The most valid complaint i have seen on the forums so far is how fashion is handled, i get it. As a fan of MMORPG but also dressing up my character, i hate having to choose between style and stats, because the end result always has you looking like a clown so you dont stall on progression.
I love the foundation of the current Armor system, i just think it should be changed to allow for more freedom. My suggestion here is simple, you dont need to reinvent the wheel, a game exists that has the same gear system CDPR has chosen to model is gearing after, a few tweaks and it will be perfect. That game is one of my favourites (which also suffered from this issue early on until it embraced this system) Star wars the old republic. Now for people who dont know what that loot system looks like, please watch this video to make what i am about to say easier to process.
The clothing gear system in cyberpunk appears to be as follows:
Knowing these rules i propose the following changes:
How do you make crafting, upgrading and rarity work in cyberpunk in this system? With these rules:
With these changes, i think the gearing system would be future proofed for single player and multiplayer.
I love the foundation of the current Armor system, i just think it should be changed to allow for more freedom. My suggestion here is simple, you dont need to reinvent the wheel, a game exists that has the same gear system CDPR has chosen to model is gearing after, a few tweaks and it will be perfect. That game is one of my favourites (which also suffered from this issue early on until it embraced this system) Star wars the old republic. Now for people who dont know what that loot system looks like, please watch this video to make what i am about to say easier to process.
The clothing gear system in cyberpunk appears to be as follows:
- The look of gear can be completely random, including colour scheme. There is nothing that says netrunner gear will be hacking oriented or military gear will boost rifle damage.
- The Gear appears to show up 1 of two ways:
- Armor with no mod slots
- Armor with random number of mod
- The gears auxiliary stats are based on the mods, not the item.
- Mod slots are random, but the maximum available slots are based on rarity:
- White, green 0 to 1 mod slots.
- Blue, purple 0 to 2 mod slots
- Orange 0 to 4 mod slots
- SIMILAR MODS DO NOT STACK, even if the game lets you.
Knowing these rules i propose the following changes:
- Armor will now be based on a new slot item called Inner Weaves, and will be what players seek to take out of found clothing along with mods when out looting in the world of night city. The Armor value of the item will be based on the level of the inner weave. The rarity of the item will be based on the rarity of the inner weave. Players would be able to remove all inner weaves which would result in its destruction but allow player to place their own inner weave in of better quality. the ability to recover this inner weave will be based on the players crafting ability.
- Inner weaves will exist for every slot with the following designations:
- Head Inner weave - for helmets and head slot items
- Face Inner weave- for masks, sunglasses, headwear items
- Outerwear Inner Weave - for Outer Torso items
- Under Weave inner weave - for inner Torso item
- Legging Inner weave - for Leg items
- Orthotic Insert Inner Weave - For Feet items
- Inner weaves will exist for every slot with the following designations:
- All Store bought clothing will have a minimum of an empty weave slot and 1 Empty mod slot
- Crafted clothing will have a minimum of an empty weave slot , number of mod slots will be based on crafting level and RNG
- Dropped clothing Will always have a minimum of 1 inner weave of random rarity, and 1 mod slot. Whether that mod slot is empty or filled with a mod will be completely up to RNG.
- FOUND hand made legendary clothing that is always acquired from the same place due to game design/lore will always be found with a legendary inner weave and 4 empty mod slots. Any special effects this item has will be tied to the legendary inner weave and locked to that item, even crafters would not be able to remove it without destroying it (iconic clothing should be iconic, i know point of this thread but i still feel if you want the effect of iconic clothing you should have to wear it)
- All mods should be removable with an increasing chance to fail and destroy the mod based on crafting skill and rarity of the mod you're trying to remove. (White mods almost a guaranteed success, where as legendary mods would be a guarantee fail without the right perks and crafting level).
How do you make crafting, upgrading and rarity work in cyberpunk in this system? With these rules:
- Based once again on the Inner Weave will determine the Rarity and Armor value the item provides, the Mods will determine the special effects
- Blue or higher inner weaves will have a chance to show up with special effects such as increased chance to shock, increased evasion, increased chance to bleed, etc with its effectiveness determined by rarity of the weave.
- Inner weaves upgrading will be upgradeable with 2 options:
- Reinforce (upgrade rarity)- White to green / Green to Blue / Blue to Purple / Purple to Orange
- Epic and legendary Inner weaves would additional increase the effectiveness of attached mods by a percentage
- Upgrade - This would upgrade the Armor values
- Reinforce (upgrade rarity)- White to green / Green to Blue / Blue to Purple / Purple to Orange
- CLOTHING now determines mod slots, new upgrade option on clothing be "Improve Design" Which will only have 4 levels(store bought clothing can have no mod slots), each level resulting in 1 additional mod slot up to a maximum of 4. This upgrade will cost a combination of Eddies, upgrade components ranging from blue, purple to orange.
- Values, Cost and materials to be determined by dev team for balance reasons. But my idea would be 1% increase of damage stats and 2% increase of defensive stats per level of upgrade or something along those lines.
With these changes, i think the gearing system would be future proofed for single player and multiplayer.
Last edited: