Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    SUGGESTIONS
  • STORY
    MAIN JOBS SIDE JOBS GIGS
  • GAMEPLAY
  • TECHNICAL
    PC XBOX PLAYSTATION
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
SUGGESTIONS
Menu

Register

Cyberpunk 2077 - Your Ideas For A Dream RPG

+
Status
Not open for further replies.
Prev
  • 1
  • …

    Go to page

  • 30
  • 31
  • 32
  • 33
  • 34
  • …

    Go to page

  • 204
Next
First Prev 32 of 204

Go to page

Next Last
U

username_3643330

Rookie
#621
Mar 9, 2013
Awesome :) Thanks for the guide.

Yep, there are topics for some of those stuff, but a big part of discussions are held here. Sometime we just wonder "Hey, what do players think about *that*?" and it's not that easy to find out the answer without spending a consequent amount of time reading unrelated things. :)

Anyway, keep doing the good job. We're doing our best to exceed your expectations!
 
D

d1am0ndback

Rookie
#622
Mar 9, 2013
I'd like to recommend a book to the Cyberpunk dev team, just as a show of thanks.

After all, what greater gift is there than knowledge? Anyhow, I recommend the "Shoninki." It is an ancient ninja scroll, there are many translations. The authentic manual just shows the true path of the Shinobi, the same techniques modern spies use to this very day. Just thinking about those same techniques enhanced by cybernetics just makes my mind race.

Like the samurai and his sword, the ninja and the darkness of night go hand in hand.
 
Z

Zonzai

Rookie
#623
Mar 10, 2013
Wow, big thread. Is that your professional opinion sir?

I think that says everything I would like from a Cyberpunk RPG; a big world and a lot of sarcasm. If Cyberpunk 2077 doesn't have both of those things, it won't live up to my expectations.
 
C

crossf4de

Rookie
#624
Mar 10, 2013
Hello, first of all i wanna thank you for bringing cyberpunk to the videogame world, i'm an old cyberpunk (paper and pen) player, i passed so many hours in my youth playing it and the thing i really liked about the "cyberpunk" world over others was that you had a fully controll-personalization of your character and the fact that the netrunner class is "special" and damn fun to play-interpret, i wish you can fulfill this transision in the best possible way


Ps.

Make it 18+ , don't let censorship ruin the mood of the game!
 
227

227

Forum veteran
#625
Mar 11, 2013
It would be really interesting if the background music had a number of variations ranging from acoustic to electronic, and if which variation you heard in-game depended on how "upgraded" you are. As you become less organic and more electronic, so does the music, basically.

Not enough games try to use their soundtrack for anything but meaningless background and audio cues that "this is an emotional/tense/funny moment, so please begin feeling the corresponding emotion right now." Wasted potential, if you ask me.
 
B

borgheim

Rookie
#626
Mar 11, 2013
An old MMORPG game called NEOCRON by NC soft comes to mind, FPS, huge open world, player housing and economy. Advanced skill tree that had s***loads of options. Plus tanks, hovercrafts, motorbikes and cars. I would hate to see this game become some Secret World / WoW / GW copy.
 
B

borgheim

Rookie
#627
Mar 11, 2013
Borgheim said:
An old MMORPG game called NEOCRON by NC soft comes to mind, FPS, huge open world, player housing and economy. Advanced skill tree that had s***loads of options. Plus tanks, hovercrafts, motorbikes and cars. I would hate to see this game become some Secret World / WoW / GW copy.
Click to expand...
However, If they stick to the PnP version as close as possible and have it FPS style, I'll take a couple weeks off work to beta test ;)
 
D

dudeman_jones

Rookie
#628
Mar 11, 2013
One of the biggest things I'd like to see is First Person VS Third Person being implemented in the world, not just an option in the game settings. What I mean is don't just let me tick of a check box in the options or push a button and bam, I'm magically in third person. For this kind of setting, that's just lazy. Rather, make me upgrade an eye to be removable, remote viewable, and hover capable. Now we have an actual reason why my character can see in third person, they have a modular, flying eyeball. That same upgrade chain can have a skill upgrade for it's use to eventually allow you to use the eye to probe around, and at an even higher skill place it in an advanced location so that when when you drop back to your regular view you can see holograms of the environment in your probe eye's view, via a Times Square mod in your other eye or via a Bug Eye deck. Powerful, but potentially expensive skills to have, but explained and implemented within the game's world as opposed to being handwaved.

For bonus points, make enemies able to do the same things, and a skilled marksman can blow out the remote eye, limiting that enemy's effectiveness. Maybe even allow your own probe to be shot out, requiring a repair or replacement. I'd carry a few spare eyeballs around for that.
 
