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Being Visibly Armed,Holsters and Trunks

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blank_redge

blank_redge

Rookie
#141
Feb 18, 2013
Wisdom000 said:
Miracle Mile is the Civilian Vehicle Catalogue for Datafortress 2020. It is named after a stretch of Noland Road in Independence Missouri that is home to about 2 dozen car dealerships.
Click to expand...
Ha. For more coincidental overlap: the Petersen Automotive Museum in L.A. is on Miracle Mile:

http://petersen.org/


On topic: I wonder what kind of mechanic they'll use for both carrying weapons, and cycling through them? Again, I'm hoping they don't do the "magic pants / magic pockets" model for carrying weapons. If your character has a long gun (assault rifle, shotgun, etc.) on a tactical sling, and a handgun on a hip or thigh holster, it'd be cool to see your character drop the long gun when drawing the pistol.
 
Sardukhar

Sardukhar

Moderator
#142
Feb 18, 2013
Yes, exactly this. If you have a weapon, it's on your body or under your coat or in your dufflebag. Concealment is such a big part of Cyberpunk I hope they take all this into consideration.
 
U

username_3647042

Rookie
#143
Feb 19, 2013
As I mentioned before, no magic pants, no GTA style menu. SMG/PDW/Assault Rifle on tactical sling, pistol in thigh or shoulder holster. When you switch from your main weapon it hangs on the sling and you draw the pistol.
 
H

hjalmaror

Rookie
#144
Feb 19, 2013
8 Bit Gibson said:
As I mentioned before, no magic pants, no GTA style menu. SMG/PDW/Assault Rifle on tactical sling, pistol in thigh or shoulder holster. When you switch from your main weapon it hangs on the sling and you draw the pistol.
Click to expand...
On the other hand you don't want to backtrack to a weapons cache every time to switch to another weapon, that's why I think a hybrid system is good were you have your equipped weapons that show on your person with a sling or slung over your back, and then have a sort of magic pants system with a backpack that can hold more stuff then maybe in real life, which also shows on your person.
 
U

username_3647042

Rookie
#145
Feb 19, 2013
Oh I agree, a backpack or holdall would still fit in. I understand the last of us uses a backpack and that looked quite good. I just don't want 15+ weapons on a radial menu with shotguns/rifles/rocket launchers etc. With 'smart' ammo this would not be needed

In the last of us I seem to recall he has to put the backpack down and your menu then pops up. Thats much better than a magic pants menu just popping up
 
C

cmdr_silverbolt

Senior user
#146
Feb 19, 2013
Hjalmaror said:
On the other hand you don't want to backtrack to a weapons cache every time to switch to another weapon, that's why I think a hybrid system is good were you have your equipped weapons that show on your person with a sling or slung over your back, and then have a sort of magic pants system with a backpack that can hold more stuff then maybe in real life, which also shows on your person.
Click to expand...
Yeah, seriously. We all know this isn't real life, no need to stress that. I can appreciate that having limited weapons/ammo will make the game more challenging, but I don't see any reason for why this game should not have an inventory system similar to other games- magic pants or magic backpack with a weight limit.

If the player is so gung-ho about realism they're always free to exercise that on themselves.
 
onosendai7

onosendai7

Senior user
#147
Feb 19, 2013
cmdr_flashheart said:
Yeah, seriously. We all know this isn't real life, no need to stress that. I can appreciate that having limited weapons/ammo will make the game more challenging, but I don't see any reason for why this game should not have an inventory system similar to other games- magic pants or magic backpack with a weight limit.

If the player is so gung-ho about realism they're always free to exercise that on themselves.
Click to expand...
Cause it's a RPG, not a shooter.
If you want to carry truckfull of weapons, go play Borderlands 2 or WoW....
 
C

cmdr_silverbolt

Senior user
#148
Feb 19, 2013
I am talking about having a smart inventory system, I don't see why that brings up the discussion of what does or doesn't make a RPG, other than for you to add one more post to your count. Every video RPG ever has had an inventory system.
 
onosendai7

onosendai7

Senior user
#149
Feb 19, 2013
cmdr_flashheart said:
I am talking about having a smart inventory system, I don't see why that brings up the discussion of what does or doesn't make a RPG, other than for you to add one more post to your count. Every video RPG ever has had an inventory system.
Click to expand...
Yes.
And some do it smartly, limiting the firepower of the character to what he may be able to carry and use (Witcher, Mass Effect).
Others are just caricatures (3rifles, 34 pistols, 12 swords ...). It's not about inventory, it's about not carrying half the world around lik a bag of feathers.
And my post count is definitly not your business.
 
C

cmdr_silverbolt

Senior user
#150
Feb 19, 2013
If the game has real-time combat or world exploration then the possibility to loot enemies or various places may exist- it's makes sense to have an inventory weight limit as opposed to limiting the number of specific items the player can carry. Even IRL, a person can carry a lot at once with a backpack.

Since we care about the aesthetic value of the game, it's not necessary to have realism to the point where you see every bit of inventory or a backpack on the person.

Also, in the future, please refrain from making thoughtless comments that don't add value to the discussion, otherwise you can expect the other guy to not be nice. Yes, I know it's not a shooter, but why does that prevent this game from having a weight-limited inventory system like the RPGs you mentioned.
 
onosendai7

onosendai7

Senior user
#151
Feb 19, 2013
Because weight is not the main concern.
A M16 wheights 1,5 kg (empty). Absolutly no one would carry 10 of them.
A single-handed sword weights roughly 1 to 2 kg. How many swords do you think a knight has with him on a battlefield, or at his side ?
The cliché of the backpack full of very specialized weapons needed to deal with peculiar enemies is not neither likely nor credible. That just to satisfy the collector instinct of some players. Weapons are tools and no one need 54 different hammers to put a nail on a wall.
And there is also encomberance. But, how silly of me, that is not a point worthy of interest, is it ?

