living city. People are moving, they speak with each other, they fight sometimes... they are living people.
16> a reaction to my choices. If I kill a man in main street, the police is here very soon to arrest me. I save them, and the police is here too,but this time to help me.

..and it's all (for the moment).

Thank you guys, and please, PLEASE, don't fuck this game.... :)
 
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What I strongly enjoy is that heavy feeling in the games, when it feels meaty and personal and face to face .
Especially when it feels meaty and when it hurts like it would in real life when you are not a bullet sponge and there is a credible excuse to be a one man army, maybe if you could play with friends...
A hard game but that does not actually requires grinding, because grinding can be abused until you can easily go through the game ...
 
Hello everyone!
First I would like to thank CD Projekt Red's folks for this initiative, you guys are really different, I could see this after playing The Witcher 2, Which was amazing. When You Revealed Cyberpunk 2077, I got very excited, cyberpunk is my favorite genre of fiction, and because I already played several tabletop RPGs, (never played Cyberpunk 2020 tough ) and in my opinion, videogame RPGs never Achieved the nostalgia and deepness of tabletop RPGs, despite early video game RPGs were an attempt to emulate the tabletops, but I'm really confident this game will be the first to change this. Well, with thousands of replies, already read here many cool things, and many councils have been mentioned in this thread several times, so I'll try to write only new things that few people remembered.
So here we go:


- The characters to express human emotions like smile, sadness, anger, etc during real time gameplay, not only during cutscenes, like must games do.


- Make a deep RPG: Like I said before, in my opinion video games RPGs never achieved the quality of tabletop RPGs. Many of the so praised nowadays RPGs like bioshock and fallout have binary choices, easy choices, we just choose the first answers that are evidently the correct ones, and in the end them doesn't matter too much anyway. So please make us to have to choose hard choices throughout the game, and the game completely changes depending on the choices (fortunately, you guys at CD Projekt Red are specialists in doing so).


- Is not only the character that needs to change throughout the course of story with our actions, but also the world and its inhabitants, it needs to be sandbox.


- Combat system: Independent of the combat system, it must not lack two things: being dynamic and strategic. We have to think, strategize before battling an enemy, because if we don't, we will end up having our ass kicked. And being dynamic, one game that had the most dynamic battle system that i've ever seen and you probably never played, is "Gunz: The Duel". It was third person, you could shoot, attack with the sword, block attacks with the sword and immediately after that you attacked with full power, dodge attacks, run on the walls, quickly climb structures using the sword, move really fast by keep pressing quickly the button to avoid or attack, you had to be really fast with the controls to don't die and make awesome movements, and be smart to win most fights.


- This is important: Transitions between gameplay and cutscenes seamless. And events that occur during real time gameplay, for example, the crash of flying cars and destruction of a building occurring while we are playing, and we have to overcome these situations.


- Some puzzles would be cool.


- Make the intelligent, right kind of open world game's progression, I mean, like Red Dead Redemption and classic Final Fantasys, where you can only progress in the story after some events and missions, and not like Skyrim where we can reach the final part of the game right from the beginning.


- Don't make us keep playing alone all the missions, without our friends NPCs. Missions in group with our friends NPCs are amazing, even more if each NPC have their own personality.


- Some comedy is essential, even if it's a dystopian future.



- Make CP2077 not only with unforgettable characters, but also with unforgettable , intelligent, wise quotes, like this one from Zidane Tribal of FFIX: "You don't need a reason to help someone". And it has to be philosophical, like Matrix and Blade Runner, a game like this is remarkable!


- Playable cutscenes: In most games, throughout the story their complex moments ends up just being cutscenes. Let the players control the caracter in those complex, dynamical moments.


- Soundtrack: Many games have great soundtracks, but many also lack sad melodies, they are very important too and can't be out!


- Don't put generic missions and unnecessary enemies, just to fulfill the game. Each enemy must be there dynamically and for a necessary reason, each enemy encounter must be remembered by us, because they mattered, and they must have awesome AI.


