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Damage scaling and multipliers

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Tangsta

Tangsta

Senior user
#81
Jun 27, 2019
kofeiiniturpa said:
the characters combatitive activity is based on measures of accuracy (and much less on the damage modifiers).
Click to expand...
Whatever is the right fit for the game, I'm ok with, so long as we don't get situations where I'm breezing through combat where a challenge was expected. When I mentioned damage sponges, I was generally referring to incentives for gear/skill upgrades, whatever form that may take. In other words, justifications for the gameplay systems actually being there and being used by the player. Options in a video game is meaningless unless there are incentives for them.
 
doktor_fleck

doktor_fleck

Forum regular
#82
Jun 27, 2019
I purchased "PoE II" yesterday and I have to say that I like level scaling approach they've used - let players choose. You can disable enemy level scaling, enable it to always scale to player level or only for the enemies that are on lower level than player characters.
 
Mk3rd

Mk3rd

Forum regular
#83
Jun 27, 2019
xer21 said:
"Brutally realistic" isn't a term that shows up in that entire thing. brutal, yes, but no mention of brutal realism.
Click to expand...
"Realistic and brutal" on the 2:20 mark.

My problem about the main topic here is extremely simple. Just match up visual representations with bullet-sponges because we already know they're going through that route(and we all know multipliers and scaling will get modded anyway if not done right). Either through soaking up the same number output you give or lessen the numbers as it hits actual armor. I just don't want to empty 5 clips into a bald guy's head while one shotting fully armored grunts because of some floating number on their heads that represents spongyness. They should move on from that same representation that's been plaguing video games and should finally make enemies competent. We need actual armor for enemies.
 
Last edited: Jun 27, 2019
Tangsta

Tangsta

Senior user
#84
Jun 27, 2019
Mk3rd said:
I just don't want to empty 5 clips into a bald guy's head while one shotting fully armored grunts because of some floating number on their heads that represents spongyness.
Click to expand...
Enemy levels are a far more efficient way to control the pace of content in RPGs. What you're asking for will require a tremendous amount of work and resources to accomplish, and that is the main reason why you almost never see it in video games. It's a matter of what is realistic in terms of getting the game done in a reasonable amount of time and not going over budget.

To use your example, if the entire game has nothing but bald guys and fully armored grunts, how else would they balance out the content, throughout what is potentially a 100+ hour game, unless they vary up the stats and levels for each enemy? They can't exactly give you completely unique enemies to fight in every area, as that is entirely unrealistic. Enemy AI can only achieve so much as well, as once you figure out their patterns the rest of the game is pretty much a cake walk. This is where the realism vs gamification argument comes in. It's about finding the right balance between realism and fun. Too much realism and you compromise the gameplay systems and too much sacrifice in realism and you compromise immersion.
 
Last edited: Jun 27, 2019
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#85
Jun 27, 2019
Tangsta said:
Yes, as I mentioned earlier: the Smart Gun does all the shooting for you. If they create steep stat and skill requirements for usage of the Smart Gun, it would be balanced.
Click to expand...
Your cut changed my question, and your ignored my parenthesis: I asked "if I make my V the best markmans ever, then I will be able to shoot ennemies consistently despide me being totally horrible at shooters? ", not if there was a workaround for me to touch things in the game. It was a question about RPG mechanics, that is way that the gameplay would acknowledge a claim supported by the game (in this case that best marksman V ever is best marksman V ever, not about finding a way to shoot things.)

Cause if I make my V the best markmans ever, I should logically be able to shoot ennemies consistently whathever the weapon V is super skilled in, that's about logic, and not just "smartguns".

Besides, I clearly stated "and before you say that: Smartguns doesn't care about V skills, so it cannot be used as a representation of that" (source: https://forums.cdprojektred.com/index.php?threads/everything-weve-heard-so-far-about-cyberpunk-2077.11008534/#post-11588800 "The player’s skills do not affect the smart weapon technology at all, it’s all based on the gun. )
So Smartguns represent smartgun's skill, not V ability to shoot at things.

Alternative routes such using your Intellect to convince the enemies that you are no threat is also possible. In RPGs, there are many ways to "defeat" an enemy that doesn't involve blowing their brains out. CP2077 has shooting mechanics, but it is NOT a shooter as far as I can tell.
Click to expand...
That has strictly no point with the question about best marksman V ever being able to touch things with the weapon he is skilled in.
 
Suhiira

Suhiira

Forum veteran
#86
Jun 27, 2019
KakitaTatsumaru said:
"The player’s skills do not affect the smart weapon technology at all, it’s all based on the gun. )
Click to expand...
Look at the bright side. Those of us that suck at (or elect not to) FPS will be able to put more skill points into Hacking and Tech skills.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#87
Jun 27, 2019
Suhiira said:
Look at the bright side. Those of us that suck at (or elect not to) FPS will be able to put more skill points into Hacking and Tech skills.
Click to expand...
Thing is that I actually almost always makes characters which are efficient at killing in case of "disagreement".
So I'll have to rely on melee instead, even if FPP melee is...
 
