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CRIME AND THE CITY.... crime as a dynamic element...

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P

prosociety

Rookie
#81
Jun 19, 2013
ChrisWebb2020 said:
2 - Burglery - While we are out on an op, our safehouse could get turned over. All the more reason for 'secret stashes' in the safehouse and various defences. Swapping the shrapnel in claymores for razor wire is my personal favourite...
Click to expand...
Aww yeah! Fortifying a safehouse sounds like a great deal of fun! <--------playstation home still going to be around on the PS4? I want to show people my coffin..
 
wisdom000

wisdom000

Forum veteran
#82
Jun 21, 2013
Dragonbird said:
Your character, or an NPC?
Stealing from other characters is fine, but I don't appreciate game AIs doing the same to me. I'm hypocritical about certain things. Besides, game AIs that do that usually cheat.
Click to expand...
ChrisWebb2020 said:
I'm all for our gear getting jacked.

There are two obvious ways this would take place:

1 - Mugging - Poor bastards that think its a good idea to mug our characters...

2 - Burglery - While we are out on an op, our safehouse could get turned over. All the more reason for 'secret stashes' in the safehouse and various defences. Swapping the shrapnel in claymores for razor wire is my personal favourite...
Click to expand...
I cannot begin to tell you how pissed off I would be if everytime I left all my shit was stolen from my apartment.

It being a possiblity, every now and then, is one thing... but even then it;s only acceptable if you can somehow, in game, make it pretty much impossible to happen... security systems, bribes, whatever...
 
Sardukhar

Sardukhar

Moderator
#83
Jun 21, 2013
Well. Guess you oughta live in a better part of the world, huh, chombatta!

If they are going to do theft from the main character - I doubt it, outside a plot device, too much trouble for unhappy player aggravation - they'd definitely want to think about player security and locale options.
 
wisdom000

wisdom000

Forum veteran
#84
Jun 21, 2013
Making things difficult is one thing, frustrating the players intentionally.... never turns out well.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#85
Jun 21, 2013
It would force players make certain choices wisely. You would be better off stashing your best stuff with you, in your car or in a locker. You could leave some stuff in safe hosues, though you would buy good defenses for these places, like reinforced doors and booby traps. You could also move to better area's as Sard said.

If you live in the combat zone but you keep stashing military grade weapons and tons of ammo in your unlocked apartment, it is going to get jacked.
If you live in a corp penthouse and you have a security contract with a decent firm and you also have hidden caches in your apartment, it should be pretty safe.
 
P

prosociety

Rookie
#86
Jun 21, 2013
Wisdom000 said:
Making things difficult is one thing, frustrating the players intentionally.... never turns out well.
Click to expand...
If done badly, then I think players would be fully entitled to complain. Stating it another way, it's not so much the crime that's annoying - what would make me protest is being unaware and unfairly robbed, at random without any chance to prepare or deter it.

A possible crime system should be transparent so that players have the choice to play it safe, or take more risks. Like in real life, if you want to throw down money to insure your phone, then be prepard to pay for it.

I think having a balance sheet of crime options vs defenses could help,:

1. The prospect of theft is real, and you can have your goods stolen
2. You have the chance to stop this through a range of security measures, you can set up your own stash (trip wire and shrapnel) in the combat zone solo, monad etc). A mega encrypted safe (techies) in a locker (cops) in your penthouse office (corps). Or you could pay a company to safe store goods (with a higher premium charged for illeagal or stolen goods)
3. If you don't want to protect your goods, you don't have to. (Think nomads).
4. If you are robbed, then you get a chance to track down the person who robbed you if you have the skill.
5. You can pay/bribe the cops to get your stuff back.
6. You can hire private guards.
If you are mugged, you should have the chance to talk or fight to prevent it.


I think there could be better ideas, those are just off the top of my head. The main goal would be to think of crime prevention as a fun challenge in the game, one that offers players the constant threat level. And if it's just too annoying for some folks, they could maybe have the option to disable the function.

How does that sound?
 
