That should do a bit toward making powerful, high-end crafting more accessible, but it's not really addressing the focus of "picking things up". Of course, the system still works, and it's still fun -- just as it can still be improved upon. And I'm sure they will. You're also 100% correct insofar as we have no idea what other tidbits they intend to add into the combat, gear, and loot systems with the DLC and expansions.They may very well tweak it and like @LeKill3rFou wrote earlier, component prices were adjusted radically via some patch. They also changed price of "valuable" junk and while those things may not look much, they have a huge effect. @LeKill3rFou already covered component price impact to need to loot items. Valuable junk price change, was IIRC from 750€$ to 150€$ which as it makes players consider Scrapper perk (junk items are automatically disassembled) from Tech / Crafting. It's also just level 5 perk so players can invest just that without that dictating their entire playstyle / character build. There were topics about that perk before saying, that it might be one of the most essential perks and now threshold to pick that is much lower since even valuable items go for just 150€$.
And like I wrote, they could make hyperinflation not so terrible to practically make €$ economy more viable to players.
There's also that I don't think loot system is finished. I don't wan to start speculating about that any further and they may just leave it like is anyway.
What I meant to deliver above by getting into the combat scenarios was showing how an excess of loot can actually decrease the amount of roleplaying a game can offer. If the point is to simply deliver more damage, and that's also the only way to ensure you progress, then every character simply becomes a variously colored and animated damage hose that makes healthbars deplete. To me, that's action gaming, not roleplaying. Roleplaying is all about strengths and weaknesses, unique pathways and opportunities because of "who" and "what" you are, and making choices that affect the gameworld around you. (A riveting story doesn't hurt!) No part of that type of gaming experience really requires me to pick anything up off the ground...ever.
I'm not sure I'm following exactly what you're saying here. Explain further?I think this goes for any army in the world: it's absolutely all about achieving the same result, eliminating the opposing force, with whatever.
CP 2077 has the best combat I can think of any game of its type. I can appreciate cheese factor too, with high enough body and certain perks, using machine guns without support and being able to actually hit something, even better, standing with that thing out there which means being a huge target and via game system have some staying power.
Deus Ex, Mass Effect series, Fallout 3 and New Vegas, Deus Ex prequels, Outer Worlds. Tom Clancy's the Division, not sure where it's among those but anyway.
This, in particular, I understand completely, and I agree completely. It was definitely a stiff-feeling game, and had its flaws, but the combat still felt really...good. I'd say the original Deus Ex is a perfect example of how to incorporate an arsenal of weapons into an RPG. You could go in with a character augmented to hold weapons normally found mounted on vehicles, sporting active armor and regeneration ability, laying waste to anything in front of you...or you could go in with nothing but a tiny, concealed crossbow on your wrist, kill no one, and complete the same mission without ever being seen. And the looting was pretty minimal. You found stuff where it belonged, mostly: medical supplies in hospital storage, ammo in military or police supply caches, experimental weapons and augs in research facilities, etc. And everything you found was unique. It had one, particular use, and you couldn't choose everything.There was something intuitive in Deus Ex, even though there wasn't cover system or anything like that.
Hence, combat always felt focused, and like you were playing your vision of Denton.
Yeah -- by no means am I trying to argue that the game was not really enjoyable, or that I feel this consideration "ruins" the game. It doesn't. It...does what lots of other Action/RPGs do.CP 2077 is the best because it actually makes sense and system keeps combat fast paced. There are actually one or two situations with mech where that electrical damage can become very convenient. Poison can be good in situation where last enemy spots V and V can just shot one or two bullets and withdraw to let poison do it's work -> non lethal. Tech weapons, they are bit curious but in the end they are intended to be used with Ping quickhack. It's not that even modern assault rifle ammo can't penetrate things. There are variables, distance, ammo type, fragmentation, bullet changing direction. I tried to look a good source summarizing penetration vs armor, concrete, wood, etc. but didn't find good single source. Anyway, common thing that can happen in CP 2077, shoot NPC through door, Tech weapons achieve that.
For me there are clearly very specific roles that different weapons much like (when applicable) their real life counterparts and I appreciate how different kind of assault rifles for example can work very differently regarding player approach to combat and build. Burst fire Nowaki can be very good for builds with relatively low Reflexes / Assault (early game regardless of build) if tactic is bait and keep retreating back from cover to cover. I actually made a post about different weapons in one of weapon topics months ago, but I'm not going to look that up now.
Submachine guns are perhaps a bit of wasted potential because the way how combat works, as silencer would more sense with them than assault rifles, but that's nothing to do with loot system / crafting.
I'm not going to do breakdown of melee any further than in context of game system and loot. My first and third playthroughs were great as I didn't bothered with all the junk but just kept checking time to time if there's better baseball bat dropped. For my corpo it was pistols, but mainly system enables that. Being dependent of gimmicks would be counterproductive for that and goal of OP.
That's more the point I'm driving at. The loot and combat seems like it was made this way because that's supposedly how RPGs need to work: scalable loot and items. Hence, it's there mostly because that's the expectation, perhaps, rather than because it's a finely honed approach to combat that punches the salient gameplay features of Cyberpunk 2077.
Or, in really simple terms, I feel this was a missed opportunity to create something really different, engaging, and slick. Although, to be fair, if anything, I'd have to say that combat has always been the biggest weakpoint with any CDPR title for me. It was never terrible, but it was never something that completely wowed me either. I think TW3 offered the best feeling combat of all the games.
It makes me wonder what might have been if CDPR had put all of the focus and effort into designing 12-15 weapons in extreme detail, unique attack patterns, very distinct modifications, and deep synergies with other gear rather than a looter-shooter approach. Love the variety, but it does leave weaponry, especially, feeling a little plastic to me. (Visually, though, I love the designs of the different guns. Cool loading animations, etc. That was great stuff.)