Suhiira

Suhiira

Forum veteran
#88
Jun 27, 2019
KakitaTatsumaru said:
Thing is that I actually almost always makes characters which are efficient at killing in case of "disagreement".
So I'll have to rely on melee instead, even if FPP melee is...
Click to expand...
*shrug*
Don't look at me. I usually go for the classic rogue archetype. Stealth and trickery but able to hold their own 1-vs-1. Yeah I can't hold off an army, that's why you bring a meatshield along.
 
Has_Neyn

Has_Neyn

Forum regular
#89
Jun 27, 2019
Tangsta said:
As to the request of the OP, it just sounds like he/she wants a "glass cannon" build, which hopefully this game can accommodate.
Click to expand...
That's what I am aiming for. A similar playstyle that V used in the 2018 gameplay demo, where you rush in and deal a lot of damage.
 
fridgeband

fridgeband

Senior user
#90
Jun 27, 2019
Has_Neyn said:
That's what I am aiming for. A similar playstyle that V used in the 2018 gameplay demo, where you rush in and deal a lot of damage.
Click to expand...
Why must the cannon be made out of glass? Then it will break easily? I would say I want to build a V that is a titanium cannon, so that dealing damage, and protecting from damage is also very good. I want to have no limitations, and use my power to defeat strong enemies. Everybody (game characters) overpowered, but especially me. :D
Post automatically merged: Jun 27, 2019

Suhiira said:
Look at the bright side. Those of us that suck at (or elect not to) FPS will be able to put more skill points into Hacking and Tech skills.
Click to expand...

I'm going to do a lot of very deep hacking and stealth, but I still want to be able to do everything else instantly whenever I feel like it with the same character. I don't like limitations. peace.
 
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BlindManMark

BlindManMark

Forum regular
#91
Jun 27, 2019
Suhiira said:
The mere fact that it's an FPS not an RPG combat system has already turned off the hard core RPG crowd.
Click to expand...

Some,not all of that crowd were turned off.
 
Suhiira

Suhiira

Forum veteran
#92
Jun 27, 2019
BlindManMark said:
Some,not all of that crowd were turned off.
Click to expand...
Point.
 
xer21

xer21

Forum veteran
#93
Jun 27, 2019
Suhiira said:
Obviously you have limited experience with PnP RPGs and none with CP2020.

I say this because there are several PnP RPGs that don't use that mechanic and CP2020 most certainly does not.
Click to expand...
I mean, most of the biggest tatbletops DO have big scaling though, and Cyberpunk totally allows you to create them. as I said before, the way armor works creates de facto bullet sponges. is the health pool huge? no, but all you're functionally doing is lowering the damage per hit. is it a truer representation than just giving someone 500 HP? yeah, but its still mechanically just allowing a character to soak up 5 times more hits than normal.

Tangsta said:
I do, and I was only referring to video game RPGs, which is what CDPR is attempting to make here. PnP RPGs and video games are entirely different mediums which require different approaches to make either of them work.
Click to expand...
which is a good point, because I don't think its possible to fully recreate a tabletop in video game form, if for no other reason than that you're playing a prepackaged deal...with a faulty game master who can't reasonably allow the freedom a tabletop has.

Suhiira said:
That they do.

But not as extensive as many wish to believe. Torment, Baldurs Gate, DA: Origins come to mind as excellent video RPGs. Amend your statement to "video FPS games" I'll agree 100%. But the blanket statement you made is much, MUCH, to large.
Click to expand...
I didn't play planescape but I do think just having pseudo turn based encounters in the bioware games doesn't represent a significant change from what we have today: the structure of an RPG's narrative and character progression is still very distinct from a true shooter like Metro, for instance. and I'm gonna push back on DA because while I loved the narrative, man, the gameplay was weak. the combat was totally unbalanced and there were too many encounters that were clearly designed for specific builds that were just annoying for anyone not min maxing their PC. and if we're mad about damage sponges....

were they good games? yes. but they were still significant departures from where they came from and to say they're so fundamentally different from a shooter hybrid too me just doesn't seem right.

kofeiiniturpa said:
Bulletspponges and damage/HP progressive systems are definitely an RPG thing to a certain extent, but while that works on games that are purely fantastic or play with higher levels of abstraction (like isometric games), it’s not really a good fit for a game like Cyberpunk. There the statistical abstraction of the characters ability should be dealt with means that fit with the intent of the content at hand, in a way that keeps the verisimilitude alive. And sponge mechanics and progression isn’t that.
Click to expand...
I disagree that there's a specific answer here. for one, as I mentioned, armor is really just a way to get sponge mechanics into the game and totally makes sense in the world. progression also fully makes sense, if , you know, we're going to get the possibility of cybernetically enhancing ourselves. both very much fit into the world, and the spirit of the tabletop.

