Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
Menu

Register

Search results

+
  1. Z

    Any info on changes in core team here( post Witcher)?

    Any info on changes in core team here( post Witcher)? Read recently Karolina Stachyra also left ( and is now working in Techland on new game), a damn shame, she's behind one of best CDPR's stories lately. Any way to look up info on who's working here?...in this stage, they should not be...
    • Zagor-Te-Nay
    • Thread
    • May 21, 2017
    • Replies: 2
    • Forum: GENERAL
  2. Z

    Gameplay - depth vs complexity vs fun

    No, I'm looking it closer in context on what the game will be. If this was planned as isometric, turn based rpg like recent Wasteland or older Fallouts, I'd agree on most of your points. For this, closest framework would be core Deus Ex...with a far more expanded rpg mechanics including stats...
    • Zagor-Te-Nay
    • Post #1,042
    • May 21, 2017
    • Forum: GENERAL
  3. Z

    Gameplay - depth vs complexity vs fun

    Nope...MGSV is single player tactical action stealth game and there are plenty of other similar examples, across genres. My advice is stop looking at labels and instead focus on mechanics. Then we completely disagree on that. Outside of basic stat bonuses, and linear skill increments, whole...
    • Zagor-Te-Nay
    • Post #1,034
    • May 18, 2017
    • Forum: GENERAL
  4. Z

    Gameplay - depth vs complexity vs fun

    What I want it to be is a roleplaying game, with rpg mechanics adapted to the change in setting...from PnP to an open world game. Plenty of "old school" rpg fans do not see the difference between "dumbing down" and adaptation of core mechanics. But the degree of control that the player has...
    • Zagor-Te-Nay
    • Post #1,016
    • May 16, 2017
    • Forum: GENERAL
  5. Z

    Gameplay - depth vs complexity vs fun

    But there is far more to it, than % success rate. RPG's are about decision making and consequences...from background, customization, dialogue, story choices, playstyles, etc, etc. I disagree...along with basic stats and skill increase ( and a poor karma system), they were absolutely...
    • Zagor-Te-Nay
    • Post #1,014
    • May 15, 2017
    • Forum: GENERAL
  6. Z

    Gameplay - depth vs complexity vs fun

    No...rpg does not mean leaving character absurdly incompetent if he does not invest in required skill. It is too narrow and outdated concept, that works poorly in this setting. And there is far more to game being rpg than defining it with % chance for success. Like Fallout 2, for example? It's...
    • Zagor-Te-Nay
    • Post #1,012
    • May 15, 2017
    • Forum: GENERAL
  7. Z

    Gameplay - depth vs complexity vs fun

    I don't see how, unless it's a matter of same person designing rpg and shooting mechanics. And for most (AAA in particular) games, gameplay issues come from incoherent desing and are beaten by a plenty of indie games, designed for a fraction of their budgets. Why something works in a specific...
    • Zagor-Te-Nay
    • Post #1,009
    • May 15, 2017
    • Forum: GENERAL
  8. Z

    Companions

    Well, not exactly in the same sense of classic companions, but more that gameplay should be a background for player/npc interaction ( Keira is a good example). I don't think they could do it well here, if they go for gameplay support... too many playstyles for companion AI to adjust to.
    • Zagor-Te-Nay
    • Post #461
    • May 14, 2017
    • Forum: GENERAL
  9. Z

    Gameplay - depth vs complexity vs fun

    Common. I'm not talking about wind factors and lattitude, only classic basic gunplay. No less or more than Bloodlines was a shooter. Solid shooting mechanics would make it no less an rpg...only a game that plays well. No, we shouldn't. Developers should first look at rules of their own...
    • Zagor-Te-Nay
    • Post #1,003
    • May 14, 2017
    • Forum: GENERAL
  10. Z

    Gameplay - depth vs complexity vs fun

    But they will have a standardized shooting mechanics like in every similar shooter...rpg mechanics can change basic "feel" ( from recoil to retina) but not override bullet trajectory. No, it would make no difference. Player skill should affect animation/actions, but not the effect. If you're...
    • Zagor-Te-Nay
    • Post #999
    • May 13, 2017
    • Forum: GENERAL
  11. Z

