CP77 : sex (...), drugs (???) and rock'n roll : where are drugs ?

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Man I wanted to play a Corpo with some real vices. I was seriously disappointed when I found a drug dealer and the spiciest thing he was selling was... the ability to breathe underwater??? In a game where literally any time you're in water you've made a mistake???
 
Thinking of other rpg games that had drug systems in it always brings to mind fallout, could use them for a buff for a skill check you're close to, or to help you in a fight with concentration or damage for a period of time. Also from my memory they mostly had a risk reward to them of boosting one stat and reducing another which makes sense along with the possibility of addictions and the debuffs you can get from withdrawals I think a system like that could fit in well in cyberpunk considering you see junkies tweakin out sometimes. Really any of the stat changing booster/items I've found are just max stamina/health or regeneration. Be good if you wanna take a shortcut that you aren't strong enough for you could use some of the steroids the animals use or if you need concentration for hacking a access point. If I remember correctly in the 40min game demo V took a booster than temporarily gave her the keresnikov (sorry for spelling) ability for the slow down dodge, so I guess they had an idea for this at one point maybe
 
@mrmikekyle yes, this is the thing : these are "cheat codes" and in term of "cheat code", this puts the moral choice in the hands of the player. The game doesn't choose for them. If the player want to make a clean run, I would be very glad that there would be a system around drug that makes a clean run difficult. And, in a CP world, it should be difficult, because in CP dice'n paper, junkies have chances that they irl don't.

If they want to give only positive effects, there is other solutions : make Viktor or a close character to V telling "oh you did X drugs since last time" then having consequences (ex: cyber prices, operations would be tougher on junkies), but this involves animation and voice acting. Anyway, it should have consequences (and the ideal design would be a mix of clear short/long term consequences and hidden long term consequencies).

Another problem with drugs as only positive is it comboes 3 good effects : the boost itself / no side effects / the player can choose the moment when he needs drugs. It is not balanced : the no side effect should be "there is side effect", and long terms effect swould price "the moment" to the player (long terms "good" effect would price the addiction, long term "bad" effects would give a reason to stop : something like cumulative +1% to XP gains / -1 level Rep per dose for the next 30m or hour would work).

CDPR also missed something on cyberware. These works likes D&D's amulets, in CP77. They have no consequences aswell, only bonuses, there is no reason not to equip them (well, at least this makes "human runs" hard). There is no player's morality involved here : the game tells full throttle for cyborg, with the same logic as for drugs (full throttle) or alcool (full brake).

Well, linking cyberware to drug would make this emerge : you could "try" to pass cyberware req to install cyberware that you don't have access yet (like that 15DEX implant you want) BUT after the effect of drugs passes, then each hour you would risk reject (+ HP wound).
This would work too. Then you would have to reinstall cyberware to a ripperdoc fully charged again. This is a shortcut a player would pay with his time and preparation, if he wants to go for it.
 
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