Clothing System for Cyberpunk 2

+
Cyberpunk 2 needs to offer the most advanced and stunning clothing system any game has ever seen.

What we're seeing from the CP2077 community is that building your perfect character with cool outfits is a major focus for the games longevity. And maintains player engagement. I can speak for this myself.

So here are some more feature ideas I would hope to see.

1. Real clothing physics. Clothes move naturally, not like weird plastic game meshes.
2. No clipping. Hair drapes over top of clothes like it should. This would require #1
3. Clothing sound. The sound you make while walking or running should be a combination of what you are wearing.
4. Many layers and modular slots. Basically like CP2077 wardrobe and EquipmentXL is now but better.
5. Automatic body type conversions. No clipping.
6. Digital clothes. More digital, video, LED, hologram type clothing.
7. Customize clothing items. Want to put gang designs on a jacket like tattoos?
8. Socks
9. Remove items of clothing diagetically. For example, if I want to remove my shoes, then it plays an animation where I sit down and take my shoes off from first person view.
10. Wearable Cyberware. Built into clothes items.
 
These are a lot of good ideas, but everything will depend on what's possible under UE5 engine. I don't want anything too complex. Note that the game already changes the sound of footsteps depending on what footwear you have equipped.

Personally, I'd be happy if clothing items that _say_ they are bulletproof, actually had an armour stat. I'd also like more inventory slots for clothing...I know everybody wanted the Wardrobe system, but I've almost never used it and I constantly see players on YouTube and Twitch not understanding that the system merely alters _appearance_ rather than 'actual' clothing. I don't mind redressing my V character when it comes time to make a change, rather than messing around creating an outfit.
 
1, 2, 3, and 4 are almost certainly the development target, and maybe #7. 6 & 10 would be cool, but probably depend on how taxing it is on the engine to implement it with the clothing physics. If 5 is in reference to in-game items, then I'm sure it will be part of development; if it's in reference to modded bodies, then I doubt it. #8 and #9 I don't care about, but I'd really like to have proper animations for sitting, drinking, and eating in the next game.

I suspect that the first items on the list are also in the development target for TW4. I'm looking forward to seeing more snips of development videos.
 
More clothing options all around would be wonderful, bringing in some of the things mods have done like cyper arms etc would be nice. Definitely more clothing with digital banners, logos, trims.
More unique shops with distinct styles.
Ability to browse through a rack (poorer store) to a holographic VR swipe system or maybe your own clothing assistant android (richer store), just a different shopping experience than the menus we have now.
What I would absolutely love to see is clothing brought more into actual gameplay.

For example, being called out by characters and npcs when my character looks like a numpty who got dressed in the dark. Arriving for a corpo meeting in shorts and a holographic visor and forcefully not being allowed in the building (leading to later consequences). Being hassled for wearing 6th Street colours on Tyger Claws turf. Subsequently being able to infiltrate a gang base because I'm wearing the appropriate outfit but maybe i still can't get too close because I wouldn't have the right tattoos.
It's hard because people should have the freedom to dress their character however they like (removing major stats and the tansmog helped immensely with that) but I think it would be interesting to see a world that is a lot more reactive to that clothing freedom.
Could you imagine doing a really big gig and more and more people start copying your custom fashion.
 
9. Remove items of clothing diagetically. For example, if I want to remove my shoes, then it plays an animation where I sit down and take my shoes off from first person view.
NO god NO. Leave "Rockstar" iMmerSiVe stuff out of my CDPR game.
I agree with the rest though (Well maybe except for the heavy emphasize on clipping. This is a video game it's fine if there's hair clipping through clothing.)
 
Well maybe except for the heavy emphasize on clipping. This is a video game it's fine if there's hair clipping through clothing.)
Hey, you never know... Because if you check TW4 tech demo, swords do not clip through Ciri's cloak (Yes, it was "just" a tech demo, but still^^). So I wouldn't be surprised if there is just a little or even no clipping in Cyberpunk 2 :giggle:
 
NO god NO. Leave "Rockstar" iMmerSiVe stuff out of my CDPR game.
I don't see the major issue with it. Changing clothing isn't something you'd do SUPER often (Especially since the lack realism means you don't need to actually change clothes because they get dirty) so it's not like it would be too annoying.

Meanwhile, one of the priorities with CP2077's design WAS immersion. It's the reason why it's first person. Why you do things like actually take swigs of beer, smoke cigarettes etc.