- You said this in an interview, that you don't want an artificial city but a living one, and I couldn't agree more. Hope that Night City will have accessible buildings, traffic jams, advertisements that works, and thousands of NPCs simultaneously at the same location in real time.


- Charismatic characters, with great pluralism: there is a rude one, a funny one, a genius one, a friendly one, etc.


- Don't put quest tips, quest markers. This throws away all the depth and sense of exporation of any game. Take Morrowind as an exemple, instead of Skyrim.


- Make memorable parts and places. For instance: A huge, detailed opera theatre, where we could watch a spectacle (watching "The Ghost of The Opera" in Broadway is one of the most memorable moments of my life, I also like de opera theatre in Final Fantasy VI)


- Events that occur in other places such as cities or planets could impact somehow our world.


- Abilities that you get aware of after some time playing the game: you were not aware in the beggining of the game that you were capable of doing some ability, despite you could , you just learn this after some time. This causes some new sensations, it's like uncovering our own potentials during our lifetime.


- Having some mystery throughout the story.


- And... make your own innovations that no one in the world was expecting, a real CD Projekt Red's game, to turn Cyberpunk 2077 pretty unique and unforgettable, I also "want the Cyberpunk 2077 to be the best RPG possible", I just can't wait to play it !
 
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Hello again, many great ideas, so many that it is intimidating to read them all, probably already posted but anyway :

1> I hope that there will be different types of ammo. In the real world most bullets are designed to wound rather than kill, or the are special bullets that once they perforate they explode or the fragment themselves and turn into more tiny pieces that shred the organs like a blender.

2> Also multiple ways to reload a gun, such as a shotgun you turn the gun sideways for faster reload but longer time to recover aim or keep the weapon pointed normally and charge it slowly from below.

2.1> Additionally all weapons (or some) should be able to keep a bullet on the shaft if the clip is not fully emptied and in case of emergency to be able to shot at least a bullet to disorient the enemy, harder to aim but still a chance.

3> Hacking should be done for extended amounts of time to keep the system from recovering or something, very useful in co-op, and realistic in the end.

4> And when it's going to be repetitive, it would be nice if it would be enjoyable especially because it is repetitive.

5> By the way the mini-map makes places seem small, yes it helps, but it take the fun out of it and erases the feeling that the map is huge, without mini-map players would enjoy and focus more on the surroundings also they would remember the game better.
The mission's map should be basic and somewhat restrictive, you would be encouraged to eavesdrop and interrogate NPCs.

6.01> You should be required to choose a dominant hand, right handed or left handed, that would impact the cover system like this: if you are right handed you will be encouraged to seek cover that advantages you, like if you are taking cover and you are on the right side of the door facing it you can't fire with your right you'll have to fire with your left hand and being right handed you have reduced stability and stuff, and so you'll have to seek to be on the left side of the door.
And best option would be to gradually increase stability and aim by using a specific hand, this way some people could specialize on using both hands but the hand's precision progress would increase only by use, and for example you increase different specs at different speeds depending on the weapon that you use pistols, blunt weapons, knives, firearms, swords, shotguns, etc

****> By the way people, like progress bars or points, specs and stuff, and more importantly specializations, to distinguish from other players.

6.02> The cover system should be made as realist as possible, example : standing near a door and u can peek inside but just with your head just to see, if you want to fire you'll have to expose at least half of torso and head that little only with pistols, when with firearms you'll have to expose way more because you use both your arms.

6.03>It would be legitimate to be able to stick out your gun and shoot but without aim or even sight, you only have sight of the gun.

6.1> The character should not point the gun the whole game, it's not realistic for someone always looking down their aim/sight, normally when not shooting you point the gun up,

6.2> AND PLEASE !!! The weapons break, get stuck and stuff, the player should inspect and take care of it , clean it or stuff or pay someone else to do that, change parts like barrel that got damaged will deviate bullets or their trajectory because they got scratched ...or he'll simply do it himself like a mini-game, hell inspect himself and detect defects or he'll by professional antithetical hardware and software to help him decide. Or if he is lazy he can just take functioning weapons from enemies, By the way the enemies should also be able to break their weapons or get them stuck, or you to disable them in different ways, shooting or devices...
 