D

dragonbird

Ex-moderator
#87
Jun 21, 2013
Even if it's done in a perfectly fair, reasonable, and avoidable way, it's STILL going to piss off a lot of players. You're talking about a feature that doesn't really add anything wonderful to the game, nobody's going to feel a big ego-boost from the Steam Achievement of "Getting through the game without being robbed".

But it has the potential to make some players just say "Oh, fuck it" and walk away from the game forever, if they've just had that Special Something stolen.

So you're driving away some players without having a big pay-off for others. I don't really see why a developer would want to do that.
 
P

prosociety

Rookie
#88
Jun 21, 2013
so....
 
P

prosociety

Rookie
#89
Jun 21, 2013
Dragonbird said:
So you're driving away some players without having a big pay-off for others. I don't really see why a developer would want to do that.
Click to expand...
If the entertaining dystopia of cyberpunk is dependant ego-boosts, then yes, you're right. Another feature could include making sure everyone wins, doesn't get injured, get's all the best tech and doesn't have to try. I think the idea of "oh, fuck it" would come when there is no motivation to act, or no reward from putting in effort. In a sense, having a crime system will reinforce players attachment to their belongings. They'll be prized and protected items, as opposed to items you'd expected to be spoon fed to you for instant gratification.*

The goal I had in mind is to encourage a sense of scarcity and cherishing for belongings, something that is in line with the individualistic culture.

Honestly, I can try my best to meet the needs of a developer - but I think it's also important that people who will buy and play the game are encouraged to share their perspective. I'll trust the developers to make the tough decisions about what they can and can't do with the resources they have. I hope this forum will aid them by offering them ideas of what people could want. I'm not driving anyone away without offering a big pay off, if I wanted to do that, I'd tell them to get a real life....*

So to address your main point - what would be the main incentive or reward for players in relation to a crime system?*
 
C

cyborgironside

Rookie
#90
Jun 21, 2013
Dragonbird said:
Even if it's done in a perfectly fair, reasonable, and avoidable way, it's STILL going to piss off a lot of players. You're talking about a feature that doesn't really add anything wonderful to the game, nobody's going to feel a big ego-boost from the Steam Achievement of "Getting through the game without being robbed".

But it has the potential to make some players just say "Oh, fuck it" and walk away from the game forever, if they've just had that Special Something stolen.

So you're driving away some players without having a big pay-off for others. I don't really see why a developer would want to do that.
Click to expand...
Thanks for typing that, saved me the trouble. :)
 
P

prosociety

Rookie
#91
Jun 21, 2013
Dragonbird - I don't mean to sound critical - been a long day. I understand your view - I think i might find it hard to let go of my own dreams for this game over the practicalities of it being published. I'd like to assist with both happening in the best of all possible worlds.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#92
Jun 21, 2013
ProsocietY said:
The goal I had in mind is to encourage a sense of scarcity and cherishing for belongings, something that is in line with the individualistic culture.
Click to expand...
That is kind of anathema to the nature of Cyberpunk.
The Future is Disposable.

But I did like the idea of 'scaling' risk and reward. How about if players can opt for better 'loot drops' and 'cache finds' but the run the risk of being robbed? No-one would be forcing the players to choose a specific option.


And Dragonbird, I get your point, but I feel it would add something. A sense of realism sorely lacking in many games. I get that most games are a form of escapism, and we don't need to be reminded how sucky RL can be by getting screwed in a make believe one.
But I referenced EVE in another thread and I am going to here as well.

At any time in EVE Online, your ship that you may have spent months and months saving for and kitting out can be blown up. Gone. Dust. And I don't just mean by NPC's, I mean other players. Even in HighSec, the 'safest' area of the gameworld, there are gankers out there looking for soft targets. The only way to protect your investment from this non-consensual PvP is to leave it docked up in a hanger and never fly it.
Yes, many players jack it in and rage quit when they take a hefty loss. Many more don't. They stay and push on. They do it because of the Risk/Reward factor. That risk makes the game much more exciting.

