Introduction
This post will present improvements in quality of life, stability, limited realism, player expression and role play potential that Cyberpunk 2 (and Cyberpunk 2077 when possible) could implement to build upon the groundwork of the first game. Since Phantom Liberty proved CDPR are more than capable writers, the sequels story will not be discussed here.
Each theme will have its own header, with a Too Long Didn’t Read (TL DR) at the end of the whole post (recommended first for an overview, just scroll down). This is both for developers and brainstorming players, meant to gather all player requests in one convenient place. Grab a big cup of coffee, and enjoy!
Cyberware, Perks and Skill Tree
Have the stat boosts in crafted cyberware (+6% quickhack damage, +10 Health etc) be detachable from item to item or have a massive skill tree with multiple levels per perk (removes the RNG rolling for desired stats when upgrading cyberware).
For example, instead of having to roll for +6% quickhack damage on around 20 separate pieces of cyberware, have a perk that increases quickhack damage by 25% per level or something, with rising Intelligence prerequisites (5 INT, 10 INT, 15 INT, 20 INT) for each higher level. Apply this logic to all stat boosts (stealth damage in Cool skill tree, Health boost in Body skill tree etc). This would achieve the same thing as the current system, but in a more time-efficient manner.
Instead of having cyberware capacity shards that drop from enemies, which can be missed and permanently lock the player out of maxing their capacity, increase capacity per character Level and Technical.
Allow the level of cyberware installation to gradually change the player character’s appearance, if they wish. I would recommend 3 variants (Solo, Netrunner, Stealth) if you have development time.
User Interface and Loot
The effects of weapon attachments and mods should be clearly explained: instead of “+20% recoil” from a muzzle brake call it “20% less recoil”. Instead of “+10% damage reduction” on a silencer call it “10% less damage per shot”. Have explations that can only be understood one way and avoid contradictory language.
The meaning of weapon stats should be intuitive: instead of “reload time 1.2” have “reload time 4 seconds”. Instead of “weapon handling” have “recoil per shot” or whatever weapon handling means.
The Story Progression (left), Johnny Relationship (middle) and Relic (right) percentages in the players main menu (Cyberpunk 2077) were the antithesis of this, as they both lacked a proper name, explanation of what they are and how they change.
Weapon attachments, weapon mods and quickhacks of the same type should stack in inventory, instead of being one-by-one which results in inventory bloat.
Have 3 (white, purple, orange) or 4 classes of loot (white, green, purple, orange) instead of 5 (white, green, blue, purple, orange) as the 5 colours often get mixed up in terms of which one is better and are hard to distinguish on a glance.
Killed enemies’ inventory should be lootable from one place, rather than having the enemy drop its weapon as a separate item to pick up, which can fall through the map.
If you decide to have invincible children, avoid enemies being able to use them as human shields (they can shoot you, but you cannot shoot back, as the child in front turns off the weapons cursor).
Stability and save corruption
Since item crafting with Materials and rolling for desired stats for cyberware (if implemented) is one of the big reasons for save file size bloat, which can cause instability or corruption of the save, crafting should be moved to Vendors.
The player could buy or switch items, weapon attachments and weapon mods at the Vendor for Eurodollars, with increasing rarity with each player level.
This would both eliminate the in-game crafting system as a file size hog and prevent Vendors becoming mostly obsolete through player crafting, which would give players far more playtime before the save file reaches its fatal limit.
Carry weight capacity should increase with Body and Level, instead of Carry Capacity Shards. This would prevent it from breaking later when carry capacity increases forever the longer you play a save file, with ever more Carry Capacity Shards picked up over time.
Weapon stats
Have the weapons use bullets instead of “hit scan-lasers”.
Reduce stamina cost of shooting, the main character is a trained mercenary.
Do not artificially weaken the damage of automatic weapons or boost semi-automatics, both serve a purpose (assault rifles are primary, pistols a last resort weapon). Cyberpunk is a game for adults, your players will know how guns work and how they are used.
Increasing every weapons effective range by 50-100% would make all weapon types viable. Shotguns for example have far more range and damage in real life, and still other weapons exist. Of course, this would also apply to enemies, making superficial positioning and tactics more important.
Even though this might sound like less fun, allowing players to enjoy any weapon type at a baseline level throughout the game, without making them all the same is a benefit (shotguns will not become sniper rifles).
