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A Living, Breathing NIGHT CITY

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Sardukhar

Sardukhar

Moderator
#241
May 5, 2014
Even if we don't have driveable vehicles, I'm sure we'll see traffic. It is Cyberpunkm a post-modern game, and traffic is a part of that.
 
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lochnarus

lochnarus

Forum regular
#242
May 6, 2014
I'd love to see some bustling streets with a hundred or more npc characters. Look at a game like DX: Human Revolution...huge city with implied large population, and you see maybe thirty-forty of them at most in an entire level. Agreed on the traffic scenario as well. Sure there would be dark alleys and places the general populace would not dare to tread, but I feel like the busier sections need movement in contrast to DX:HR's relative quiet.
 
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L

Lolssi83.811

Rookie
#243
May 6, 2014
Numerical said:
I'd love to see some bustling streets with a hundred or more npc characters. Look at a game like DX: Human Revolution...huge city with implied large population, and you see maybe thirty-forty of them at most in an entire level. Agreed on the traffic scenario as well. Sure there would be dark alleys and places the general populace would not dare to tread, but I feel like the busier sections need movement in contrast to DX:HR's relative quiet.
Click to expand...
Last two Hitman games have shown large crowds. I'd like to occasionally see something like Blood Money's Mardi Gras crowd.
Though that brings few balancing issues. I have this idea that I should be able to talk to any person on the street but with crowds big like that it would be just overwhelming.
Or how would you find persons of interest from that crowd? I'm sure majority of us don't wanna see yellow markers above npc heads.

As much as I dislike saying this maybe best option would be map markers for important npcs...actually scratch that. Let us have good enough information so we find who we're looking, let npcs approach us and yell us over and some would just require us to talk to npcs without any prior knowledge and we either find'em or not.
 
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Suhiira

Suhiira

Forum veteran
#244
May 6, 2014
Numerical said:
I'd love to see some bustling streets with a hundred or more npc characters. Look at a game like DX: Human Revolution...huge city with implied large population, and you see maybe thirty-forty of them at most in an entire level. Agreed on the traffic scenario as well. Sure there would be dark alleys and places the general populace would not dare to tread, but I feel like the busier sections need movement in contrast to DX:HR's relative quiet.
Click to expand...
The problem with crowds of NPCs in video games is performance.
It's essentially impossible to have 30-40 unique, detailed NPCs moving around on the screen and keep a reasonable frame rate.
Of course 5 years ago it was impossible to have 10 ...
 
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Sardukhar

Sardukhar

Moderator
#245
May 6, 2014
suhiir said:
The problem with crowds of NPCs in video games is performance.
It's essentially impossible to have 30-40 unique, detailed NPCs moving around on the screen and keep a reasonable frame rate.
Of course 5 years ago it was impossible to have 10 ...
Click to expand...
Hitman Absolution did it. Problem - tight levels.
 
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lochnarus

lochnarus

Forum regular
#246
May 6, 2014
I'm just gonna leave this here:

http://i1.ytimg.com/vi/3leI1FQZAw0/maxresdefault.jpg

I mean if they can do that with current tech, why not a hundred or so NPCs (not all having dialogue of course) just walking around doing random stuff? It's definitely possible.
 
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braindancer12

Rookie
#247
May 6, 2014
Numerical said:
I'm just gonna leave this here:

http://i1.ytimg.com/vi/3leI1FQZAw0/maxresdefault.jpg

I mean if they can do that with current tech, why not a hundred or so NPCs (not all having dialogue of course) just walking around doing random stuff? It's definitely possible.
Click to expand...
but those are brainless zombies.....
 
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lochnarus

lochnarus

Forum regular
#248
May 6, 2014
What's the difference, they're polygons and textures in a polygon-and-texture-filled space just like any other. Put em in fancy techno clothing and put shades on em and you got yerself a cyberpunk party. lol
 
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Sardukhar

Sardukhar

Moderator
#249
May 6, 2014
Numerical said:
What's the difference, they're polygons and textures in a polygon-and-texture-filled space just like any other. Put em in fancy techno clothing and put shades on em and you got yerself a cyberpunk party. lol
Click to expand...
Well, the difference is map size and freedom, as well as similarity of images, (note the identical chests on the zombies), animations and equipment. Rendering a busy Night City street in a non-zombie, multiple-income-levels, different-age-groups believeable way is going to be a challenge.

Hitman:

 
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lochnarus

lochnarus

Forum regular
#250
May 6, 2014
True, and yeah that's a much better representation of what I'm talking about for sure (never played Hitman). :)

But still, might be hard but surely not impossible even based on that screenshot. Even slightly less people than that would be preferable to this:

http://www.mobygames.com/images/shots/l/522946-deus-ex-human-revolution-windows-screenshot-detroit-streetss.jpg
 
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Sardukhar

Sardukhar

Moderator
#251
May 7, 2014
He means this -

@Numerical, you can put images in your post using the "
" tags and link between.

Anyway, exactly. I loved DXHR and have something nearing 200 hours into it. Mostly because except for the goatee, the main character looks and is geared and cybered like my favourite Solo from CP2020. Maaay have prejudiced me a bit.

