Which was my biggest fear.Which unfortunately makes the thesis “CP2077 is Witcher 3 with a cyberpunk skin” (at least gameplay mechanics-wise) all the more real.
Can't say 100%, but 99.9% yes, that will be the case. TW3 example wasn't used randomly.So if I got this correctly...
I play the game for a couple of days and reach level 20, then I can come back to Watson and kill a random Maelstrom ganger with a single bullet...
but if I happen to be in Santo Domingo I might need to empty the whole mag to kill a random Valentino's gang member because this is one of the districts where some of the later stages of our main story will take place?
My 2 cents: 0%, not even driving physics as in GTA.I wonder how extreme weather effects will impact some gameplay aspects, if at all.
they said it's like TW3: you can go pretty much everywhere from the beginning (after the tutorialprologue), just need to behave and don't touch anything or some high level bullet sponge will kill you with 1 hit. Remeber when as a kid your parents told you not to touch anything in stores? Same here.That being said, I wish some of those boundaries don't end up feeling too forced. For instance, if a district like Westbrook is initially out of reach for low level players, I hope it's not because of some bull**** reasons, like having all of its land bridges and tunnels conveniently under repair at the start of the game.
No. They can still miss by hitting stuff between the smart gun and the target. It just helps those players who dont like twitch combat. I actually thought it looked pretty cool in the demo.
I wonder how twitch we are talking about. I hope they stay at Quake and stay away from APB. Quake PVE sounds fun to me at least. Too many cover-based game in game industry.
Pretty sure this game got witcher type gameplay elements combined with deus ex elements means more freedom to accomplish things(Reference to the first title)1. The dialogue system wouldn't work the same in TPP, due to how it was designed (like the options being displayed when you look at the specific person or people reacting to where are you looking at), and with the option of walking around during it, it would also look really wonky in third person.
2. He means that as "pulling the gun right in the middle of conversation", which is possible, because the game maintains consistent perspective. If the game would instead switch from third to first person during moment like, it wouldn't be nearly as seamless.
No, he means optional third person perspective when riding a motorbike.
Yes, for the arms, you can see that at the new gameplay teaser. As for the color, I don't know. Plus you can also see the outfit and body of the character in-game.
There are plenty of improvements and changes regarding the gameplay in comparison to The Witcher 3, you're just overly focused on levelling system to such a point you refuse to acknowledge them.
I don't really see an issue with levels. Old Gothic did it exceptionally well for example. If you tried to take on an orc in Chapter 1 you would've gotten one-shot and taught a good lesson. As you progressed and became better, you could eventually one-shoot the orc back.
TW3 was... flawed in that field, yes, but I don't see why CDPR couldn't improve upon it and make it truly great. The idea was 100% there, execution was lacking IMO. Most important thing is to not go the easy way and simply attach a level to a more powerful enemy. If they're impossible to take on early in the game, make them LOOK like it.
And for god's sake don't magically increase enemies stats because they're over the level threshold.
Why?You also get one shoted in the witcher especially on death march and on a higher level you defeat every enemie very easilyI don't really see an issue with levels. Old Gothic did it exceptionally well for example. If you tried to take on an orc in Chapter 1 you would've gotten one-shot and taught a good lesson. As you progressed and became better, you could eventually one-shoot the orc back.
TW3 was... flawed in that field, yes, but I don't see why CDPR couldn't improve upon it and make it truly great. The idea was 100% there, execution was lacking IMO. Most important thing is to not go the easy way and simply attach a level to a more powerful enemy. If they're impossible to take on early in the game, make them LOOK like it.
And for god's sake don't magically increase enemies stats because they're over the level threshold.
It minimally impacts stats. The only one that is slightly less useful is cool. You mean skills. And also, all people who dislike twitch also dislike skills ignored? Seems a pretty broad brush to paint with there. And literally it only effects aim based shooting mechanics. I'm sure the skills still effects reload speed and such.Problem is it seems that people who dislike twitch combat also dislike having their character stats ignored, and smart gun just do that: ignore V stats.
The horror.So in the end someone wanting to play a good marksman V have to choose between either missing theie shot constantly because the game doesn't care enough about their stats or using a gun which ignore their stats totally (so wasted stats).
Old Gothic did it exceptionally well for example. If you tried to take on an orc in Chapter 1 you would've gotten one-shot and taught a good lesson.