Total realism is not fun, and when it comes to weapon stats (physical bullets, damage, range, recoil, stamina cost, sounds, magazine size etc) Insurgency Sandstorm is a good benchmark, as it is in the golden mean between an arcade game and Mil-Sim. We are talking about adjustments, not an Arma-conversion.
Weapon customisation
All weapon mods (Swiss Cheese, Pyro etc) should be detachable, not just Iconic mods, allowing more free build crafting and making it easier to find the weapon you need (2 empty mod slots).
Painting weapons, allowing players to create the most aesthetically fitting gear for their build rather than having to RNG-hunt for the right one. At the least, preset patterns and colours to choose from.
Weapon design
Sci-fi and many visual styles are fine, just have the weapons be functional (could actually fire a bullet) and usable (positioning of stock, firing switch ON, hand-rest etc).
Whereas with cyberware (cyber demon AI) and clothing (jackets with glowing screens and more grounded bulletproof vests) you can go a bit wilder, with weapons there comes a point where you exceed the players suspension of disbelief.
As long as you can check both of those boxes (could fire, could be used), it is fine, and even then you can get visual differences between guns.
To achieve this, consulting a weapons design expert for the next game would surely help, which can be as simple as sending the design through email and asking for feedback.
The Liberty pistol, Overture revolver, Saratoga SMG and Tactician shotgun are good starting points I would recommend. The Youtuber “ItsYaBoyBrandyBoy” has videos on the design of the weapons of Cyberpunk 2077 which might help you.
Iconic Weapons – pitfalls and solutions
Iconic weapons should be truly unique, such as the Hercules 3AX and Johnny’s Malorian, not just re-skins of existing weapons. This would mean fewer Iconics but increase the perceived value of each one.
Avoid players missing Iconic weapons by accident (“wrong” choice or not finding them in a Quest which gets locked afterward). Either have both choices result in an Iconic weapon (Choice A, Pistol vs Choice B, Machine Gun) or have an NPC sell all missed weapons later (like Herold in Cyberpunk 2077).
This would allow players to truly play the game like an RPG, rather than having to look up the mission Iconics beforehand if they are a completionist, which nullifies the story you are trying to tell.
Not everyone is a completionist, but having only one option give a reward is punishing those who choose another alternative for whatever reason, without offering anything in return for them. There is a difference between reasonable consequences for decisions (Do you want my gun, yes/no?), and one-sided punishments only visible in hindsight (Jackie’s guns at the beginning of the game is a prime example). Even though this can be “fixed” with mods, the less players are “forced” to use them, the better.
In other words, two given choices should either both give a different Iconic, or neither choice should.
Another option is to not have Iconic weapons and instead focus on greatly expanded weapon customisation options which are unlocked through progression, because player made weapons often beat Iconics (a shotgun with 2x “Kneel!” mod has 50% chance to instantly kill when legs are shot, for example). This would include muzzles, bipods, scopes, bullet types, stocks, magazines and so forth.
Iconic weapons in Cyberpunk 2077 – filling the weapon display rack (minor)
Regarding Herold in Cyberpunk 2077, his current problem is that he does not sell all Iconics:
La Chingona Dorada, Doom Doom/Chaos, Sir John Phallustiff, Ambition and Crowbar are Iconics with somewhat excusable ways for Herold to obtain them, which would help fill up the weapon display rack without having to use mods.
Pariah, Fang, Murphy’s Law and Canto cyberdeck/Erebus/Quantum Tuner from Phantom Liberty can be left choice exclusive, because they either carry heavy lore weight (Pariah, Canto, Erebus, Q.T) or could not have been obtained by Herold in-world as they only “exist” as part of crucial story choices (depending on choice in Firestarter quest, especially Cynosure).
It also helps that they do not have designated spots on the weapon display rack.
Features often requested by other players
3rd person view, easier to do with the changed game engine in Cyberpunk 2.
New Game Plus, allowing the player to start over with all their gear, for Cyberpunk 2.
Players can begin Cyberpunk 2 based on their Cyberpunk 2077 save file, like in the Witcher series.
Let the players decisions matter and have meaning, the game world should respect your choice. In Cyberpunk 2077, the lifepaths for example mattered very little, only changing a few dialogue options.
SKIP HERE: TOO LONG DIDN’T READ!
Take RNG that does not add player value away from character builds (extensive skill tree with many levels instead of RNG stat rolls on cyberware) and cyberware capacity (per Level increase and Technical, instead of cyberware capacity shards).
Have 3 types of gradual, voluntary visual changes in cyberization (Solo, Netrunner, Stealth).