K

kaofury

Rookie
#629
Mar 12, 2013
I'm thoroughly pleased that you guys (amazing up and comers in my book, reminiscent of early Bioware/Black Isle Studios) chose one of if not my Favorite genres to commit your next game design/profound ideas to. With this in mind, I have 3 things in gameplay I would love to see held true. My idea of Cyberpunk has always been a War between the unrelenting march of society's conformity drumming along technology to better control/dumb down/distract the masses, and the fervent will of individuals to strive for independence and freedom from oppression. 1. the world/environment is darker and dystopian, of course, and nearly everyone (sweet kids or a wise grandparent/mentor figure aside) is defensive, selfish and brooding; struggling with life in some way, making your character feel isolated/abused at times. 2. the tech is sometimes detrimental to the health of those who use it (ala Johnny Mnemonic -a things you own end up owning you angle). 3. Sprawling and finely detailed corporate/metropolitan landscapes!! Nothing to me screams IMMERSION in an RPG more than environment and timing plot-points... it sucks you in if placed and paced right. -PLEASE tell me someone in your team/company has played SHADOWRUN : a tabletop RPG based on everything Cyberpunk with a bit of fantasy thrown in... good tips in that world's writing, believe me!

-One more thing: any company that is willing to incorporate the fan ideas into its thought-pool and take them seriously, deserves severe praise these days... since so many promising companies (*ahem, cough* Blizzard/Activision *cough, cough*) have crapped out nothing but pre-market tested and contrived cash-milking dribble since they fell from grace; i.e. WHAT THE FANS WANT: REAL CREATIVE INGENUITY/INTEGRITY! Thank you for staying true and deserving of your fans' praise.
 
D

dudeman_jones

Rookie
#630
Mar 12, 2013
Sardukhar said:
She's..what? Or not what? Yeah, I think she's not..joking. You really are welcome and you really need not worry about CDPR self-censoring unduly.

This wins for my favourite line in a while, "Maybe even allow your own probe to be shot out, requiring a repair or replacement. I'd carry a few spare eyeballs around for that. "

Your own probe shoots out. Genius.
Click to expand...
I should have said, "get's destroyed", but knocking someone out with an eyeball probe ala sticky cameras in Splinter Cell is an amusing thought as well. Recoil would be hell on your neck though XD. That said, it's not too unreasonable, hell the PnP has rules for eyes containing a one shot acid blast.

Another option, if it's possible. Customizable HUD. Let me if/where I have a health readout/minimap/secondary visual feed/etc. on my HUD. I grew up with Doom, Quake, and UT2k4, I like my HUD elements on the bottom of the screen short of stuff like a minimap. Let me set it up, if that's at all feasible.
 
D

d1am0ndback

Rookie
#631
Mar 14, 2013
I'd like to see changes in our eyes if our avatar isn't pacifist. The thousand yard stare soldiers attain from seeing the horrors of war. Could go really well with Cyberpsychosis. Kind of like the characters in Spec Ops: The Line, you pan the camera around to see their eyes and it just looks disturbed. I would love to see something like that.
 
kanonite

kanonite

Senior user
#632
Mar 15, 2013
A neat addition would be posture/mannerism sliders ala Dragon's Dogma. It would allow a butch tomboy to not have a girly walk and allow more feminine male characters to move accordingly aswell.
 
G

GloriousRuse

Forum regular
#633
Mar 16, 2013
Re: Elaborating on "Dirty, nasty" Friday Night Firefight.

1. Weapon Handling

Most video games treat firing a weapon as the equivalent of aiming a mouse or your FOV.

More realistic ones have environmental and personal considerations largely equate to the aimpoint being less reliable with an expanding potential impact area, but this can all be offset by a near perfect and easy decision to look down sights, be they iron or optic. After that point, perhaps long range weapon systems will incorporate breathing, but fire will be as unerringly accurate as if it were a calm day on the range.

This tends to make shooting, even in the most realistic of games, little more than swinging the mouse over the target, resulting in unparallelled lethality, especially when combined with impressive levels of recoil control and ability to retain a clear sight picture even when firing full auto.

Real firefights simply are not. Rifles get snagged, body positions change, bits of gear get in the way, butt-stocks slip out of the pocket, weapons are in inopportune positions 9porbably especially when carrying them under trench coats) , and you never get your sight picture just right the first time. A vest can make shooting harder, and the heavier your vest, the more likely it is to throw off your aim. Add in raw fear, adrenalin, and the loss of fine motor control for all but the most steely eyed killers...or don't, because aside form that "circle of error" it doesn't count.

But none of that is accounted for in your average video game besides maybe a few degree "circle of error", with hero characters (and AI pumped to give the player with these abilities a challenge) being able to point, click, massacre continuously in a few second cycle. the whole concept of health is largely there to give people a chance to actually survive more than a fraction of a second in a world where everyone can kill anything they see in moments.

But Cyberpunk isn't about heroes. Its about living on a nasty edge that doesn't care, where a few gang bangers might just wreck your day if your stupid, and deciding to open up with that gun is a decision you don't make without realizing you might be very dead, be it form corp hit squad or drug addled ten year old. So embrace a game mechanic that makes it legitimately hard to kill someone unless you set the conditions in your favor.

All of this would matter less if....

2) Cover, or the lack thereof.

