Deep Space sounds fun to me, especially as Star Citizen and Starfield are coming.
https://cyberpunk.fandom.com/wiki/Deep_Space
https://cyberpunk.fandom.com/wiki/Deep_Space
Their would defiantly would need to be a handshake between the track Ir 5 with the adaptive controller and the trackir software for this to work.
I see. that could be a good thing, however, I can see the down fall.
This trailer looks awesome and if you want a view from someone who loves pvp:
MMO with anywhere-enabled PvP please. I'd like to be able to shoot, hack and with guild inclusion, have the ability to mark specific players for kills to help make open world pvp even better with guild/gang-wars. I'd also like the ability that guilds can be an even larger faction than the game-creator's premade in-game factions. Tagging/billing walls options. In place of leveling, just normal knowledge and armor / weapon upgrades would be awesome and it'd make a modern game if those armors and weapons would be dropped on a players PVP death so it's open for the taking by those nearby. This way everyone has the chance to upgrade on a kill while also giving players another chance to super upgrade themselves playing only against other players.
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I think a mechanic that would excite me the most is to have the freedom to play with lots of different play styles. In lots of other mainstream RPG's, you do have the freedom to play your character a different way. However, the freedom is mostly freedom to choose which combat mechanics you use to kill your enemies.
Take for example Skyrim (which is one of my favorite games, I am not ragging on it in any way). The player has lots of options at how he/she wants to make their character. However, most of them are combat oriented. You can play someone who uses sneak combat, someone who uses magic combat, or someone who just straight out charges the enemies, and everything in between. This is all fun and good, but you almost always only have the choice of what kind of combat you will be good at.
What I would like to see is being able to create not only a character that can excel in certain types of combat, but also characters from the 2020 tabletop game, such as the reporter archetypes and the corporate archetypes. These are characters that don't specialize in combat, but can choose other routes to explore the game and main campaign. For example a corpo character can rely on their immense wealth to hire other goons to do their dirty work for them, and a reporter character can choose other ways of approaching possibly hostile situations.
I know this is probably hard to work in to the system, as you might have to rewrite different branches for whole missions based on the stats that identify what type of character you are playing as.
All in all, this isn't something that is necessarily crucial to the game. I have complete faith in CDPR and cannot wait for Cyberpunk 2077. I am certain it will be my game of the decade.
Keep up the good work guys!
I still don't know if I completely agree with you about being the good guy vs being the bad guy, because I think quest difficulty should determine your non-concrete rewards (XP). But as I think about it more, it's tough to determine difficulty. Is the shooty bang bang style easier than a pure stealth approach? My first thought is "obviously yes," but I'm not so sure now. I think it's very much a subjective thing. Stealth might take longer, but that doesn't mean it's harder (or easier, mind) than a more direct, faster combat approach.
Mmm... I agree with the spirit of what you're saying, but not the execution. The answer, to me, is not "ditch XP and loot mission rewards," the answer is instead to equalize them across all playstyles. I get that it's unfair to "bad" players that the good playstyle is often rewarded more, and that should be rectified. No need to throw the baby out with the bathwater.
As you say, it's very subjective. For me stealth is always way easier than an "action" approach: AI is stupid in all stealth games and I finish cheesing it as soon as I get spotted. I think about skyrim in "stealth archer mode", those guys are blind, Prey 2016 you can spoil the non-connected areas thanks to loading screen that make you free of any threat, Metro last light, hide behind a wall and enemies will come one by one to be killed. Deus ex HR: shooting was done so badly that stealth was the only acceptable appoach (and you got more exp "because that's the way the game is meant to be played") Sekiro, stealth is very easy (enemies are not idiots, but they're placed in a way you can stealth kill them), face to face makes you swear more than any other from software game. Higher difficulties? Enemies kill you with 1 hit, it's not difficult, just unfair, and they're still idiots.
I like loot reward (the one that makes sense, not TW3 and winter's blade or looter shooters), but I prefer XP for actions instead of completing missions. IIRC skyrim nailed it.