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E3 2019 & post-E3 2019 - Media News & Previews

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BluPixel

BluPixel

Forum regular
#401
Jul 9, 2019
Shavod said:
- example of interactive dialogue system when V talks with Placide. In the middle of conversation one of his men enters the room with some kind of message. When V looked at him, there were dialogue options on display, which player could pick to initiate the conversation, which according to devs would also affect the current conversation with Placide, but since they were in a rush to move through the main quest, they chose to ignore him and continue the talk with Placide as normal
Click to expand...
This feature always impresses me. Man, this is gonna change dialogue system in video games forever. The amount of alternative dialogues in the game must be jaw dropping.
 
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Shavod

Shavod

Wordrunner
#402
Jul 9, 2019
kofeiiniturpa said:
Otherwise the points are swell. Though it's a bit vague who V's talking to on the bike, someone specific like it sounds like or a random NPC that it's kinda implying.
Click to expand...
I think those were the Voodoo Boys guardians or someone like that, so they were a specific people.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#403
Jul 9, 2019
Shavod said:
I think those were the Voodoo Boys guardians or someone like that, so they were a specific people.
Click to expand...
That'd make sense.
 
Mybrokenenglish

Mybrokenenglish

Senior user
#404
Jul 10, 2019
Shavod said:
- while it was mentioned that we will be able to talk with people while sitting on our motorcycle, some of the polish impressions provided more details about it. It's not just a one line long exchanges with random bystanders, but even the full fledged conversations with dialogue options. Plus if you turn on TPP perspective while on motorbike, you are able to see the conversation play out from that perspective
Click to expand...
this scares me a little: how are we supposed to choose the answers while we are driving? I don't have a third hand... I want to see how it works, but I hope you don't get a compulsory autopilot during conversations.
 
BluPixel

BluPixel

Forum regular
#405
Jul 10, 2019
Mybrokenenglish said:
this scares me a little: how are we supposed to choose the answers while we are driving? I don't have a third hand... I want to see how it works, but I hope you don't get a compulsory autopilot during conversations.
Click to expand...
Pretty sure V has to be sitting still on the motorcycle for it to happen and it closes the conversation if V drives away.
 
Snowflakez

Snowflakez

Forum veteran
#406
Jul 10, 2019
Shavod said:
I read through the polish impressions after the another showcase for the media that happened at the start of July at CDP HQ and I picked up some info that I don't think was posted here.

- while it was mentioned that we will be able to talk with people while sitting on our motorcycle, some of the polish impressions provided more details about it. It's not just a one line long exchanges with random bystanders, but even the full fledged conversations with dialogue options. Plus if you turn on TPP perspective while on motorbike, you are able to see the conversation play out from that perspective

- apparently some traders might offer a special discount for their products only through certain period of time

- examples of the clothing we could buy in the game included trenchcoats, t-shirts and sneakers (as we can see on V's male model)

- examples of the programs we could buy for a Netrunner included one that allowed you to make the enemies eyesight glitch out (which would be definitely useful for a stealth oriented character) or ones that helped you with blocking the enemies implants of specific type

- nice visual detail, when V picks up a bottle and hits enemy with it, making it break and then uses the broken bottle as a slashing weapon

- example of interactive dialogue system when V talks with Placide. In the middle of conversation one of his men enters the room with some kind of message. When V looked at him, there were dialogue options on display, which player could pick to initiate the conversation, which according to devs would also affect the current conversation with Placide, but since they were in a rush to move through the main quest, they chose to ignore him and continue the talk with Placide as normal

- one source claimed that the interruption when Placide tried to force V to "connect" was only possible for a character with Street Kid background who was more familiar with how the gangs operate. That moment also gave you just a few seconds to react, which means that you can't fully relax during certain conversations either

- more details about the fight with Sasquatch. The battle occurs at the fairly small area making player rely more on dodging her attacks (it was also possible to just avoid the fight entirely). It seems like there were some moveable elements utilized by Sasquatch to block the player from getting behind her back and hitting her weak spot, so in that way it's at least somewhat different then the fight with Royce
Click to expand...
Wow. Lots of goodies here.

Ok, so, shoes and pants are definitely separate, at least as far as I can tell. So that's nice. In the 48 minute demo, they seemed to be merged into "legs" or "pants" (I forget which).

Trenchcoats are another :cool: from me.

Special discount thing is neat, too. I don't mind temporary or timed stuff, so long as it's clearly communicated.

And I'm still a bit confused about the bike conversation. Is it a conversation that literally takes place with someone that is sitting behind you on the bike? Or is it a video/voice call thing like we saw with Jackie and Meredith Stout.