Having something simple like a little animation of changing clothes - Even if it was limited in its usage (Such as when you update an outfit at the wardrobe in an apartment) would help with that immersion goal.
Well maybe except for the heavy emphasize on clipping. This is a video game it's fine if there's hair clipping through clothing.
Not progressing features due to "Being a video game" is silly.

Clipping happens in games. But the ideal goal would be to not have any clipping in video games. Thus focusing on minimizing clipping is good.

Along with other features that should be important like holstering weapons. Something underappreciated about Witcher 3 was that the game actually used scabbards and even had a logical attachment for the crossbow (However the weapons nerd in me would rather not focus too closely on the use of a regular scabbard on the back...). Rather than the standard "Have weapons floating magically a few inches away from the character's back" that is still prevalent in AAA games...

It'd be neat to see this cross over into the next CP game too. The 3 weapons you have equipped, being visible on your character with actual holsters/sheathes that make sense.
 
I would just be happy with more low tec advantages for the stuff that should have it (did have it until they patched it out) such as armor rates for leather, flack jackets and motorcycle helmets, riot gear and such. They did leave a FEW in the game so it shows it CAN be done. Strange they left only a few, as if they actually forgot to remove it from some of the clothing.


Items That Lost Armor—but Should Retain Some

These equipable items had armor logically sensible in real-world terms but were stripped of stat in the update:

Motorcycle helmets – now purely cosmetic, but should retain ballistic protection.

Riot gear (e.g., Militech/NCPD riot helmets & shields) – intended for crowd control; should provide armor/resistance.

Heavy-duty jackets (e.g., reinforced leather or aramid jackets) – expected to offer meaningful armor.

Hazmat suits / protective outerwear – for toxic environments; should retain chemical resistance.

Riot vests / tactical jackets – designed for protection, yet now likely only cosmetic.
 
Last edited:
I’d be thrilled if CDPR hired someone in their art department who’s actually fired a gun, or at least seen one outside of a video game. Might finally put an end to the worst of the neon clown-vomit assault on our eyeballs. Honestly, pushing much further than that feels pointless. It’s a strict first-person game, so most of the cosmetics are just dressing up for photomode.
 
one of the priorities with CP2077's design WAS immersion. It's the reason why it's first person. Why you do things like actually take swigs of beer, smoke cigarettes etc.
I never said I hate immersive features in general I just mocked the over-the-top "immersive" stuff (e.g: When I press E, I want every single thing to be looted right then and there not that the character should look through every single pocket on the NPC's coat...)
That being said, there are many ways to achieve immersion. Forcing the player to sit through lengthy animations is not a good one (specially in this context since these animations need to be made specifically for each shoe type WHICH TAKES DEVELOPMENT TIME AND RESOURCES THAT I WANT SPENT ON OTHER THINGS).

Edited for better readability
 
Last edited:
I never said I hate immersive features in general I just mocked the over-the-top "immersive" stuff (e.g: When I press E, I want every single thing to be looted right then and there not that the character should look through every single pocket on the NPC's coat...)
That being said, there are many ways to achieve immersion. Forcing the player to sit through lengthy animations (which in this case, need to be made specifically for each shoe type WHICH TAKES DEVELOPMENT TIME AND RESOURCES THAT I WANT SPENT ON OTHER THINGS) is a rather unpopular one.
Agree... In KCD, it was nice at first to get animations for many things in the game, but damn it generally become very annoying very quickly (i.e picking up flowers^^).
 
Forcing the player to sit through lengthy animations (which in this case, need to be made specifically for each shoe type WHICH TAKES DEVELOPMENT TIME AND RESOURCES THAT I WANT SPENT ON OTHER THINGS) is a rather unpopular one.
I agree, for immersion, I would prefer some new gameplay features, for example: dual weapon like Halo (ability to mix different types) and still being able to ADS with the main weapon (maybe with the nade input). Imagine katana + pistol or smg. That would requires a lot of work, but it's worth it in terms of immersion and gameplay.
 
for example: dual weapon like Halo (ability to mix different types) and still being able to ADS with the main weapon (maybe with the nade input). Imagine katana + pistol or smg. That would requires a lot of work, but it's worth it in terms of immersion and gameplay.
Oh yeah that would be cool. Now these are the stuff I want in Orion.
 