Depending on how it's handled, in game theft from players could add atmosphere and paranoia. I am not going to say it should be in, but I would like it considered as a realistic option.
 
D

dragonbird

Ex-moderator
#93
Jun 21, 2013
ProsocietY said:
Dragonbird - I don't mean to sound critical - been a long day. I understand your view - I think i might find it hard to let go of my own dreams for this game over the practicalities of it being published. I'd like to assist with both happening in the best of all possible worlds.
Click to expand...
I'm expressing opinion, you're allowed to disagree. And I speak for myself, not the developers. :)

ChrisWebb2020 said:
But I did like the idea of 'scaling' risk and reward. How about if players can opt for better 'loot drops' and 'cache finds' but the run the risk of being robbed? No-one would be forcing the players to choose a specific option.
Click to expand...
This may work. The key thing is that the player has to feel good about playing. This is, first and foremost, an entertainment.

If you have difficult combat in a game, some players may give up and walk away, but the counter-balance is that players who succeed feel a real sense of achievment. That's what's needed here.
 
C

cyborgironside

Rookie
#94
Jun 22, 2013
Dragonbird said:
I speak for myself, not the developers. :).
Click to expand...
I would be inclined to think that the devs would agree with you. Although I cant see some of the posts I can tell that there is some non sense going on about this whole "Lets steal from player character inventory shit." It is almost to the point of trolling.
 
Sardukhar

Sardukhar

Moderator
#95
Jun 22, 2013
It wouldn't work. People are whiners and don't like it when bad things happen to their toys.

You fleshies disgust me. I want to steal your organs. Now.

Because I am so damn manly and awesome, I like this idea. Again, I think it should be dependent on where you live and what security you have.

I also think that if you get mugged on the Street, ( and not killed, because not every damn mugging kills people, even in the Dark and Cybery Future), you -should- have your crap stolen.

Suck it up. Don't get mugged next time.

I would love to have my Netrunner - or myself as a Runner - track down my crap and bring some righteous vengeance to whoever ripped me off.

All a part of Dynamic Responsive AI that I'm -sure- will be in 2077. You can play endlessly as you and the NPCs and your Co-Op guests all respond to each other.
 
D

dragonbird

Ex-moderator
#96
Jun 22, 2013
Mugging is OK, as you can always choose to fight back. It's the idea of leaving your stash in your room and coming back to find it stolen that I don't like. And random pickpocketing (Unless you have the option to chase after the pickpocket and use your favourite flamethrower to get revenge. Did I mention that I want a flamethrower? Yes, I think I did).

I think that what it comes down to is that I don't like passive-aggressive AI in a game. If the game is going to backstab me, I want to get instant revenge.
 
Sardukhar

Sardukhar

Moderator
#97
Jun 22, 2013
Oh, yes, totally.

It's worth noting that the player is always the star of the story. Maybe not the setting or the overall plot, but of her or her story, absolutely.

And it sucks when the star has things happen to them without a response or reaction possible.

Whatever happens to your character in the game, you should be a participant in.

Why scripted game sequences annoy me and why, despite hammering at Wisdom over the importance of story, gameplay freedom is important.
 
C

cyborgironside

Rookie
#98
Jun 22, 2013
Just imagine the suk that would be involved if I went to my inventory and stuff was just missing. Like if a pick pocketer could just randomly take stuff from you without you even knowing.

gameplay fail idea

On the otherhand a pick pocket skil that your character could develop might be fun, for about a min.

I say skip all this nonsense and get on with the game without the threat of anyones gear getting stolen.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#99
Jun 22, 2013
This is what I don't get.

Players rob, steal and murder - it's fun.
Player's get pickocketed - ragequit.

Is it really that big a deal for people if we occasionally suufer a similar loss that we perpetually inflict on every other entity in the game?
 
D

dragonbird

Ex-moderator
#100
Jun 22, 2013
Yes, because the other entities aren't entities, they're pixels, and bits, and stuff like that. As Sard said, the game is ultimately about us.
 
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