Thanks very much as usual, Shavod. Pretty sure I speak for all of us when I say we appreciate it a lot.
 
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Garrison72

Garrison72

Mentor
#407
Jul 10, 2019
The character models look phenomenal. Fem V is rocking some kick ass cyber boots.

As for the conversations while on bike, I'm sure it means while we're driving. Which would necessitate an auto-drive mode. I doubt they'd do lengthy conversations while driving across the city where our V doesn't get a chance to respond. That would be out of place in an RPG.
 
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doktor_fleck

doktor_fleck

Forum regular
#408
Jul 10, 2019
kofeiiniturpa said:
That sounds unbelievably awful, I'm sorry to say.
Click to expand...
Don't be sorry - explain why it's awful.
 
Snowflakez

Snowflakez

Forum veteran
#409
Jul 10, 2019
doktor_fleck said:
Don't be sorry - explain why it's awful.
Click to expand...
He feels it's too arcade-y.
 
Rawls

Rawls

Moderator
#410
Jul 10, 2019
Shavod said:
I read through the polish impressions after the another showcase for the media that happened at the start of July at CDP HQ and I picked up some info that I don't think was posted here.
Click to expand...
Can you shoot me a link either here or in PM? Would like to update everything we've heard thread with link for reference.
 
Shavod

Shavod

Wordrunner
#411
Jul 10, 2019
Mybrokenenglish said:
this scares me a little: how are we supposed to choose the answers while we are driving? I don't have a third hand... I want to see how it works, but I hope you don't get a compulsory autopilot during conversations.
Click to expand...
Snowflakez said:
And I'm still a bit confused about the bike conversation. Is it a conversation that literally takes place with someone that is sitting behind you on the bike? Or is it a video/voice call thing like we saw with Jackie and Meredith Stout.
Click to expand...
Garrison72 said:
As for the conversations while on bike, I'm sure it means while we're driving. Which would necessitate an auto-drive mode. I doubt they'd do lengthy conversations while driving across the city where our V doesn't get a chance to respond. That would be out of place in an RPG.
Click to expand...
Maybe my description was a little confusing. I didn't mean it as "we can talk with people in the middle of riding on the motorbike", but instead that we can talk with people without getting off the bike. So if you are on the motorbike and there is some quest or story related NPC on the street, you can drive to them and initiate full fledged conversation with dialogue choices while still sitting on it, as opposed to The Witcher 3, when you had to always get off Roach in order to do it.

Some things I forgot to mention:

- quick hacking. You can combine this skill with reflex boosters (slow motion effect), which was apparently utilized in a neat way during the fight with a very fast moving Animals by having player do that just a seconds before getting punched into face, saving himself in the process

- skills and perks. According to what one of the journalists managed to notice, attributes and skills go up to 10, there is overall around sixty perks available (5 per skilll) and each seems to have 5 levels to unlock

- level cap. Another journalist noted how V in the demo was level 18 (later 19) and had Street Cred on level 12, while Brigitte had the highest level in the demo (45). Based on that and the fact that the demo was apparently from the middle of the game, he speculated that the level cap might be set somewhere near 45 (50 maybe?). It would be lower then in The Witcher 3 (level cap in it was 70 I believe), but mind that, as opposed to The Witcher 3, Cyberpunk will have two separate levelling systems of sort (EXP and Street Cred), which could explain why it might be quite lower

Rawls said:
Can you shoot me a link either here or in PM? Would like to update everything we've heard thread with link for reference.
Click to expand...
Sure thing.

https://www.miastogier.pl/zapowiedz,pc,1241.html (the description of the boss battle, the example of interactive dialogue system, the examples of clothing and programs you can buy in the game, the information about Street Kid background enabling the interruption with Placide and quick hacking)

https://www.gry-online.pl/S022.asp?ID=13425&STR=3 (information about the bottle, skills and perks)

https://www.komputerswiat.pl/gamezilla/artykuly/widzialem-nowy-gameplay-z-cyberpunk-2077-oto-piec-ciekawych-detali-ktore-udalo-mi-sie/byylknm (information about the conversations while sitting on motorbike and level cap)

I know I read about the traders, but currently I can't find where exactly that was.
 
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Mybrokenenglish

Mybrokenenglish

Senior user
#412
Jul 10, 2019
Shavod said:
The Witcher 3 (level cap in it was 70 I believe)
Click to expand...
there wasn't a real hard cap, but it was very difficult to get from lvl 35 to 40 in NG (I finished all missions and side quests at lvl 37ish), DLC not included.
Thanks for the info, btw. :cool:
 
doktor_fleck

doktor_fleck

Forum regular
#413
Jul 10, 2019
Snowflakez said:
He feels it's too arcade-y.
Click to expand...
It was obvious after seeing last year demo - being "surprised" about this right now is silly. You want less arcade - go with netrunner and/or stealth approach.
 
geocp

geocp

Forum regular
#414
Jul 10, 2019
This is an add from the cdpr bar area at E3...

cyb casinoadd.jpg



It looks like there's a casino in Night City.
Will we be able to enter and gamble with our hard earned eddies?
 
