Suhiira;n8299740 said:...except that he held conversations with street furniture and signs ...
Sounds like a Malkavian.
Suhiira;n8299740 said:...except that he held conversations with street furniture and signs ...
Actually a werewolf street shaman in a Masquerade campaign, he REALLY was talking to the urban "spirits", but of course normal people can't sense them and have no clue they exist.kofeiiniturpa;n8300150 said:Sounds like a Malkavian.
Sardukhar;n8297070 said:Yep, although I still prefer that you play through a BD segment without knowing it's the BD and the game
Calistarius;n9037630 said:Also... partly makes me think of one of the Star Trek: The Next Generations episodes: "The Inner Light"
kofeiiniturpa;n9039630 said:Good episode. Picard played the flute in later episodes so there was "continuity", but it kind of bummed me that they never (at least to my recollection) went more deeper in how that kind of experience might affect a person.
I have always felt that level based systems (in mainly pen and paper rpg's, but also in computer/console games to a degree) is one that I do not really care for all that much. I can stand them, but if I had a 100% choice in what kind of system each game would use, it woudl not be a level based one.DarthRaver8686;n9047360 said:I like the idea of not having leveling in the game in terms of character prgression. Leveling is played out and overrated and imo would be refreshing to see an open world rpg that does something different. I think if you gain skill points it should be done by exploring, meeting new people, completing main/side quests, and accomplishing tasks for individuals that can either be eady or difficult and thus the skill points earned would reflect that. For example: you meet a character that desires a piece of equipment whether its cyberware or rare weapon etc. The item they need is rare and maybe only 1 or 2 known to be in existance. One is secured on the top floor of a corp in a megasafe and other is for sale for an extremely high amount on the black market. If you buy the item and give it to said character you get 1 skill point. But if you figure out a way to steal it you get 2 or 3 skill points. Skill points should not just be given away. They should be hard to get. Also by getting said item for the npc you earn their trust which opens up new avenues for you in the form of faction to join or a specific skill set that you can only learn from that npc.
I can get behind this compleatly.DarthRaver8686;n9047360 said:Also i want insane amount of character customization. If i decide or figure out a way to get a cybernetic arm i want to be able to customize the look of that arm. Stuff like that.
Your probably in the majority amongst the people who are exited for CP2077 when it comes to this opinion, since most people do seem to want a 1st and/or 3rd person kind of a realtime type of a game. As far as I can recall there are only 3 of us on this forum who have been pretty consistantly for a few years now said that we would love to see a turnbased CP2077... me being one of them (I highly doubt it is going to happen though, considering what CDPR has said, and what kind of games they have made so far with the Witcher series).DarthRaver8686;n9047360 said:Ooo and 1 more thing...sorry i just had to add this in...if this game comes out and does end up being turn based (i highly doubt it but ya never know) i will be extremely disappointed. Not that i have anything against turn based combat games i just dont think it has any place in a game thats about the future of mankind and its relationship with technology. Why put such a low tech form of gameplay in a game thats supposed to showcase future tech?? Im sure ill catch some flack for this but thats my opinion n im stickin to it. Thanks.
Sydanyo;n9098220 said:Also, EMP. EMP governs a lot of speech skills, as well. And, if the protagonist isn't voiced, your idea is blown out of the water.
Eltyris;n9098300 said:Not at all...it would precisely work better for non voiced, since it doesn't directly focus on the player. In classic scenes from Far Cry/R6 you can see how camera is always focused on them: they are far more active in comparison.
For third person and voiced, we have a different story: you need to always showcase protagonist's responses, his/her body language, facial animations....Dragon Age Origins tried to mix both and clearly failed ( player ended up having a kind of silly, "addled look" in almost every scene).
And most people familiar with Cyberpunk will agree it has far too much variation when it comes to player background/customization for voiced to be a good idea.
As I see it, this would be best alternative for non voiced+ intense/cinematic direction that works seamlessly with gameplay...but without it reduced to two static billboards exchanging words, a la Skyrim.
And imo, it would be a big mistake if CDPR goes into this with: "If something worked well in Witcher, so it would here"... even if executed well.
I really like this idea. It always stinks when you get some really important seeming item that has some narrative significance ... only to find out it's obsolete 15 minutes later when you randomly find a better thing. Being able to upgrade individual components of an item could be a neat way to keep items relevant as the game's story progresses.kennyashi;n9810281 said:b) let any piece of armor be upgradable, so that the player can be comfortable with what he/she has throughout the game
Sardukhar;n9812941 said:If you have upgradeable armor....I mean, add a plate or throw an armorjack over your t-shirt, sure, but Cpunk doesn't have "+3 to Int" armor. And I really hope it stays that way.
Oh totally agree. I don't think it should effect stats. Merely rating of the armor and the types of things it protects you from (i.e. acid or fire or cold or blunt objects or projectiles or blades etc etc). Totally agree it should not improve stats.Sardukhar;n9812941 said:If you have upgradeable armor....I mean, add a plate or throw an armorjack over your t-shirt, sure, but Cpunk doesn't have "+3 to Int" armor. And I really hope it stays that way.