Mk3rd said:
"Realistic and brutal" on the 2:20 mark.
Click to expand...
yeah, its semantics, but "realistic and brutal" is a very distinct idea from "brutally realistic". one whos HOW realistic something is, the other shows two different ideas they want to work with in varying capacities.

this isn't a sim.

Mk3rd said:
I just don't want to empty 5 clips into a bald guy's head while one shotting fully armored grunts because of some floating number on their heads that represents spongyness.
Click to expand...
I mean, I don't see anyone arguing for that. I only see people pushing back on the idea that having bullet sinks is inherently bad for the game.

Mk3rd said:
They should move on from that same representation that's been plaguing video games and should finally make enemies competent. We need actual armor for enemies.
Click to expand...
this isn't exactly a common thing for shooters though. most shooters WONT make enemies randomly superpowered just because of your place in the game, most do use armor to show which spots are protected, and most do try to code useful AI.

I feel like a lot of complaints are from people who are a little out of touch with the shooter world to be making some of these charges.
 
Snowflakez

Snowflakez

Forum veteran
#94
Jun 27, 2019
kofeiiniturpa said:
I don't know about "realism" per say. I don't mind enemies soaking a few rounds based on their armor and body stat and the caliber they are shot with, but the HP sponge effect could relatively easily be solved via target lock and realtime locational targeting where torso might be almost guaranteed hit (unless your skill is really low) that, with armor or skinweave, might also require more rounds to penetrate, but head and limbs would be the "sweet spots" to aim for for significantly higher difficulty. Immobilize -> finish off.

It could also be that some armors are just too heavy for your puny 9mm and as such, no damage is done. But it could still momentarily stagger the enemy making it easier to pull off a headshot or a couple when required. Difficulty settings affecting the hardships of pulling off those prizeshots.

More tactical approach, little to no "instadeaths" annoying people, and no level 50 street thugs with over 9000 HP.
Click to expand...
I like this concept.
 
Mevik1023

Mevik1023

Rookie
#95
Jun 27, 2019
Bullet sponges are a big problem in first person shooter RPGs, and I'm not convinced 2077 is going to solve that. Maybe there's hope for non-solo classes to more quickly and creatively take down large enemies.
 
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xer21

xer21

Forum veteran
#96
Jun 27, 2019
Mevik1023 said:
Bullet sponges are a big problem in first person shooter RPGs, and I'm not convinced 2077 is going to solve that. Maybe there's hope for non-solo classes to more quickly and creatively take down large enemies.
Click to expand...
outside of looter shooters like Borderlands, where does this really happen though?
 
Mk3rd

Mk3rd

Forum regular
#97
Jun 27, 2019
xer21 said:
yeah, its semantics, but "realistic and brutal" is a very distinct idea from "brutally realistic". one whos HOW realistic something is, the other shows two different ideas they want to work with in varying capacities.
Click to expand...
Even so. If it claims to be the former and be as close to the theme of the CP world, then it should be closer to an immersive sim than you think given where it draws influences from.

kofeiiniturpa said:
the characters combatitive activity is based on measures of accuracy (and much less on the damage modifiers).
Click to expand...
Is a weapon accuracy system the only way to do this? % chances your bullets hit your crosshair?
 
xer21

xer21

Forum veteran
#98
Jun 27, 2019
Mk3rd said:
Even so. If it claims to be the former and be as close to the theme of the CP world, then it should be closer to an immersive sim than you think given where it draws influences from.
Click to expand...
realism can mean many things, and can do so at many different degrees.

you're inserting your expectation of the level of realism and the nature of it, without knowing what CDPR even meant by those very carefully worded statements.

saying they want "realism" doesn't automatically mean it needs to be a sim, and assuming it draws influences from the more sim based shooters is very presumptuous. I didn't see them listing ARMA as an influence.
 
fridgeband

fridgeband

Senior user
#99
Jun 27, 2019
BlindManMark said:
Some,not all of that crowd were turned off.
Click to expand...
I'm actually really happy that it has good FPS mechanics in it, because I don't like most FPS games because I don't think they do things correctly, and I rarely get to enjoy a good quality single player FPS. I'm extremely happy that there are properly done FPS mechanics inside an RPG game, because it reminds me of the original first Mass Effect 1. (The only one I liked) so this is a dream game for me. :D
 
Tangsta

Tangsta

Senior user
#100
Jun 28, 2019
Mevik1023 said:
Bullet sponges are a big problem in first person shooter RPGs
Click to expand...
What's the problem with them in RPGs?
 
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