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1> I hope that there will be different types of ammo. In the real world most bullets are designed to wound rather than kill, or the are special bullets that once they perforate they explode or the fragment themselves and turn into more tiny pieces that shred the organs like a blender.

Normal bullets are very much designed to kill.
Those fancy ones that fragment are intended to reduce collateral damage from ricochets or punching clear thru the target, the fragments actually do very little tissue/organ damage, a nice big piece of lead at high velocity does plenty of hydrostatic damage the actual perforation by the bullet (or fragments) is almost incidental.
What the fragments do however do is make medical treatment afterwards a bit more complex.

2> Also multiple ways to reload a gun, such as a shotgun you turn the gun sideways for faster reload but longer time to recover aim or keep the weapon pointed normally and charge it slowly from below.

We're about 99.99% sure CP2077 isn't going to be an FPS shooter so the fraction of a second may save (and it usually doesn't - as the time you save turning your shotgun sideways to reload is lost because of the extra distance you have to move your hand to reach the reload port) is irrelevant when you're shooting NPCs.

6.01>
6.02>
6.03>
6.1>

Again, not going to be an FPS.
 
It's a Dream RPG thread. It's okay if he hopes to have shotguns that turn sideways for faster reloads. Dreams! They're made of cotton candy and ejection ports!
 
We're about 99.99% sure CP2077 isn't going to be an FPS shooter

Again, not going to be an FPS.

I'll be that confident only when it is clearly stated and shown to be the case (a video and/or an explanation of the combat, and the rules and mechanics governing it). (And for the record, in this context I won't make a difference if the F in FPS is turned into T.)
 
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It's a Dream RPG thread. It's okay if he hopes to have shotguns that turn sideways for faster reloads. Dreams! They're made of cotton candy and ejection ports!

(S)He's more then welcome to dream all (s)he wants!
Being the evil fairy that I am I just enjoy dashing hopes with small doses of cold hard reality.
 
Hrrrm... thinking shortly about it, there is one thing that bothers me in many games.. that I would love not to experience in CP2077. ;)

Overwhelmingforcedfullofclichéaffectedlyheroic epic'nism.

What I really love about Cyberpunk is how proximate many events are, how imaginable and personal the problems are you're forced to solve. No delegating world rescueing game changing ikons that will never be forgotten... blaa blaa blaaa. I remember the mood in the original pen & paper rulebook, there were some great lines like: It's no time for heroes.. don't expect to be a big deal .. struggle through, do anything necessary to survive.. and, hey, if you achieve anyting positive along the way, niiiiceeee. But don't rely on that.

*mumbles* ....and even if you do something really big, I'd always prefer the "nobody-will-ever-know-about-it" type of story to the "in-the-spotlight-shining-hero". *yawn*
 
*mumbles* ....and even if you do something really big, I'd always prefer the "nobody-will-ever-know-about-it" type of story to the "in-the-spotlight-shining-hero". *yawn*

Check the FAQ for interviews, but good news! CDPR is on-side about epic heroism in CP.
 
I read this interview of J. Sawyer of Obsidian for Pillars of Eternity and these 2 things he said could be good for any RPG.

On enchanting
JS: We can enchant any piece of armor. You can enchant unique items you find. You can enchant regular clothing. A lot of people want to be able to continue upgrading their items throughout the game, so our enchantment system actually allows you to keep going.

You can add attribute bonuses, proofing (which is a defense against a certain type of damage). All of this is designed so unique items stay unique, but if you want to just extend their basic power, they can keep up. If you find your favorite sword, or "This armor has such a cool history and appearance but it's terrible now," you can use the crafting system to keep upgrading it.

On difficulty
JS: Different difficulty levels, what we do is actually change the composition of fights. Instead of just scaling stats, which is kind of boring, we say "Now when you come in here the creatures are moved around and there are different creatures present." That's true of the whole game.


http://www.pcworld.com/article/2886...ds-pc-first-focus-big-head-mode-and-more.html
 
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