Disappointed in Corpo life path

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Perhaps they should have added a lifepath skilltree to the game. Somebody who started a working as corpo learned skills somebody on the streets never will and vice versa, same for nomad. That way lifepath would have more impact to the game than only a dialogechoice every now and then.
 
You are basically describing every single RPG ever released.

How original.
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They could have done it, if only they hadn't wasted resources on a huge, empty and lifeless Open World and had made the game on rails like a typical FPS, but with RPG elements and much more choice in missions.

The secondary missions could have been incorporated into the main one and offer many narrative differences along the story based on the choices.
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Well... you can choice between Penis 1 and Penis 2. :smart:


they actively did not want to create the same exclusive branching system which has virtually no choice outside of aa few nexus points. As you said, it would have been fairly easy to lock people into certain side quests, and make certain choices mutually exclusive with the content they had. They also could have walled off progress at certain points, requiring you to finish certain content before having access to parts of the game.


however, they actively decided not to do that, so the player has more active choices and can have a varied experience. Instead of a dialog choice that stops you from pursuing other friendships, they let the player choose all, or none, or some. Instead of requiring a certain amount of mini quests between main story arcs to add flavor/lore and pad minimum game time, they let the player choose which quests to pursue, which ones they find on their own. Instead of the main character having one fixed purpose, they let you choose what they value through dialog and active play. Everything outside of the main story is optional, and its all up to the player, every other adventure V has, many of which have differing results. And what you do outside of main story has the greatest effect on the endings available to V, and the stories of those around them.


This allows more choice of character and variety in playthrough than most games.
 
Won't deny it would've been interesting to have had more unique quests or player decisions based on lifepath; as it is the micro-quest each one gets do fall short (except for the Nomad one, in which you get your Rattler back)

But maybe the expectation or emphasis of the lifepaths has been too hyped up in what it's intended to offer; it's as a guide as in a ttrpg to establish where your character came from, who they were before they became a merc. It's just flavour, which is where I guess it's intended internal roleplaying takes over after.

Somebody who started a working as corpo learned skills somebody on the streets never will and vice versa, same for nomad.

Special, class-only skills could offer more replayability or build variety, but you can actually determine this yourself. Say I want to play as an ex Corpo agent, I'll concentrate my stats on reflexes and intelligence, maybe restrict myself to particular skills that support a stealth/ espionage playstyle, same goes for what Cyberware I allow my character to use later.

I think the system works well to allow a lot of internal, player-determined decision-making, without resorting to the game pushing context prompts or unique interactions at the player all the time. In this sense, you're kind of the DM as well as the player character.
 
Won't deny it would've been interesting to have had more unique quests or player decisions based on lifepath; as it is the micro-quest each one gets do fall short (except for the Nomad one, in which you get your Rattler back)

But maybe the expectation or emphasis of the lifepaths has been too hyped up in what it's intended to offer; it's as a guide as in a ttrpg to establish where your character came from, who they were before they became a merc. It's just flavour, which is where I guess it's intended internal roleplaying takes over after.



Special, class-only skills could offer more replayability or build variety, but you can actually determine this yourself. Say I want to play as an ex Corpo agent, I'll concentrate my stats on reflexes and intelligence, maybe restrict myself to particular skills that support a stealth/ espionage playstyle, same goes for what Cyberware I allow my character to use later.

I think the system works well to allow a lot of internal, player-determined decision-making, without resorting to the game pushing context prompts or unique interactions at the player all the time. In this sense, you're kind of the DM as well as the player character.

exactly, they wanted to design the game such that there are general things they develop, but let the player choose how, or how not, to execute it. You can develop the nomad concept through play, you can get cars, you can make the nomad tent your hideout. Spend most your time driving in the badlands, and do most of the quests in those areas. Often choosing nomad speaking options, or choosing the things a nomad would choose. You can join the aldecados and leave the city.

you can LIVE the lifepath, or not, or be a mix. this is entirely up to the player to execute, rather than them forcing it through lockouts. There is definitely a whole nomad version of this story, but its up to the player to create it with their choices. Its IMO extremely great RPG game design. However it does lose many players who need/want guidance in creating the character narratives. In exchange, there is so much variation on who each V could be.
 