Clarity of language: when describing weapon attachments and mods, use “10% less damage per shot” not “+10% damage reduction”.
The same applies to weapon stats, instead of “reload time 1.2” have “reload time 4 seconds”, swap “weapon handling” for “recoil per shot” (if it means that) etc.
Weapon attachments, weapon mods and quickhacks of the same type should stack in inventory.
Have 3 (white, purple, orange) or 4 classes of loot (white, green, purple, orange) instead of 5, for visual clarity and easier to remember.
Move item crafting, upgrading of gear/cyberware (if implemented) to Vendors, which would reduce file size bloat and save corruption caused by player Crafting with Materials over time.
Carry Weight Capacity should increase with Body and Level, not Carry Capacity Shards (more stable, less prone to breaking over time).
Make weapon stats closer, but not identical, to real life (physical bullets, damage, effective range, recoil, stamina cost, sounds, magazine size etc). Insurgency Sandstorm is a good benchmark, as it is in the golden mean between an arcade game and a Mil-Sim, and Cyberpunk is neither.
Allow players to customise their weapons more (detachable mods, patterns and colours).
Pay attention to the visual and mechanical design of the weapons, ask “would this actually fire?”. Consult a weapons design expert or two for the next game, for example by sending the design through email and asking for feedback. The Youtuber “ItsYaBoyBrandyBoy” has videos on the design of the weapons of Cyberpunk 2077 which might help you.
Either have both choices A and B give different Iconics (Pistol vs Machine Gun) or have an NPC like Herold sell all Iconics later (allows full roleplay and immersion for all types of players, casual or completionist). Even though this can be “fixed” with mods, the less players are “forced” to use them, the better.
Player made custom weapons often beat Iconics (2x Kneel! mod on shotgun), so an alternative to Iconics is to expand the weapon customisation system instead, unlocked through progression. This would include muzzles, bipods, scopes, bullet types, stocks, magazines and so forth.
3rd person view.
New Game Plus.
A players Cyberpunk 2077 save file should influence Cyberpunk 2 or partially carry over (which ending was chosen etc), like in the Witcher series.
Let the players decisions matter and have meaning (Lifepaths, save file transferred etc), that the game world respects your choice.
This post will present improvements in quality of life, stability, limited realism, player expression and role play potential that Cyberpunk 2 (and Cyberpunk 2077 when possible) could implement to build upon the groundwork of the first game. Since Phantom Liberty proved CDPR are more than capable writers, the sequels story will not be discussed here.
Each theme will have its own header, with a Too Long Didn’t Read (TL DR) at the end of the whole post (recommended first for an overview, just scroll down). This is both for developers and brainstorming players, meant to gather all player requests in one convenient place. Grab a big cup of coffee, and enjoy!
Cyberware, Perks and Skill Tree
Have the stat boosts in crafted cyberware (+6% quickhack damage, +10 Health etc) be detachable from item to item or have a massive skill tree with multiple levels per perk (removes the RNG rolling for desired stats when upgrading cyberware).
For example, instead of having to roll for +6% quickhack damage on around 20 separate pieces of cyberware, have a perk that increases quickhack damage by 25% per level or something, with rising Intelligence prerequisites (5 INT, 10 INT, 15 INT, 20 INT) for each higher level. Apply this logic to all stat boosts (stealth damage in Cool skill tree, Health boost in Body skill tree etc). This would achieve the same thing as the current system, but in a more time-efficient manner.
Instead of having cyberware capacity shards that drop from enemies, which can be missed and permanently lock the player out of maxing their capacity, increase capacity per character Level and Technical.
Allow the level of cyberware installation to gradually change the player character’s appearance, if they wish. I would recommend 3 variants (Solo, Netrunner, Stealth) if you have development time.
User Interface and Loot
The effects of weapon attachments and mods should be clearly explained: instead of “+20% recoil” from a muzzle brake call it “20% less recoil”. Instead of “+10% damage reduction” on a silencer call it “10% less damage per shot”. Have explations that can only be understood one way and avoid contradictory language.
The meaning of weapon stats should be intuitive: instead of “reload time 1.2” have “reload time 4 seconds”. Instead of “weapon handling” have “recoil per shot” or whatever weapon handling means.
The Story Progression (left), Johnny Relationship (middle) and Relic (right) percentages in the players main menu (Cyberpunk 2077) were the antithesis of this, as they both lacked a proper name, explanation of what they are and how they change.