    Gameplay - depth vs complexity vs fun

    No...it is Exactly that. No "analogies" of "people tend to miss" can save it...unless the player is blind, it is a direct contradiction. It's like in Morrowind where you swing your weapon and see you've managed to hit the target, but rpg mechanics decide "Sorry, you actually missed!". This is...
    • Zagor-Te-Nay
    • Post #995
    • May 13, 2017
    • Forum: GENERAL
  12. Z

    Companions

    Eh, I wouldn't agree with that... interactions feel too one sided, lack of sense of spontaneity, personalities that hinge too much on the player, resolve x trauma from the past, stereotype with defining personality trait perk approach. BW highlights them much, much more than others, but I think...
    • Zagor-Te-Nay
    • Post #458
    • May 13, 2017
    • Forum: GENERAL
  13. Z

    Companions

    Dis/Agree with both sides on this one. Ideally, good companions are great addition to gameplay ( MGSV), but let's not kid ourselves: this would take a ton of work and it's far better to not have this, than it be done poorly ( and CDPR is still very much hiring AI designers). And having someone...
    • Zagor-Te-Nay
    • Post #455
    • May 13, 2017
    • Forum: GENERAL
  14. Z

    Media: Cyberpunk 2077 Movies

    Lol...these people have trust issues.
    • Zagor-Te-Nay
    • Post #300
    • May 12, 2017
    • Forum: GENERAL
  15. Z

    The Forlorn Hope: Cyberpunk Off-Topic

    Vanquish is brilliant because it utilizes similar mechanics done in other games in a way that forces you to always pay attention. You cannot activate slow mo with a button, it only works after precisely timed dodge/in air/slide. But those situations also make you more vulnerable and gameplay is...
    • Zagor-Te-Nay
    • Post #2,424
    • May 11, 2017
    • Forum: COMMUNITY
  16. Z

    The Forlorn Hope: Cyberpunk Off-Topic

    Entirely up to them. I'm joking ( well, mostly) about this of course, but they could definitely learn a few pointers from greatest action game of all time...controls and how to design coherent, complex but easy to grasp gameplay systems, above all else.
    • Zagor-Te-Nay
    • Post #2,422
    • May 11, 2017
    • Forum: COMMUNITY
  17. Z

    The Forlorn Hope: Cyberpunk Off-Topic

    Rowley, my man, are you playing this? I think I speak for all of us, would be great to have something similar here. ;)
    • Zagor-Te-Nay
    • Post #2,419
    • May 10, 2017
    • Forum: COMMUNITY
  18. Z

    Since it may have a Tarantino vibe. What from his movies you'd like to see in CP2077?

    His movies are best when character shines in the most banal of conversations Something like this, instead of Mass Effect: I am an Asari huntress, I am an Asari huntress...did I tell you I'm an Asari huntress? :P
    • Zagor-Te-Nay
    • Post #6
    • May 10, 2017
    • Forum: GENERAL
  19. Z

    Quest markers are killing the joy of basic exploring.

    It's not a matter of "resources", it's more about dynamic and scope of the game, coordination of dev team. There is far more to it than "dumbing things down". And majority of people, like it or not, actually prefer quest markers. Point is, they can find a compromise here, regardless.
    • Zagor-Te-Nay
    • Post #16
    • May 3, 2017
    • Forum: GENERAL
  20. Z

    Cyberpunk 2077 cannot be an empty sandbox

    I wasn't referring to quality of world design, but how it's narrative structure and gameplay was related to it. If they're going for sandbox experience, they cannot design them without taking it into account. But, they're designing this based on some design principles of those games...they're...
    • Zagor-Te-Nay
    • Post #15
    • May 3, 2017
    • Forum: GENERAL
  • 1
  • 2
  • 3
  • …

    Go to page

  • 10
Next
1 of 10

Go to page

Next Last
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

CD PROJEKT®, Cyberpunk®, Cyberpunk 2077® are registered trademarks of CD PROJEKT S.A. © 2018 CD PROJEKT S.A. All rights reserved. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.