Not true. I have three playthroughs 100%, ~97% and 99,9% on normal and only one of those V's had Tech / Crafting focus. I don't think Hard should present some sort of wall for my V's either. For me from videos I have checked, it looks like it's about risks get higher when taking on higher level NPC's (above V's level).Generaly i max out my hacking at this point and in mega10 after too. hack every machine/screen/light/radio. I generaly specc into tech since if you want a effective char you pretty much have too (Unless you go pure hacker or something or play on easy) So by the time im "home" i have some points too spend in crafting and dont scrap "common" stuff untill then(for maximum materials). Tbh i kinda miss the bugged sodacans and that way of leveling stuff since i dident have too pick up everything and grind my crafting.
Something I wondered, my Corpo V happened to be a pretty good shot with pistols and rifles.But for example, if you want to play as "long range stealth sniper" (overwatch, despite its silencer is not stealthy), you have to use Ajax or Copperhead assault rifles (quite low damages). With these weapons, you must invest a little (a lot) in crafting because for one shot enemeny with these weapons, you need the best version possible, very good mods on weapons/clothes...
I didn't specifically tested but:
If I missed a headshot and bullet hit the wall, enemies were alerted.
If I missed a headshot and bullet went up to sky (NPC guard at roof) enemies weren't alerted.
For pistol I think, I thought there might be a pattern there, bullet hitting soft vs. hard target, hitting latter is noisy.
Overwatch, I don't know what to think for sure but, what if bullet goes through target and hits the wall?
I get what you say about how important Crafting skill is in context of this topic.. I don't know, test weapons, continue in some of the weapons topic about how much detail there is regarding noise in game?
I love how CP2077 keeps that to a minimum, allowing the player to just upgrade their existing gear instead. Being able to do that without needing to "farm" resources would also be nice. More like, I take my weapon to the "upgrade guy". It costs $1,000 to upgrade it. If I happen to have shiny, metal bits in my inventory, though, he can use those and offer me a discount. Now the upgrade is only $800. That sort of thing.
Would like to have that sort of option. Could go for something even more abstract. Check box for auto upgrading selected weapon, it would keep up with player level without any sort of menu hassle.
Thanks for the tip. Don't see myself getting to that ATM, last 3 games I have bought from Ubisoft were all disappointments, but good to know and interesting in context of topic.On that track, just recently got into Ghost Recon: Wildlands for the first time -- holy cool! It's basically the same type of gameplay with no need to loot anything. You fight whole battles without ever picking anything up off the ground. You can progress all the way to the end game with just the starting equipment. It's not about "loot" -- but there are plenty of cosmetics to unlock, weapons parts to find, and new gear to use if you want to. It's about play style, not necessity. That's much more "role-playing" to me than the stats and special powers that Division 2 offers (cool as that may be). Much more of a flow to Wildlands gameplay as well. It's sort of the perfect example of what's being discussed here:
Regarding CP 2077 my thoughts keep circling back to how much easier it would be for players to choose their playstyle if they knew more about economy. I was thinking if in-game net, the NET, could have a page that could have a website for some weapon wholesaler and information there would be written in-universe style like "Retailers, don't pass this up! Absolutely the top tier quality! 20 pieces of Copperhead assault rifle for xxxxx eurodollars for piece, X% discount for orders 10+ pieces." and given price per piece on wholesaler site would reflect price of level 50 Copperhead at retailer -30% but I don't see that working really. In fact I think it's way too convoluted.
What else? Screen ads in stores with prices, some outside store. Price for other goods in city, coffee, whatever player can see in restaurants and like, those prices keeps constant, weapon and clothing, those prices would keep changing in those ads and that would break suspension of disbelief, so I don't see that working either.
Basic problem is, player can't know when player has enough for end game build, but people like planning a head and without taking a chance, way to plan ahead is to pick stuff up. I hate this problem because it's so stupid in related to benefits: Appeal to audience that comes from from very opposite ends regarding how they value and experience loot in games.
Someone could present him a challenge. Not that if that makes his gaming experience better or worse, but if he could try going longer stint without picking up all stuff with little practical value and if he could get, why choosing playstyle and character that is indifferent to lot's of loot can actually contribute towards better experience with CP 2077 for some of us and that's not for everybody about amount of loot that is in game, but there's no way of knowing how much level 50 gear costs at lower level. Doesn't help that component price / upgrade cost, has kept changing with patches.Watching quite a few twitch streams, I have to say that almost everyone is distracted and is missing those great little details for worthless loot. Even Pawel Sasko on his streams is compulsively picking up everything in a middle of a fight or story.
But anyway, some players are just lazy and there are many kinds of lazy, sometimes lazy players might have method to their madness. Game has qualities that could appeal to that crowd, but there might be a bottleneck.
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