Weapon attachments, weapon mods and quickhacks of the same type should stack in inventory, instead of being one-by-one which results in inventory bloat.
Have 3 (white, purple, orange) or 4 classes of loot (white, green, purple, orange) instead of 5 (white, green, blue, purple, orange) as the 5 colours often get mixed up in terms of which one is better and are hard to distinguish on a glance.
Killed enemies’ inventory should be lootable from one place, rather than having the enemy drop its weapon as a separate item to pick up, which can fall through the map.
If you decide to have invincible children, avoid enemies being able to use them as human shields (they can shoot you, but you cannot shoot back, as the child in front turns off the weapons cursor).
Stability and save corruption
Since item crafting with Materials and rolling for desired stats for cyberware (if implemented) is one of the big reasons for save file size bloat, which can cause instability or corruption of the save, crafting should be moved to Vendors.
The player could buy or switch items, weapon attachments and weapon mods at the Vendor for Eurodollars, with increasing rarity with each player level.
This would both eliminate the in-game crafting system as a file size hog and prevent Vendors becoming mostly obsolete through player crafting, which would give players far more playtime before the save file reaches its fatal limit.
Carry weight capacity should increase with Body and Level, instead of Carry Capacity Shards. This would prevent it from breaking later when carry capacity increases forever the longer you play a save file, with ever more Carry Capacity Shards picked up over time.
Weapon stats
Have the weapons use bullets instead of “hit scan-lasers”.
Reduce stamina cost of shooting, the main character is a trained mercenary.
Do not artificially weaken the damage of automatic weapons or boost semi-automatics, both serve a purpose (assault rifles are primary, pistols a last resort weapon). Cyberpunk is a game for adults, your players will know how guns work and how they are used.
Increasing every weapons effective range by 50-100% would make all weapon types viable. Shotguns for example have far more range and damage in real life, and still other weapons exist. Of course, this would also apply to enemies, making superficial positioning and tactics more important.
Even though this might sound like less fun, allowing players to enjoy any weapon type at a baseline level throughout the game, without making them all the same is a benefit (shotguns will not become sniper rifles).
Total realism is not fun, and when it comes to weapon stats (physical bullets, damage, range, recoil, stamina cost, sounds, magazine size etc) Insurgency Sandstorm is a good benchmark, as it is in the golden mean between an arcade game and Mil-Sim. We are talking about adjustments, not an Arma-conversion.
Weapon customisation
All weapon mods (Swiss Cheese, Pyro etc) should be detachable, not just Iconic mods, allowing more free build crafting and making it easier to find the weapon you need (2 empty mod slots).
Painting weapons, allowing players to create the most aesthetically fitting gear for their build rather than having to RNG-hunt for the right one. At the least, preset patterns and colours to choose from.
Weapon design
Sci-fi and many visual styles are fine, just have the weapons be functional (could actually fire a bullet) and usable (positioning of stock, firing switch ON, hand-rest etc).
Whereas with cyberware (cyber demon AI) and clothing (jackets with glowing screens and more grounded bulletproof vests) you can go a bit wilder, with weapons there comes a point where you exceed the players suspension of disbelief.
As long as you can check both of those boxes (could fire, could be used), it is fine, and even then you can get visual differences between guns.
To achieve this, consulting a weapons design expert for the next game would surely help, which can be as simple as sending the design through email and asking for feedback.
The Liberty pistol, Overture revolver, Saratoga SMG and Tactician shotgun are good starting points I would recommend. The Youtuber “ItsYaBoyBrandyBoy” has videos on the design of the weapons of Cyberpunk 2077 which might help you.
Iconic Weapons – pitfalls and solutions
Iconic weapons should be truly unique, such as the Hercules 3AX and Johnny’s Malorian, not just re-skins of existing weapons. This would mean fewer Iconics but increase the perceived value of each one.
Avoid players missing Iconic weapons by accident (“wrong” choice or not finding them in a Quest which gets locked afterward). Either have both choices result in an Iconic weapon (Choice A, Pistol vs Choice B, Machine Gun) or have an NPC sell all missed weapons later (like Herold in Cyberpunk 2077).
This would allow players to truly play the game like an RPG, rather than having to look up the mission Iconics beforehand if they are a completionist, which nullifies the story you are trying to tell.