Won't deny it would've been interesting to have had more unique quests or player decisions based on lifepath; as it is the micro-quest each one gets do fall short (except for the Nomad one, in which you get your Rattler back)

But maybe the expectation or emphasis of the lifepaths has been too hyped up in what it's intended to offer; it's as a guide as in a ttrpg to establish where your character came from, who they were before they became a merc. It's just flavour, which is where I guess it's intended internal roleplaying takes over after.



Special, class-only skills could offer more replayability or build variety, but you can actually determine this yourself. Say I want to play as an ex Corpo agent, I'll concentrate my stats on reflexes and intelligence, maybe restrict myself to particular skills that support a stealth/ espionage playstyle, same goes for what Cyberware I allow my character to use later.

I think the system works well to allow a lot of internal, player-determined decision-making, without resorting to the game pushing context prompts or unique interactions at the player all the time. In this sense, you're kind of the DM as well as the player character.
What i meant was something that takes the rare dialoge options and blow them up into a skilltree. So a nomad could perhaps tune cars with extra features, trade with the nomads in the game for better prices and gear. A streetkid could could find ways to bypass danger in the city, like sneaking more efficent and talking with the various gangs perhaps. I corpo could be better in access luxury- and commerical houses, corporation towsers and talk to corp members.

I am sure with some creativity one could fill as much in each lifepath skill tree as was filled in the current existing trees.
 
Corpo V loses all of the resources they had during their employment at Arasaka. If he/she did what you suggested, they would basically just look like another Gary the Prophet, and like Gary The prophet, would only garner the attention of the people who would want them dead or worse. Militech would dismiss him/her, since they have no sources to back anything they say up. V is also a trained spy, and being a lowly merc, could be both a way to stay under the radar for awhile until Abernathy forgets about them completely, and a way to user their professional skills to make a life for themselves; something I imagine a spy would think about in V's situation.
 
What i meant was something that takes the rare dialoge options and blow them up into a skilltree. So a nomad could perhaps tune cars with extra features, trade with the nomads in the game for better prices and gear. A streetkid could could find ways to bypass danger in the city, like sneaking more efficent and talking with the various gangs perhaps. I corpo could be better in access luxury- and commerical houses, corporation towsers and talk to corp members.

I am sure with some creativity one could fill as much in each lifepath skill tree as was filled in the current existing trees.
sometimes they do offer advantages or extra paths through lifepath, but I think they decided to minimalize its effects/frequency so that players wouldn't be too ruled by life path choices made at the beginning of the game.

Basically they wanted the player to be able to live out a lifepath by active choices. It might be good to have some types of the things you are talking about, but instead of tied to which you choose in the beginning, make it instead tied to certain things you do in the game. Maybe to give the lifepath an advantage, they might get directed to these things based on their past(like old friends calls, emails, or tracked quests) But they exist in the world for those who can find it/do it.
 
Corpo V loses all of the resources they had during their employment at Arasaka. If he/she did what you suggested, they would basically just look like another Gary the Prophet, and like Gary The prophet, would only garner the attention of the people who would want them dead or worse. Militech would dismiss him/her, since they have no sources to back anything they say up. V is also a trained spy, and being a lowly merc, could be both a way to stay under the radar for awhile until Abernathy forgets about them completely, and a way to user their professional skills to make a life for themselves; something I imagine a spy would think about in V's situation.
But V was not brainwashed to the degree of full amnesia and working from the scratch as a corpo cant be reduced to just a few lines in dialoges. I mean if you get an aprenticeship as shop assistant and work for 10 years in that job before you get fired you have a complete different basic knowledge and way of thinking as a car mechanic or some gangster. And these differences should be more visible in the gameplay than only with some meaningless lines in the dialoge, like how to talk to a hotel waiter about her duties.
 
