Let me add a few things to this thread, and let me add that I haven't read threw all 950 posts, so sorry if I'm being repetitive.
I'm going to take all aspects of RPG's that I like, and haven't seen yet, into what my opinion on the greatest RPG would be in modern times.
IMMERSION - First of all, the main focus we need is Immersion. To be fully Immersed into the environment. One game I know of that did this VERY WELL was Farcry 3. A very simple way that they kept this IMMERSION was by staying in First Person Mode throughout the entire game. Opening doors you would see the hands open them. getting in cars you would see your body getting inside it with camera tilting. Everything was fluent, and there was never an immediate jump into something. you glided into the turrets as you climbed up the cars. so on and so forth. you WERE that character. not just some screen with a gun model with a view being controlled by a mouse. Play the game for 5 min. and you will know what I'm talking about. make sense?
A very good example of a well-done first person view, yes. But it has it's flaws: WHY THE HELL CAN'T I SEE MY FEET? Make the player not a floating camera with a gun strapped to it, but a camera in a head - makes a lot more sense. But still, there should be the option to play in third person for those who want it.
Also: FOV is a very important aspect of immersion. Don't FOV-Lock this game... it'll be terrible.
DIFFICULTY - Please for the love of GOD don't make this game easy. have a difficulty setting that is actually challenging. [Casual, Adept, Hardcore, DIEHARD] if you will. If you put in say 190 hours of game play in a game, the average person shouldn't be able to beat it in 190 hours or less. This is a problem I have been experiencing in modern games lately. There is no challenge. Yes there is great story and graphics, but the challenge is gone.
Several meaningful difficulty levels would be nice, yes. Just don't have it do what RAGE did, where "Hard" basically means "a little bit under normal". The ability to change the difficulty level mid game would also be pretty good, so that fights which would normally be horribly balanced against you can actually be done (just so that frustration doesn't build up).
CHOICES - This is an obvious one, but don't let choices that change your path and ending of the game be AT THE VERY END. If there can be some detrimental choices throughout the game that completely tree the course of the game, that would be great. Like in Deus Ex if I could have only have joined my brother alongside the terrorists in the middle of the game and fight the cops, rather than being a cop and fighting the terrorists.
That's pretty much what CDPR is famous for - meaningful choices. Don't worry, they'll be there.
FALLOUT 3 VATS - Is it possible to get a little creative? Since this is a CYBERPUNK game obviously, and also from a Table Top Game, FALLOUT 3 had a good thing going with the V.A.T.S. Why not adapt a gameplay mechanic like that? It's new, It's fun, It's Interesting, and seems like it can fit into this game PERFECTLY in various ways. unleash a new norm for FPS Gaming.
USER INTERFACE - Don't have a big bulky user interface, Less is more. If anything have hud displays around the world your UI somehow. make it more immersive and realistic like how the Google Glasses will be. this will tag along with Immersion of the game. If there will be some time of good-evil system, or karma system, dont display it everywhere. its something you should be able to FEEL in the game. like with the way character interact when you are around. how they look at you.
Maybe with a special augmentation, otherwise I'm pretty much against V.A.T.S., for obvious reasons... it breaks gameplay balance, for one thing.
And the HUD should be an augmentation or Augmented reality glasses (much similar to google glass). Though the UI should just serve its purpose, and feature full mouse and keyboard controls. It's just my opinion though, not a dev's.
CRAFTING - You would be insane not to add this. Crafting a bigger backpack and what not is brilliant for immersion of a game. If all you have to do is go to a shop and purchase whatever it is you want, then the game turns into a "money" game and that's all people will care about because money gets you everything. want some gun upgrades? don't be able to just go to a shop and purchase them all at specific locations. no. you have to make the good ones yourself. this forces you to explore and tell your own story. (I feel like I'm making a lot of Farcry references about immersion, but Farcry did it perfectly.)
Far Cry 3 crafting was pretty stupid, but why would there be any need whatsoever for crafting in a futuristic setting? (If your character doesn't have experience in making guns, that is)
SCARCE ITEMS - Make ammo, ect. hard to come by, making you want to think before you shoot. if you can unload 300 rounds in a certain area, you will if you know you can just spend a fraction of what you have and get it back when you're done. this adds challenge, immersion, and strategy. something I wish Fallout 3 did. MAKE IT POSSIBLE TO GO BROKE. all rpg's these days turn into this:
loot, loot, loot, loot, sell, sell, sell, sell, buy, buy, buy, buy
then you have enough money from all the looting and all it turns out being is:
buy, buy, buy
There has to be a way we can change this mechanic we have been grown prone to using since the dawn of man. The Elder Scrolls games have been terrible about it.
I don't know... make it too hard to come by, and you'll need to nearly always rely on melee (which is REALLY bad without a proper combat system), make it not very hard to come by (like Fallout 3 before The Pitt or Resident Evil 4), and any player will be sitting on a big stockpile of ammo at the end of the game.
Loot should actually be sensible too, now that you mention it. I want to, however, be able to loot any dead enemy, take their weapons, take their clothing, and take their underpants, and leave them lying in compromising positions in the broom closet.
That's my two sense [cents] that I can think of right now. I might come back and edit the post later. What do you guys think? Immersion being one of the most important aspects?
Immersion is pretty important, but that doesn't mean that all other elements of the game aren't equally as important.
And now the proposed...
MELEE COMBAT SYSTEM:
Used keys - Q,E,T,Z,C,LMB,RMB,LALT,TAB (different for people who use the num pad)
HAND-TO-HAND
LMB - punch ; RMB - kick (away from character) ; Q - grapple enemy ; E - sweeping kick ; ALT - blocking stance (with all other mentioned keys being modifiers to block a particular type of melee attack) ; C - counter ; Z - uppercut ; TAB - dodge
MELEE WEAPON
LMB - swing ; RMB - thrust ; E - stun move (use the non-blade side of the weapon) ; Q - grapple enemy ; ALT - blocking stance (with all other mentioned keys being modifiers to block a particular type of melee attack) ; C - counter ; Z - kick ; TAB - dodge
FIREARMS
Q,E - lean around cover
LMB - shoot ; RMB - aim down sights ; Z - bash with the stock of the weapon / with your fist for pistols ; C - use bayonet ; ALT - blocking stance (with all other mentioned keys being modifiers to block a particular type of melee attack) ; TAB - dodge
BOWS & CROSSBOWS
Q,E - lean around cover
LMB - shoot (hold for more powerful shot) ; RMB - aim ; Z - bash ; C - use weapon special (like thorns on a bow) ; ALT - blocking stance (with all other mentioned keys being modifiers to block a particular type of melee attack) ; TAB - dodge
ARM-MOUNTED CROSSBOWS
Q,E - lean around cover
LMB - shoot crossbow ; RMB - aim crossbow ; Z - punch ; C - kick ; ALT - blocking stance (with all other mentioned keys being modifiers to block a particular type of melee attack) ; TAB - dodge
Why didn't I use F, X and the middle mouse button? F is "Interact", X is "change firemode" on firearms and the middle mouse button is just generally horrible game design (it never works when it's supposed to, for one thing).
So what do you think? Is this more or less good?