It's also why @wisdom000 will always, always feel a certain contempt for me. It is a stain upon our love, but hey, the bitter makes the sweet ALL THE BETTER, RIGHT?!

Anyway.

I pretended/figured DXHR, like Vampire Bloodlines, was deserted at night, is all. It worked. Mostly. Why the hubs were so tight....whatever. I have arm blades! Shutup!
 
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lochnarus

lochnarus

Forum regular
#252
May 7, 2014
Yeah just wasn't sure if the forum auto-resized the images, good to know. :) Definitely not new to forums hehe. Bigtime DXHR fan too. I can't say I felt the same way about it being deserted what with all that background street noise going on. Maybe Detroit but Hengsha? Wish they had put out an SDK for that one.

If they can give Cyberpunk 2077 at least a feeling of it being heavily populated in areas I'm cool with that. And from the Hitman thing, yeah man it's gotta be somewhat doable.
 
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L

Lolssi83.811

Rookie
#253
May 7, 2014
Though I'm not expecting the excuse "it is night time" to work in Night City. It being megacity I'd expect people working different shifts and lots of stuff going at night.

Lately been playing Lost Alpha and made me wonder why the heck in Human Revolution nobody sleeps or relaxes? I mean especially the gangs, they're all guarding and patrolling even at night. Didn't actually bother me when playing but I'd like to see bad guys take breaks also if we're on their home turf.
 
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Sardukhar

Sardukhar

Moderator
#254
May 7, 2014
Lolssi83 said:
Lately been playing Lost Alpha and made me wonder why the heck in Human Revolution nobody sleeps or relaxes? I mean especially the gangs, they're all guarding and patrolling even at night. Didn't actually bother me when playing but I'd like to see bad guys take breaks also if we're on their home turf.
Click to expand...
Agreed.

Although in DXHR you do have people on couches, watching TV - gang members especially -, out at clubs, even dancing in goddamn metro throughfares. Before they get punchededed.
 
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Suhiira

Suhiira

Forum veteran
#255
May 8, 2014
While large hubs would be DAMN nice if it's a choice between "Small and crowded" vs "Large and empty" I'll take small.
 
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chriswebb2020.736

chriswebb2020.736

Forum veteran
#256
May 8, 2014
I think @Numerical used a very appropriate term: Contrast.

I want to see a lot of contrast in Night City. Wealth and poverty, claustrophobic and agoraphobic environments, bustling crowds and deserted streets, danger and safety.

That combined with the ebb and flow of a 24 hour lifestyle, to me, is the best way to make the city feel alive.

And for those that do not know, in 2020 it is normal to be awake for 22 hours, using drugs to keep you awake and a device to make you get 8 hours worth of sleep in 2 hours.
 
Last edited: May 8, 2014
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braindancer12

Rookie
#257
May 8, 2014
suhiir said:
While large hubs would be DAMN nice if it's a choice between "Small and crowded" vs "Large and empty" I'll take small.
Click to expand...
Amen
 
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Sardukhar

Sardukhar

Moderator
#258
May 22, 2014
Not sure if this has been mentioned before, but as I play Wolfenstein New Order - fun shooter, by the way - I am reminded of something lacking in creating a Feels Real City - consequences to you pestering NPCs.

I'd like to see several stages, adjusted by your characters ATTR stat, Personal Grooming and Wardrobe/Style, REP and, of course, weapons and/or armour/ and/or types of cyberware displayed.

Anyway.

These stages would be Initial, Repeat, Firm, Final, Consequence.

Initial: First glimpse or reaction, NPC responds based on above values. Might be welcoming, neutral, dismissive, hostile, larcenous, mercantile, even flirty.

Repeat: More of the above, deeper in UNLESS something changes, like gun is put away or helmet taken off or Persuasion/Fast Talk roll is made, which might either reset to a better Initial Stage or to the third stage of:

Firm: At this point, the NPC has pretty much made up their mind. A really good or bad action, like bribing them or a great Fast Talk roll or punching them could move back a stage or even force a reset to Initial, but otherwise..

Final: They walk away or draw a weapon or embrace for a kiss or try to pick your pocket or just start yelling. At this point, you have to deal with what's happened - follow them, ( which could force a reset to Hostile), shoot back, kiss back, whatever.

Consequence : the above actions take place, but this stage allows for spreading consequences, REP change, cops getting called, a new Follower acquired, witnesses tell family members who plan revenge, etc.

Of course, sometimes an NPC would go through these stages very quickly, even skipping right to Consequences if you do something like Fast Draw and shoot them.

Every NPC in the game would have this matrix encoded into them, as well as values that adjusted depending on what you'd done to other NPCs that your current target/passers-by might be aware of. Like Iron Sights gang members knowing you'd capped a sister the night before, but also knowing your REP as a high-powered Corporate.

You could also use this as a matrix for PC actions and reactions as conversations or encounters go, but that's another topic.
 
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L

Lolssi83.811

Rookie
#259
May 22, 2014
Haven't played new Wolfenstein but can't picture how you get from that game to this great idea :D
 
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Suhiira

Suhiira

Forum veteran
#260
May 22, 2014
Sounds good Sard.
*damn I'm doing it again ...*
 
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