And I keep commenting and posting as I wish.
All that has been already discussed in the previous pages, and in another thread about loot.
 
blank_redge

blank_redge

Rookie
#152
Feb 19, 2013
blank_redge said:
What if they made a couple of animations for weapon slings (over the shoulder sling, across the back sling, under the arm sling, etc.) and just swapped out the weapon model? That way, they could re-use the same animation, instead of having to create a separate animation for each weapon.

Example:

You have a under-shoulder tactial sling, so you can conceal your weapon under your trenchcoat. In that slot, you can then choose whether to carry your SMG, your shotgun, or your bullpup caseless assault rifle. The animation for drawing the weapon would remain the same (or virtually identical, if your shotgun doesn't have a pistol grip.)

/edit

Riffing off Wisdom's idea, if you had a hip or thigh holster, the drawing animation would be the same, for the same weapon class. Any Pistol in a hip or thigh holster would use the same animation to draw the weapon.
Click to expand...
Revisiting this idea. Along with set weapon drawing animations, I propose four weapon slots:

1. Melee. This could be your knife, brass knuckles, collapsible baton, or other close n' personal item. Smaller items could use the same weapon draw animation. Larger weapons (katana, baseball bat, sledgehammer, etc.) would have their own animations.

2. Pistol. Again, the animation for drawing the weapon would remain the same; the weapon model would just be swapped out.

3. Tactical sling weapon. This could be your SMG, your PDW, your bullpup assault rifle, your shotgun, etc. This is when trenchcoats and concealibility ratings really start coming in to play.

4. Weapon slung over your back. This could be for your REALLY big weapons that aren't otherwise concealable (sniper rifle, RPG, Stinger missile launcher, etc.)

Along with the four hotkey slots, you could carry a backpack / duffel bag / briefcase / etc. for other gear, as necessary (plastic explosive and remote detonator, EMP generator, mines, and so on.)
 
blank_redge

blank_redge

Rookie
#153
Feb 19, 2013
Also, in light of the current theme of conversation:

I think it'd be cool if, upon accepting a job, you get a data file / dossier on the job in question, so you can plan out your gear beforehand. I like the idea of planning my loadout ahead of time, rather than "magic pants" and bringing everything, *including* the kitchen sink.
 
onosendai7

onosendai7

Senior user
#154
Feb 19, 2013
blank_redge said:
Also, in light of the current theme of conversation:

I think it'd be cool if, upon accepting a job, you get a data file / dossier on the job in question, so you can plan out your gear beforehand. I like the idea of planning my loadout ahead of time, rather than "magic pants" and bringing everything, *including* the kitchen sink.
Click to expand...
Totally agreed.
 
Sardukhar

Sardukhar

Moderator
#155
Feb 19, 2013
Kitchen SInks are essential for True Choice, you fools! Some bosses are vulnerable only to the right combination of porcelain and steel. That's why I carry my kitchen sink everywhere with me!

I would bet, given CDPR's current inventory systems, we have visible holsters -and- a magic backpack. Sorry to say.
 
onosendai7

onosendai7

Senior user
#156
Feb 19, 2013
Bathtube better than kitchen sink : you can get cover in it
:D
 
Sardukhar

Sardukhar

Moderator
#157
Feb 19, 2013
Bathtub puts me over the weight limit if I carry it and CouchGun. And who doesn't roll with CouchGun?
 
onosendai7

onosendai7

Senior user
#158
Feb 19, 2013
Nevermind, get a caddy or a squire for extra weight allowance :)
 
C

cmdr_silverbolt

Senior user
#159
Feb 19, 2013
OnoSendai7 said:
Because weight is not the main concern.
A M16 wheights 1,5 kg (empty). Absolutly no one would carry 10 of them.
A single-handed sword weights roughly 1 to 2 kg. How many swords do you think a knight has with him on a battlefield, or at his side ?
The cliché of the backpack full of very specialized weapons needed to deal with peculiar enemies is not neither likely nor credible.
Click to expand...
The player may carry many things in the backpack, but only uses the best items for combat. The point is to sell the other stuff, or keep anything particularity rare.

If a player doesn't want to indulge in collecting, then they're free not to do that, but it doesn't make sense to restrict that aspect for everyone else.

Realism in games is only good to the point where it makes the game exciting.
 
onosendai7

onosendai7

Senior user
#160
Feb 19, 2013
Large inventories are usefull when the game revolves aroud them.
In Cyberpunk, there is no +4 fire shotgun or backstabbing bayonets. It is not Diablo. There is no sense for a huge inventory because there is no need for a huge inventory. Want a scope ? just buy it. A silencer ? Same. AP ammo? Ditto.
There are no legendary weapons or dragonslayer swords, or armor of the Psycho Borg (Even if Sard would love it :) ) to collect.

The gameplay should not be about looting and collecting. The Witcher series were not about looting (but collecting for the elixirs was there).

Realism is good when the setting is realist. Cyberpunk P&P RPG was highly fond of realism. Just hope Cyberpunk 2077 (self proclaimed heir to Mike Pondsmith's throne) will be the same.
 
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