That being said, there are many ways to achieve immersion. Forcing the player to sit through lengthy animations is not a good one (specially in this context since these animations need to be made specifically for each shoe type WHICH TAKES DEVELOPMENT TIME AND RESOURCES THAT I WANT SPENT ON OTHER THINGS).
I mean... That's literally what they have done in the game though. Sipping beer and smoking cigarettes is literally just "Forcing the player to sit through lengthy animations"

The core concept of this is actually fine. It's perfectly reasonable to have players sit through animations. Heck, there's a lot of chatter around having MORE lengthy animations in CP, such as replacing insta-fast travel with you sitting inside a car that drives itself to the location.

The crux of such animations is the frequency of their use. Something like looting that you do constantly and many times would make any animations very annoying.

While for things that are very infrequent, such as changing clothes, it's not so bad. Since you won't encounter it very often so it won't disrupt gameplay much (If at all).

As far as "DEVELOPMENT TIME AND RESOURCES" goes... Ultimately it's up to CDPR how they handle this and what they deem to be important enough to work on. As I mentioned, immersion is a core part of their design philosophy with CP2077. It's likely this will continue into Orion, in which features like these might actually be considered.

Also, it's important to keep in mind that different teams/people work on different things. So it's not necessarily the case that Animators working on these little immersive animations competes with resources spent on other things that you might care more about (Such as combat designers and modellers making new forms of combat like the dual wield capabilities mentioned, writers making more missions and dialogue options to expand gameplay, map designers implementing more interactive world scapes with more buildings that can be entered, AI coders that make NPC's and enemies more reactive etc)

It's not like game development is literally every developer working on every feature. People have their specialties that they focus on and are separated into teams to work on specific things.

Of course, this can still offer competition if you desire something from the same team... Like for example, if the question was something like having animations for changing clothes... Or having a bunch more animations for dialogue scenes so that the main character pulls out a weapon you actually have equipped rather than pulling a Unity out of their butt for every "Draw weapon" scenario... Then I'd opt for the latter.
 
I mean... That's literally what they have done in the game though. Sipping beer and smoking cigarettes is literally just "Forcing the player to sit through lengthy animations"
These are not forced and most of the time they are a one-off thing in the main story. Outside of the main campaign I have never "sipped beer" in the game.
At the very least, they should be optional.

It's not like game development is literally every developer working on every feature. People have their specialties that they focus on and are separated into teams to work on specific things.
I assure you I'm not as stupid as you think I am so no need to explain this to me. Yes, in that same animation team there may be only one or two people working on these animations (since most of them are handkeyed it doesn't need that many devs and one animator can handkey them by themselves but it takes time. Time is also a resource that I would like to be spent on other gameplay animation).
I thought you could understand that by "spending resources on other things" I meant that they could work on other animations, not on the entire aspects of the game...

The crux of such animations is the frequency of their use.
And in this case, switching clothes in RPGs is something that is done frequently...

Of course, this can still offer competition if you desire something from the same team
Which is exactly what I meant... jeez...

Like for example, if the question was something like having animations for changing clothes... Or having a bunch more animations for dialogue scenes so that the main character pulls out a weapon you actually have equipped rather than pulling a Unity out of their butt for every "Draw weapon" scenario... Then I'd opt for the latter.
YES EXACTLY. That's what I'm talking about.
 
Last edited:
These are not forced
And by the same standard, neither is changing clothes.
I thought you could understand that by "spending resources on other things" I meant that they could work on other animations, not on the entire aspects of the game...
Except you never particularly suggested any notion of wanting more from the animation team.

All I'm to know about your desires are "No immersive animations" and "Dual wielding weapons" which hardly suggests wanting anything else from the animation team (Besides the animations required for the dual wielding)
And in this case, switching clothes in RPGs is something that is done frequently...
In a typical RPG, sure.

In CP2077? I barely, if ever, change clothes. Since 2.0 removed all the stats on clothes, there's little reason to change clothes and the few reasons there are (Notably, the few items that still provide stat bonuses) would not be impacted because I just use the Outfit system so my appearance doesn't change while I run around wearing the hodge-podge of stat items.

I don't see them going back to the old 1.0 system of clothing having stats and the outfit system being useless, meaning you have to continually change clothes for stat advantages while having no option to have a static appearance.

Thus changing clothes would continue to be an optional thing done relatively infrequently (Of course, depending on the player, they might CHOOSE to change clothes a bunch. Maybe I would too if there was more actually nice clothes with matching options for each slot)
YES EXACTLY. That's what I'm talking about.
Okay.

But it's not like there is necessarily this mutually exclusive thing. With it being up to CDPR how to utilize their resources, and with limited other suggestions about where to spend animators time, it's not a big deal if someone wishes for something that isn't the top of my priority list like animations for changing clothes.

