Cyberpunk 2077 - Your Ideas For A Dream RPG

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I LOVED THE KATANA WIELDING SCHOOLGIRLS.

I just want to know where you hold the schoolgirls to get the most damage? Is it an overhand grip or...?
 
You're just itching to share your moderator-pain. Has -anyone- read all 65 pages? I know I skimmed like mad. Mostly looking for words like, "cybersnake" "nipples" and so forth. Because...ahem.

What makes you think it's different for moderators? I'm only here now because of the katana wielding schoolgirls.
 
Were going a bit of topic here, As much as I would like to see katana wielding schoolgirls with nipples showing through wet shirts "Boggles" I really feel were losing the thread or maybe it's me :D

Or maybe I'm on the wrong forum and this isn't for Cyberpunk 2077 but some forum for a seedy fetish game :p
 
For the feeling I want to get from this game:
I want to fear for my life and fight for survival. I want to feel I have a chance of making it happen, that it relies on my skills, even if the success rate is slim. Think Demon Souls.

For the way the game can present the player within the game, solo or within a team, or how the combat can work, I have thought about it for some time and I do not think there can be an easy answer. I think there should ideally be a game design per role... or group of roles. Let me clarify.
Obviously, Solo's make us relate to our favourite action games (usually FPS's, but in my case Dark Souls is more like it - though it did not really handle long-range combat greatly, I think). But the thing is: I personnally don't like FPS's. I would be disappointed if this game ended up as a good revamp of Deus Ex in a cyberpunk world.
Tech's are a little hard to think of. They rarely survive a PnP Cyberpunk game alone, of course, but they are an asset. Of course it is easy to just dismiss them as NPC's that can support the player.
Netrunners open up for a whole new gameplay and I like the idea that the game can just show different settings and environment when you hack in, but the rules have to be different from the real world (otherwise it just gets boring). I have a great memory from a game I played with friends where reality and net were kinda linked (you hack into real life objects, but also there was this dude with existence both in the net and in real life...) AI's have also played a great role in many of the novels I read, so it would be a shame to give up on this aspect of the game if you choose to play Solo.
That's not to talk about Fixers (who could just deal you mission objectives, but then wouldn't it be nice to take part in the political game of influence over your network of friends-that-are-ready-to-sell-you?)

So I get the feeling that you have to build a team, and to assume different roles during the course of the game, to receive the best possible playing experience.

That still doesn't really say how combat can be handled, of course. But it wouldn't make sense to go into hand-to-hand combat without receiving support from a well-gunned-friend, would it?

EDIT: I forgot betrayal. How could we have Corporations without Loyalty - and lack thereof?
 
@Dragonbird:
Yes - had a long day reading all of them to repeat not everything but only a few points :).
To the Girls I say 3 things
1) VTMB
2) Poser Gangs
3) Rockster
 
Read "Listen Up You Primitive Screwheads!!" and know what makes Cyberpunk 2020 the leader in the cyberpunk rpgs. Style and substance...so the earlier post about music is extremely salient. Being able to work in teams is important, as this should be a dangerous world. Cyber psychotic beasts should try to steal your girl/guy or just come out of a bar for the inent of shooting random cops and people. fixers should be around, not just bar tenders. I don't own a console, but will get whatever is needed for this system. I still play the paper rpg, and am soooooooooo intent on this game.
 
Witcher 3 will be 30 times bigger than previous game. Make cp2077 at least this big. Build a city that big, scale 1:1 (or not less than 1:2), where in game time equals to real time. This two factors combined will allow to set a realistic enviroment where the player has to use puplic (or personal) tranportation making a very deep gaming experience. If this time thing is too extreme you can put it in a specific difficulty level plus the need to rest, sleep, eat and drink.
Another cool thing would be to make the world subject to real physics laws: with this I mean you can manipulate and destroy everything if you have the correct "tool". And damage will persist for all the game (i.e. bullet holes), or until some npc fix it (i.e. if an explosion damages a street, it will be useless until a team goes to repai it).
 
Build a city that big, scale 1:1 (or not less than 1:2), where in game time equals to real time. This two factors combined will allow to set a realistic enviroment where the player has to use puplic (or personal) tranportation making a very deep gaming experience. If this time thing is too extreme you can put it in a specific difficulty level plus the need to rest, sleep, eat and drink..

I would so hate that. The thought of having anything even close to real time for sleeping, resting, public transport seems really, really boring. Real time while you're active, yes, but not for mundane activities. If those activities are in-game, I'd want them as near instant as possible, unless it gets interrupted for some reason. The world should move on while I sleep for 8 hours, but even 8 seconds personal time is too long.
 
Real time sleeping or resting? God no. I used toget annoyed at having to go through the Meditation animation in Witcher everytime. Tenth time you've seen it is, six times too many.
 
I tell you. WTB Solo 4 Arasaka Tower 6-man, PST.

How is that not fun?

Mediocre kebab salesman sounds awesome though.

I would like no less than twenty interesting, oddball-style characters such as the above, with hidden back stories I may or not ever see.

At least twenty.
 
I tell you. WTB Solo 4 Arasaka Tower 6-man, PST.

How is that not fun?

Mediocre kebab salesman sounds awesome though.

I would like no less than twenty interesting, oddball-style characters such as the above, with hidden back stories I may or not ever see.

At least twenty.

The WTB whatever can be incorporated too without looking like a standard MMO, why not visit some bar and only if you have enough charisma or other skill aiding in communication, you can see all the cyber eyes, guns and skins that the dude has stocked from all the thugs that got them from their poor victims. If you're not that lucky you get jumped yourself and end up as a donor for those.