Not everyone is a completionist, but having only one option give a reward is punishing those who choose another alternative for whatever reason, without offering anything in return for them. There is a difference between reasonable consequences for decisions (Do you want my gun, yes/no?), and one-sided punishments only visible in hindsight (Jackie’s guns at the beginning of the game is a prime example). Even though this can be “fixed” with mods, the less players are “forced” to use them, the better.
In other words, two given choices should either both give a different Iconic, or neither choice should.
Another option is to not have Iconic weapons and instead focus on greatly expanded weapon customisation options which are unlocked through progression, because player made weapons often beat Iconics (a shotgun with 2x “Kneel!” mod has 50% chance to instantly kill when legs are shot, for example). This would include muzzles, bipods, scopes, bullet types, stocks, magazines and so forth.
Iconic weapons in Cyberpunk 2077 – filling the weapon display rack (minor)
Regarding Herold in Cyberpunk 2077, his current problem is that he does not sell all Iconics:
La Chingona Dorada, Doom Doom/Chaos, Sir John Phallustiff, Ambition and Crowbar are Iconics with somewhat excusable ways for Herold to obtain them, which would help fill up the weapon display rack without having to use mods.
Pariah, Fang, Murphy’s Law and Canto cyberdeck/Erebus/Quantum Tuner from Phantom Liberty can be left choice exclusive, because they either carry heavy lore weight (Pariah, Canto, Erebus, Q.T) or could not have been obtained by Herold in-world as they only “exist” as part of crucial story choices (depending on choice in Firestarter quest, especially Cynosure).
It also helps that they do not have designated spots on the weapon display rack.
Features often requested by other players
3rd person view, easier to do with the changed game engine in Cyberpunk 2.
New Game Plus, allowing the player to start over with all their gear, for Cyberpunk 2.
Players can begin Cyberpunk 2 based on their Cyberpunk 2077 save file, like in the Witcher series.
Let the players decisions matter and have meaning, the game world should respect your choice. In Cyberpunk 2077, the lifepaths for example mattered very little, only changing a few dialogue options.
SKIP HERE: TOO LONG DIDN’T READ!
Take RNG that does not add player value away from character builds (extensive skill tree with many levels instead of RNG stat rolls on cyberware) and cyberware capacity (per Level increase and Technical, instead of cyberware capacity shards).
Have 3 types of gradual, voluntary visual changes in cyberization (Solo, Netrunner, Stealth).
Clarity of language: when describing weapon attachments and mods, use “10% less damage per shot” not “+10% damage reduction”.
The same applies to weapon stats, instead of “reload time 1.2” have “reload time 4 seconds”, swap “weapon handling” for “recoil per shot” (if it means that) etc.
Weapon attachments, weapon mods and quickhacks of the same type should stack in inventory.
Have 3 (white, purple, orange) or 4 classes of loot (white, green, purple, orange) instead of 5, for visual clarity and easier to remember.
Move item crafting, upgrading of gear/cyberware (if implemented) to Vendors, which would reduce file size bloat and save corruption caused by player Crafting with Materials over time.
Carry Weight Capacity should increase with Body and Level, not Carry Capacity Shards (more stable, less prone to breaking over time).
Make weapon stats closer, but not identical, to real life (physical bullets, damage, effective range, recoil, stamina cost, sounds, magazine size etc). Insurgency Sandstorm is a good benchmark, as it is in the golden mean between an arcade game and a Mil-Sim, and Cyberpunk is neither.
Allow players to customise their weapons more (detachable mods, patterns and colours).
Pay attention to the visual and mechanical design of the weapons, ask “would this actually fire?”. Consult a weapons design expert or two for the next game, for example by sending the design through email and asking for feedback. The Youtuber “ItsYaBoyBrandyBoy” has videos on the design of the weapons of Cyberpunk 2077 which might help you.
Either have both choices A and B give different Iconics (Pistol vs Machine Gun) or have an NPC like Herold sell all Iconics later (allows full roleplay and immersion for all types of players, casual or completionist). Even though this can be “fixed” with mods, the less players are “forced” to use them, the better.
Player made custom weapons often beat Iconics (2x Kneel! mod on shotgun), so an alternative to Iconics is to expand the weapon customisation system instead, unlocked through progression. This would include muzzles, bipods, scopes, bullet types, stocks, magazines and so forth.
3rd person view.
New Game Plus.
A players Cyberpunk 2077 save file should influence Cyberpunk 2 or partially carry over (which ending was chosen etc), like in the Witcher series.
Let the players decisions matter and have meaning (Lifepaths, save file transferred etc), that the game world respects your choice.