Given the (near) total lack of RPG features (dialog options and levels are NOT "RPG features" they're game mechanics) I can't say as I see anything "catering to RPG players" in CP2077.
I don't really see an issue with levels. Old Gothic did it exceptionally well for example. If you tried to take on an orc in Chapter 1 you would've gotten one-shot and taught a good lesson. As you progressed and became better, you could eventually one-shoot the orc back.
TW3 was... flawed in that field, yes, but I don't see why CDPR couldn't improve upon it and make it truly great. The idea was 100% there, execution was lacking IMO. Most important thing is to not go the easy way and simply attach a level to a more powerful enemy. If they're impossible to take on early in the game, make them LOOK like it.
And for god's sake don't magically increase enemies stats because they're over the level threshold.
that was TW3's main flaw imho, I haven't heard anything about CP which actually tells me "this was a flaw in TW3 and has been fixed":There are plenty of improvements and changes regarding the gameplay in comparison to The Witcher 3, you're just overly focused on levelling system to such a point you refuse to acknowledge them.
Yeah it's called progression. The issue TW3 had was, as you said, the game became too easy towards the end. It's all about balance and keeping the challenge consistent without making enemies artificially stronger (look: Skyrim). Whether it's introducing new enemy types (like in the aforementioned Gothic) or high-level areas (although it probably won't be the case looking at how open they advertise CP to be).Pretty sure this game got witcher type gameplay elements combined with deus ex elements means more freedom to accomplish things(Reference to the first title)
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Why?You also get one shoted in the witcher especially on death march and on a higher level you defeat every enemie very easily
Colour-tiers are simply a visual representation of rarity created to shorten the time you spend comparing stats. If all items had the same colour of icon and simply displayed stats in the description, would you be satisfied?The issue is mainly be loyal to the spirit of the source material. Cyberpunk had not levels nor leveled gear everything had stat and skill. Your character improved with the time with learning points and cyberware there was not coloured tier weapons as weapons were designed in a realistic manner. Kind of bullet,type of weapons ecc.
If all items had the same colour of icon and simply displayed stats in the description, would you be satisfied?
The horror.
Yeah i didn’t like that too.Finishing missions for 1xp feels not really rewarding gg I beat the game a few times and started to play on new game plus.As soon as possible i tried to reach the blood and wine area and even there....The enemies are 20+ levels higher than me and the mission xp earnings are still the same^^Yeah it's called progression. The issue TW3 had was, as you said, the game became too easy towards the end. It's all about balance and keeping the challenge consistent without making enemies artificially stronger (look: Skyrim). Whether it's introducing new enemy types (like in the aforementioned Gothic) or high-level areas (although it probably won't be the case looking at how open they advertise CP to be).
I'd imagine it's one of the more challenging areas of game dev. I don't really expect them to get it right 100% but as long as they stray from ridiculous solutions and unimmersive copy-paste enemies with higher levels, I'll be satisfied.
Another annoying think that I hope is out is level-gating missions. In TW3 you wouldn't gain any experience from a mission 6 levels below or above (!!!) Geralts level as far as I remember. Even the suggested level was kind of off-putting to me, it made the game seem more linear with a specific preferred path of progression which in an open world setting is not what you necessarily want.
They seem to have already addressed it with street-cred I just hope it's not simply a re-branding of the same system.
yes.If all items had the same colour of icon and simply displayed stats in the description, would you be satisfied?
I'm sure this is something that can be modded out. If that is your issue then it is a matter of literally an icon and/item description.yes.
but I'd be happy as well if they used better descriptors than "epic/legendary" which don't fit to a cyberpunk setting.
on consoles? I don't think so. CDPR should do their job, we're not supposed to rely on modders.I'm sure this is something that can be modded out.
And regarding the gamey stuff they put in. Cyberpunk is a game, surprisingly. That means it has its limitations. Yes it would've been cool if 77 followed 2020's systems 1:1 but sometimes that's impossible and/or results in something that doesn't work in this environment (video games).
There is a whole shades of grey possible between what they did and "2020's systems 1:1".
To be blunt, it seemed far more like a story driven action adventure, than an RPG.
Colour-tiers are simply a visual representation of rarity created to shorten the time you spend comparing stats. If all items had the same colour of icon and simply displayed stats in the description, would you be satisfied?