Wait so is "the more you use it the better you are at it" progression out then??
This is a good question.
Also nothing yet about the Interactive Scene System.
Wait so is "the more you use it the better you are at it" progression out then??
You say that like wanting to actually have equality between combat mechanics and the rest is "getting pen-and-paper mehanics and transferring it 1:1 to computer game".
Is wanting to have NPC react differenly to Social V (if it can be done...) and Murder Hobo V that bad?
Of course it's not bad. But I don't really understand why are you worried then. It was stated multiple times that every decision will have consequences. You don't need stats for that.
It's not a matter of decision. Decisions are what you try to do.
It's a matter of stats, telling if it worked or not.
Two men asking the same girl out with the exact same words will not get the same answer.
=> Same decision (from the men), different outcome (based on stats).
Two men applying to the same job with the exact same words will not get the same answer.
=> Same decision (from the men), different outcome (based on stats).
Two men trying to bully the same people with the exact same words will not get the same reaction.
=> Same decision (from the men), different outcome (based on stats).
Without stats to decide what works and what don't you are stuck playing an adventure game such as Detroit: Become Human.
Actually in the Demo it's showed it does work that way for a lots of things, with is good. Now I need to know it that's the case to in social situation, or if it's "just" a glorified action game with a good story.
https://www.rockpapershotgun.com/20...s-weak-gunplay-and-unimaginative-stereotypes/
"At this point, I feel increasingly uncomfortable that we’re shooting at predominantly black people labelled as animals. "
But you will have the checks in the dialogues, based on your stats. Basically every article from current E3 presentation just confirmed that.
Sorry, but I'm not really following what your gripe with the game really is.
Cannot do better that the exemples I gave before: different people saying the same things having different results.
What you speak of is different people trying different things.
And all dialogue options visible, even if your stats are not good enough to use them? Because this is the only way I can imagine your wish could be realized.
Really liked this interview -Also talks about how stats effect gameplay (i.e. Cool - which remember is more like "keep your cool" no "boy that person is cool!" - improves aim).
Not sure of course. But if there were no social skills, my guess would be is that the dialogue choices themselves have more impact on social consequences than a "persuasion" number. Which IMO, is the better way to do it. It's never made a lot of sense to me that two character builds can deliver the same line the same way and achieve different results because one what? One smiles better while saying it?It more and more seems like the social (and only that, not special actions during dialogues) part of the game is already stripted to be the same for every V, meaning no social system at all, only adventure game like social interactions.
Not sure of course. But if there were no social skills, my guess would be is that the dialogue choices themselves have more impact on social consequences than a "persuasion" number. Which IMO, is the better way to do it.
It's never made a lot of sense to me that two character builds can deliver the same line the same way and achieve different results because one what? One smiles better while saying it?
However, we still haven't really heard much about techie builds. Last demo was solo focused, and this one jumps between netrunner and solo apparently. I would guess if there were social skills, they would be the techie focused tree. But that's a guess.
Actually that's a pretty common discussion in tabletop games where min-maxer which are good at talking wants to put all their points in their fighting abilitys and wants their (bad, as they do not reflect their character) roleplay to resolve social situation without rolling dices.
I strongly disagree. RPG is not defined by stats. It's defined by "playing the role," which can of course be represented in part by dialogue options. Saying it HAS to be done this one way is way too self limiting for my tastes.It's basically saying that it's not an RPG, if you're not playing the role of someone else with that someone else skills but instead playing with your own skills.
Because of the three a techie is the one who would have to rely on social skills in some part in their day to day life. Succeeding as a techie requires some amount of dealing with other people to make money. A solo-y hired assassin doesn't need to be charming to make money. Neither does a Netrunner who lives in the net most of the time. A techie would be the most likely to need some salesmanship ability to make a living.Why techie? As the one who logically have better reasons to be good socially is the Netrunner which have to exploit the informations he found.
Thanks for sharing . It`s interesting they only mention one background thing , i wonder if the others are gone from the game ????????
Did anybody else see the Bloomberg interview where Marcin IIwiński said he ought to be lurking on the forums checking to see peoples impressions of the info rather than being there? I felt both like "Hey, that's us!" and a little like "I've got to watch my typos more" all at the same time.
https://www.bloomberg.com/news/vide...n-cyberpunk-2077-keanu-reeves-and-china-video
The question starts at like 13:10
I strongly disagree. RPG is not defined by stats. It's defined by "playing the role," which can of course be represented in part by dialogue options. Saying it HAS to be done this one way is way too self limiting for my tastes.