I hope they'll add life-path specific quests in future DLC's. They had to rush the game out, bare-bones as it was last December. When they've finished the bugs and stabilization, I hope they'll add more story-DLC's with delving into the life-paths a bit more.
 
But V was not brainwashed to the degree of full amnesia and working from the scratch as a corpo cant be reduced to just a few lines in dialoges. I mean if you get an aprenticeship as shop assistant and work for 10 years in that job before you get fired you have a complete different basic knowledge and way of thinking as a car mechanic or some gangster. And these differences should be more visible in the gameplay than only with some meaningless lines in the dialoge, like how to talk to a hotel waiter about her duties.

What v did wasn't that different than what he does as a merc. V was in counter intelligence, and worked with Jackie on missions before.

What V did was inbetween being a fixer and a merc, but for Arasaka. So they actually are bringing their corporate learned skill set into the game. Planning, organizing and executing OPs was their skills.
 
What v did wasn't that different than what he does as a merc. V was in counter intelligence, and worked with Jackie on missions before.

What V did was inbetween being a fixer and a merc, but for Arasaka. So they actually are bringing their corporate learned skill set into the game. Planning, organizing and executing OPs was their skills.
I really enjoy arguing with you but i dont want to be a nag so i give up and agree with you :)
 
What v did wasn't that different than what he does as a merc. V was in counter intelligence, and worked with Jackie on missions before.

What V did was inbetween being a fixer and a merc, but for Arasaka. So they actually are bringing their corporate learned skill set into the game. Planning, organizing and executing OPs was their skills.

I just wished their life-paths skill-sets were utilized a bit more.
 
I just wished their life-paths skill-sets were utilized a bit more.
You can always build your character to specialize based on their lifepaths. That's what I do.

Corpo = intelligence/cool
Nomad = tech specialist
Street Kid = reflex/tech(to steal cars)
 
I think that the main problem is that CDPR messed up with Lifepath names giving them the name of existing archetypes in tabletop while the game is a class-less system. Lifepath as is implemented work pretty much the same as in tabletop, where you can have a past completely unrelated with your present role/archetype/"class".
I think that in one of the "trailers" they show a character creation with questions about idols, how did you arrive at NC etc... this would have been much more clear and less ambiguous (but I wonder how many people would have known who was Saburo Arasaka,Johnny Silverhand or Morgan Blachand and what was going to mean, 10% of the buyers,less?) but I guess was not easy to generate intro stories for all combinations.
 
I don't think the game was geared towards street kid any more than the other 2. A lot of street kids don't grow and become mercs. Normal people living on the streets take normal jobs like as a clothing retailer or chef at some restaurant.

As for corpos... I think it still has potential to work. I assume most corpos probably go into the business for the money. After getting burned by some rival. It's kinda funny... weren't V and his boss holding incriminating evidence against said rival? If that's the case, you can't see corpo V didn't completely deserve what he got. He knew what business he was in.

I like to imagine V used/uses his savvy business skills to go out and start his own path. V probably seen a few firefights as he rose the Arasaka ladder. Use the skills you got and that silver tongue to get what you want most in life. Firhy rich living baby. Whether your sitting in a corporate office or killing goons on the street, the endgame goal has never changed nor faltered.

What I'd like is revenge on the specific Arasaka corpos responsible for V's sudden career change.
 
Let's be honest, there is no corpo lifepath, nor is there a nomad one. Those two clearly got cut at some point and left in the game in name only. The main stoyline is clearly meant for streetkid and the other two are tacked onto it.
I don't know about that. Corpo lifepath has more unique dialogue interactions than either of the other two according to the games wiki.
 
For me, my favorite is Nomad because Jackie's Bike, Galena Rattler and other rewards (like Militech gift in V's apartment) and (for me) V have better reason to leave Night City at the end.
Second is Corpo, mainly for the Av travel to the Lizzie (too good) :)
And Street Kid last, I don't particularly like the dialog options and there's no real interesting addition afterwards.
 
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