Like, yes, I'd prefer animators spend time on animating scenes in dialogues over animating clothing changes. IF there was a situation where these things were competing against each other for resource usage.

But it's possible that they have the resources spare to do everything else I want AND still do the clothing animations. So I'm not going to be completely against the notion of them doing clothing change animations simply on the grounds of "Resources" since that's not really my concern.

In general the "But muh RESOURCES" is generally a lame arguement to bring forth, since it's completely unknown to us as consumers the exact details of resource availability and thus whether or not such a thing is even relevant.
 
Cyberpunk 2 needs to offer the most advanced and stunning clothing system any game has ever seen.

What we're seeing from the CP2077 community is that building your perfect character with cool outfits is a major focus for the games longevity. And maintains player engagement. I can speak for this myself.

So here are some more feature ideas I would hope to see.

1. Real clothing physics. Clothes move naturally, not like weird plastic game meshes.
2. No clipping. Hair drapes over top of clothes like it should. This would require #1
3. Clothing sound. The sound you make while walking or running should be a combination of what you are wearing.
4. Many layers and modular slots. Basically like CP2077 wardrobe and EquipmentXL is now but better.
5. Automatic body type conversions. No clipping.
6. Digital clothes. More digital, video, LED, hologram type clothing.
7. Customize clothing items. Want to put gang designs on a jacket like tattoos?
8. Socks
9. Remove items of clothing diagetically. For example, if I want to remove my shoes, then it plays an animation where I sit down and take my shoes off from first person view.
10. Wearable Cyberware. Built into clothes items.



If you need more entertainment, then this is the place for you.
Layered clothing with modular attachments is an absolute must for Cyberpunk 2. Being able to combine casual wear with tactical or combat-oriented elements would open up so much creative freedom. Imagine wearing a stylish leather jacket with hidden armor plating underneath, or throwing on a sleek streetwear vest that also houses drone docks or utility compartments. That kind of hybrid design not only looks cool but also fits perfectly within the world’s tech-noir aesthetic.
The key here is player freedom — let us build our own look without sacrificing function. Don’t lock visual style behind rigid stat requirements. Give us a flexible system where form and function can coexist, and where we can mix and match layers for both fashion and utility. It’d be great to have base layers, mid-layers, and outerwear — each with their own slots for upgrades or cybernetic enhancements.
If done right, this could become one of the most satisfying gear systems in any RPG.
 
I would just be happy with more low tec advantages for the stuff that should have it (did have it until they patched it out) such as armor rates for leather, flack jackets and motorcycle helmets, riot gear and such. They did leave a FEW in the game so it shows it CAN be done. Strange they left only a few, as if they actually forgot to remove it from some of the clothing.

Why would they remove such a thing from the game? I bought C2077 but I haven't played it yet.
 
Why would they remove such a thing from the game? I bought C2077 but I haven't played it yet.
People didn't like having to run around looking goofy af because the best statted equipment was a bunch of random crap.

The overall change means that now there's much less emphasis on clothing stats, so you're free to go for appearance.

Of course, the overhaul to the "Outfit" system kind of solved that anyway. Before it only let you manage specific one piece "Outfits". Now you can create custom outfits from any clothing items and use these for your appearance (Irregardless of what you have equipped)

There was also a secondary aspect to the change where it provided an overall reduction in the amount of RNG items one needs to obtain stats. Moving the game slightly further away from being a "Looter Shooter" and more towards being an "RPG" (Which is extra notable given that at the time there wasn't any repeatable content. Which meant that if you didn't get lucky and have all the items you needed drop, you were screwed...)

Personally, I'd quite like to see items with stats return in the sequel, with the caveat of them being a REPLACEMENT for Cyberware. So one can decide whether they get chromed for advantages, or if they obtain special equipment to boost them instead.

Since not only would this be more lore accurate (Since I don't believe that Cyberware would be a requirement for Cops/Military Personnel... I can't imagine any government or corpo willingly paying the large sums of money to chrome up every worker... Instead they'd just provide cheaper equipment to give them the power to face off against Cyberpsychos). But it'd also offer more character customization and build options. Especially if more cyberware had actual effects on your appearance.
 
...Moving the game slightly further away from being a "Looter Shooter" and more towards being an "RPG"...
That's the right direction in my opinion. But wouldn't a better way of solving the original problem be to have certain people and shops where one can go to modify the appearance of an item for a price?
 
Top Bottom