So you ask ... what did the resident RPG purist think of the Deep Dive ... glad you asked.
1:35 - It may be they're using the default UI (because it's always the same throughout the Dive), but I REALLY hope you can move/resize/toggle UI elements.
4:31 - We see a Samauri jacket and a Hoodie with the exact same stats, GREAT! You aren't restricted to a single appearance (in terms of clothing) if you want gear stats. The question is, cost? Is it a choice between looking good or buying a better weapon because you can't afford both? Then again ... style over substance!
7:30 - Lifepath (such as it is) gives you three options; Nomad, Street, or Corpo; it's been mentioned this will effect various dialog options and possible courses of action throughout the game. This is as close to social/persuasive skills as CP2077 gets. As a video game with no GM to deal with such things on the fly I fully see the need to restrict such options.
7:48 - We finally see the character appearance creation system. Since you apparently don't get to select an overall ethnic background we're left to assume the various facial feature options will permit say an Asian vs Caucasian appearance.
7:50 and 7:54 - At 7:50 we apparently see character creation, you have a total of 22 attribute points to distribute, at 7:54 we see a level 18 'V' with 33 attribute points. How these are gained we don't know. Presumably a combination of some sort of attribute point gain and cyberware. The question is, we have no clue how much attribute gain is possible, and if each individual attribute has the potential for the same amount of total improvement (i.e. it may be possible to gain +4 Reflexes throughout the game but only +1 Cool). It's obviously not +1 per level since at lev 18 'V' would have 39 attribute points yet has only 33.
7:53 - Another look at the inventory system. At a guess we have 2-4 (only two are filled) cyberware slots, 4-6 clothing ones (two appear unfilled: hat? face?), 3 quick access weapons, and an unknown number of "Pockets" (presumably quick access) slots. Note that inventory can be sorted by "All Items", "New Items", and "Heavy Items"; this implies some sort of weight limit to how much you can carry; so Body may not be a total dump stat for non-Solo builds (more on this later).
7:54 - We see the "Attributes"/"Perks" system:
Reflexes - Handguns, Rifles, Blades.
Cool - Assassination, Nerve, Sniper Rifles.
Technical - Engineering.
Body - Melee, Athletics, Shotguns, Two-Handed.
Intelligence - Hacking.
Apparently each specific skill has perks, which have levels, associated with them. How we gain new perks is unknown but it's been hinted that some are available via meeting NPCs who apparently act as trainers. At 7:59 they mouse over "Hacking 1" which apparently has 2 perk points (levels) allocated to it, this presumably permits the use of more advance programs and/or improves the chance of success at using the skill. We're told that using skills gradually gives the associated perks higher levels.
8:00 - Overall analysis/assumptions (yes, assumptions!) on the Attribute/Skill/Perk system.
Reflexes - If you're not a Solo (or guns blazing) build you can apparently ignore this as it's focused around an FPS play-style.
Cool - May be of some use to all characters for "Nerve" and maybe, MAYBE, Assassination and Sniper have some effect on Smart Weapons (but probably not).
Technical - Primarily for those that want to use "Flathead" (the spiderbot pet) and can probably be ignored if you don't plan to use it.
Body - For the melee vs firearms build. It can probably be ignored by non action-game players.
Intelligence - If you go full-out Solo or Techie (or some combination of the two) you can probably pretty much ignore this.
We have no clue what the level cap in CP2077 is but it was mentioned that about midway thru the game 'V' was lev 18 so we can assume around 30ish (presuming you level slower in the last half of the game then you did in the beginning). So you can forget it if you think you're going to be able to "do it all", because at lev 18 'V' has only a handful of perks unlocked.
9:38 - Perfect example of FPS/"twitch" gameplay, hit the small moving target (Sasquatch's "juice" injector). How this will work with smartweapons is totally unknown since they supposedly eliminate the need for "twitch" gameplay. How the hell do you hit a small moving target with one? Is there some option to "lock on" to a specific target?
10:27 - THANK THE GODS hacking isn't some QTE! Presumably the number of perks you've unlocked in Hacking and/or the total perk points in the skill determines how many options you have available when hacking. ((I can already hear the "Hard Gate" crowd grinding their teeth.))
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Overall very imformative, but there are still fundamental gameplay questions I've been asking for (literally) years unanswered.
I do know, that since I personally have physical limitations playing CP2077 as a Solo is completely out of the question.