Story doesn't have to be butchered, according to one of x random start circumstances you'd get some cut-scene every now and then and be somewhat guided to some personal goal of that character that could have different endings depending on your actions.
Also all the media could show actual events caused by players and so on, you'd see a newspaper and be like - ye i blew up that ice cream truck with all those cyber clowns in it, man you should have seen the street run red that day...
Maybe even some wanted posters for the players that cause a lot of damage and a reward for their head.
Would be cool if you log in and look oh damn that's my favorite donut shot, who the f destroyed that place (destructible terrain and objects)...

Actually media should be controlled by some GM or community volunteers to get the best stories going, also events being introduced this way would feel very natural. And imagine some gangs gaining enough power that (with gm permission) they start manipulating media to gain more power etc...
 
HraughR, these aren't bad ideas. They are, in fact, good ones I think. That's why I love Pen and Paper. Because of the character interaction.

But in a multiplayer setting, Lowest Common Denominator tends to take over. People want loot, they want XP and they want it now.

In a tight multiplayer setting, this is controllable. Co-op, or group play, sure. Still tends to be rush rush rush though.

In a massively multiplayer gamestyle like the one you describe, I'm afraid John Gabriel's Internet Dickwad Theory comes through most every time.

Blows big ol holes in my sense of fun when people are yelling racist invective in trade chat, because they thinktheir parents won't find out, ( we do).

I know what you mean, but that's why i mentioned gm/community volunteer active participation, that way you couldn't just grab your guildies from some x game and go on a 40 man rampage, a squad of npc cops with a heavy mechanized crowd control hardware comes and wreaks their shit, you would have to lay low, plot and scheme till you could pull of something big and best part that if you screw up, tell the wrong person, it gets on the media and cops/corporations/rival gangs are on your ass, i believe this could have immense depth to the game play, especially if there is no respawns, you die - you're dead forever.
 
Yep. And that stuff is awesome with GMs.

Which may be teh next MMO thing some day. Actual on-duty GMs or community game planners. Sure would make them a lot more fun.


I always thought the best way to go about an online RPG experience would be through the use of micro-servers... limits of 20 players each, with the option to buy more space for more players... Then you could have the massive world, but it would be filled with NPC's you and your friends could interact with, as opposed to being filled with a bunch of asshats running around like douchebags.

In this way, you they could spend time focusing on the world and storyline, without the whole thing resorting to a grind, pvp wanker fest, or you and 20 people teaming up like cowards to murder stomp an orc while his mezzed buddies watch helplessly. MMO's, as I have seen them implemented, always seem like games for cowards and bullies. I want to be the hero and triumph over overwhelming odds.... and I don;t want hat interrupted by random asshats training hordes of enemies to zone every five minutes or begging me to let them and their retarded cousin from Oklahoma join our group.


Add to that an ability for people designated as GM's to "creates and assign quests".... as in be able to create a list of objectives for the party... populate the quest with enemies and loot, and even maybe write specific dialogue options...

It woudl work on large and small scale.... say you want an event to happen, like a gith breaks out in a bar on the world.... pick one of the bars, populate it people, and set a timer, or trigger event to occur, and sudddenly the patrons start trying to punch each other, and the party out....

Or pick a larger building, like a castle, or a sky scraper, fill that with goals, objectives and enemies... the players have to run through, and accomplish the goals set forth, fight the enemies or wavoid them, whatever.... I think you get the idea.
 
I'd like to see no actual game end. the game should be continuous and ever expanding. New events would happen constantly, no matter how far your're in the game and how many hours you've spent. It has to be HUGE but detailed at the same time.

BIG BIG BIG

The animations should all be out of moton capture (including face, movement etc.) because that's what drives me crazy in some games (cheap animation).

And also, as far as i know the gameplay will always happen during the dark. There has to be some kind of a reason of why is it always dark. Smog so thick that you can't see trough it? Something blocking the sun? Get creative :D

i'll pay extra to get the perfect rpg! And make it as Cyberpunky as possible!
 
Trouble is, there are people hiding all around who don't suck and i don't have the patience to filter them out from the doofuses like you do (impressive strategy by the way, i like it) and chat them up to say 'congrats, you're not an idiot'

Just think that they can't be that important to ruin your day =P As I usually tell them whenever I read them: "if x game is actually better, why don't you simply go back playing that game and let us enjoy this one? Close the door once you're gone, don't worry, I wont follow you". :eek:
 
It highly depends on the target audience of an mmo, played champions online for a few years until pvp arenas became deserted, that game had an audience majority of whom was 20+ years old, so all that childish stuff was kind of uncommon, because when people who have ~2 hours of spare time for gaming log in, they don't really have time for all the nonsense.
I would bet that the age of audience for this game is pretty much the same, so it would not face the same problems like most younger crowd oriented mmos do.

Regarding hating things - you must be new to this planet, it was always around, Internet just makes it easier to express opinions.
I never played Champions online, i don't like the superhero 'genre' as such, but i'm glad you had a nice time :). However if this were to be an mmo, i can guarantee you that would've been the first thing they announced. They didn't so i'm not holding my breath.

I admit that was more of a rhetorical question, i know that with the internet you have access to a larger base of opinions. And if people get riled up over something..and they are largely anonymous (so the repercussions are minimal) then that can be quite overwhelming. Reading a popular youtube video's comment section could be used as torture.

Just think that they can't be that important to ruin your day =P As I usually tell them whenever I read them: "if x game is actually better, why don't you simply go back playing that game and let us enjoy this one? Close the door once you're gone, don't worry, I wont follow you". :eek:
Know what, if mmo X that you didn't name was on my hdd i would've added you to my friendslist :)
 
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