Cover, in current video games, largely represents nothing more than reducing the profile of the target available for the "drag, click, kill" method of shooting mentioned above, adding perhaps half a second to the acquire-shoot cycle before death. Maybe half the body is exposed, or in the most advantageous case, a fifth of the character model. Models don't conform to cover, aside from a few per-programmed snap points. Enemies and the player certainly don't try to make themselves as small as possible.

In addition, what cover is present is often delineated by clean lines, fairly obvious half and three quarter cover positions, and is often more likely to make the player easier to find due to its relative scarcity than it is to protect the player.

The idea that cover both conceals and protects, resulting in thousands of rounds being expended to no effect in many firefights, is lost in favor of easy, clean lines that either cover half the model, most of it, or conveniently obscure at just above head height.

No truly conformable cover system that makes hitting the target legitimately harder by a order of magnitude exists. Combined with #1, this results in preternaturally accurate and effective shooting.

3. Wound effects.

Most of the time combat is not to be feared because the effects of a single bullet are either dead or mildly annoyed. You would think the first would make players fear, but with 1&2 it usually just means that the player can slaughter each other or the AI all the more efficiently and joyfully - you know you hit, you win, and that's that. The second naturally reduces fear.

There is no middle ground where being hit makes it a dirty, real, consequence that takes you out of combat and puts you into self-preserve mode but isn't so universally lethal that firefights are simple clean stacks of bodies.
 
Z

Zonzai

Rookie
#634
Mar 16, 2013
@GloriousRuse

I don't think games will ever get that realistic. However, a realistic (order of magnitudes as you call it) cover system was a part of the original cyberpunk so I think we will see that in some form in the game. Cyberpunk also incorporates a wound system. So I suspect that we will have that in this game too. And if not, we shall all vehemently insult CDPR's lack of tenacity for conforming the cyberpunk game system to PC.
 
gregski

gregski

Moderator
#635
Mar 17, 2013
Netra said:
And the world is fair and just!
Come one, you couldn't pay me to read through 85 pages of long winded posts, half of which are Sard and Wisdom awkwardly trying to deny their mancrush.
Click to expand...
I expect that CDPR employees that browse the forum regurarly don't go through this thread from the beginning, but read last added posts, just like we all do. I'm also sure that every good idea posted here has been noticed.
 
SpaceCadet519

SpaceCadet519

Forum regular
#636
Mar 18, 2013
There seems to be a difference between games and movies where movies tend to at least try to tell stories using film as a media, while games often focus more on the game and it’s mechanics than the story - even rpg:s. But, just like expensive special effects can’t save a bad script... the same applies to games.

The Witcher series stand out as an exception that got it right. Instead of being a game with a story, it’s a story told though a game - it immerses the player in a universe using the game as a medium to tell the story. Mass effect 1 and 2 stand out as exceptions as well. I’m hoping this will be another fantastic story told through a game. :)

Feedback on the trailer: The visuals are fantastic, but the soundtrack seems somewhat out of place. At least for me, it breaks the immersion. It seems too much like pop of this day and age than something dark and futuristic. It seems too happy. Not a huge fan of the lyrics either unfortunately.

Edit: a few *examples* of darker sounding music below:

https://www.youtube.com/watch?v=aAo2o3KWZLs
https://www.youtube.com/watch?v=_YfVpyjvqRY
https://www.youtube.com/watch?v=t0S6q21RGzQ
 
Sardukhar

Sardukhar

Moderator
#637
Mar 18, 2013
Wisdom000 said:
You jive ass, diabolical, mothafucka........... we both know, I would be the pitcher, you would be the catcher, you the sucka ass turkey be playing that fruity bitch game with elves and shit..

As for me, I'm just a cat on the humble, trying to hide from the hawk.
Click to expand...
See, Gregski? Who says we're not on topic? That, that whole speech right there should be in the game, unedited and pristine. CDPR does that, I'll have my dream RPG.
 
M

MasticatorDeelux

Rookie
#638
Mar 19, 2013
I will say again that I'd like to see antagonists with more depth than "raaagh, kill destroy loot and fuck the bodies". Something with a little more depth would be amazingly refreshing.
 
U

username_3658409

Rookie
#639
Mar 19, 2013
Full destruction. Blowing up a skyscraper would be such a treat.

Crytek hasn't delivered. You didn't promise. But if you could, that would be epic.
 
B

braindancer12

Rookie
#640
Mar 19, 2013
My Life for Aiur! said:
Full destruction. Blowing up a skyscraper would be such a treat.

Crytek hasn't delivered. You didn't promise. But if you could, that would be epic.
Click to expand...
thats a bad idea....NightCity will look awesome! So why should we destroy it ?
 
Prev
  • 1
  • …

    Go to page

  • 30
  • 31
  • 32
  • 33
  • 34
  • …

    Go to page

  • 204
Next
First Prev 32 of 204

Go to page

Next Last
Status
Not open for further replies.
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

CD PROJEKT®, Cyberpunk®, Cyberpunk 2077® are registered trademarks of CD PROJEKT S.A. © 2018 CD PROJEKT S.A. All rights reserved. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.