Last edited: Jul 10, 2019
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kofeiiniturpa

kofeiiniturpa

Mentor
#415
Jul 10, 2019
doktor_fleck said:
being "surprised" about this right now is silly.
Click to expand...
I'm not surprised at all. The explanation of the fight was pretty much as expected, although it managed to sound even worse than I had anticipated.

The boss fights sound completely out of place for the game - as per the source material, and how the game's been advertised - in their rigid platformerlike execution and mechanical misalignment with the rest of the game. And it's been frankly amazing to see that CDPR would really opt for such a crude, cheap and arcade way of presenting them, what with all the touting about "immersion" (that's a buzzword, but it's the word people, CDPR included, use and understand) and attention to detail. And it's jarring to follow the game and see that happen so willingly and without care.
 
doktor_fleck

doktor_fleck

Forum regular
#416
Jul 10, 2019
kofeiiniturpa said:
I'm not surprised at all. The explanation of the fight was pretty much as expected, although it managed to sound even worse than I had anticipated.

The boss fights sound completely out of place for the game - as per the source material, and how the game's been advertised - in their rigid platformerlike execution and mechanical misalignment with the rest of the game. And it's been frankly amazing to see that CDPR would really opt for such a crude, cheap and arcade way of presenting them, what with all the touting about "immersion" (that's a buzzword, but it's the word people, CDPR included, use and understand) and attention to detail. And it's jarring to follow the game and see that happen so willingly and without care.
Click to expand...
I think that right now you are just looking for new stuff to be negative about, just because CDPR didn't make a game you wanted. You are just spilling out your frustration, bending every piece of info to just sound "bad". While you are certainly welcome to do this, I think it's quite unfair to CDPR. It's like going to Spain for summer vacation and constantly complaining to your travel agency that it's too warm there.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#417
Jul 10, 2019
Shavod said:
Maybe my description was a little confusing. I didn't mean it as "we can talk with people in the middle of riding on the motorbike", but instead that we can talk with people without getting off the bike. So if you are on the motorbike and there is some quest or story related NPC on the street, you can drive to them and initiate full fledged conversation with dialogue choices while still sitting on it, as opposed to The Witcher 3, when you had to always get off Roach in order to do it.

Some things I forgot to mention:

- quick hacking. You can combine this skill with reflex boosters (slow motion effect), which was apparently utilized in a neat way during the fight with a very fast moving Animals by having player do that just a seconds before getting punched into face, saving himself in the process

- skills and perks. According to what one of the journalists managed to notice, attributes and skills go up to 10, there is overall around sixty perks available (5 per skilll) and each seems to have 5 levels to unlock

- level cap. Another journalist noted how V in the demo was level 18 (later 19) and had Street Cred on level 12, while Brigitte had the highest level in the demo (45). Based on that and the fact that the demo was apparently from the middle of the game, he speculated that the level cap might be set somewhere near 45 (50 maybe?). It would be lower then in The Witcher 3 (level cap in it was 70 I believe), but mind that, as opposed to The Witcher 3, Cyberpunk will have two separate levelling systems of sort (EXP and Street Cred), which could explain why it might be quite lower



Sure thing.

https://www.miastogier.pl/zapowiedz,pc,1241.html (the description of the boss battle, the example of interactive dialogue system, the examples of clothing and programs you can buy in the game, the information about Street Kid background enabling the interruption with Placide and quick hacking)

https://www.gry-online.pl/S022.asp?ID=13425&STR=3 (information about the bottle, skills and perks)

https://www.komputerswiat.pl/gamezilla/artykuly/widzialem-nowy-gameplay-z-cyberpunk-2077-oto-piec-ciekawych-detali-ktore-udalo-mi-sie/byylknm (information about the conversations while sitting on motorbike and level cap)

I know I read about the traders, but currently I can't find where exactly that was.
Click to expand...
Strange things I read:
-If V isn't a Street Kid, he cannot resist to be force jacked by someone else. (How that cannot be tied to stats/skills instead?)
-There a dialogue option that's there for only 2/3 seconds. (Better puch buttons before reading it seems...:facepalm:)
 
kofeiiniturpa

kofeiiniturpa

Mentor
#418
Jul 10, 2019
doktor_fleck said:
I think that right now you are just looking for new stuff to be negative about, just because CDPR didn't make a game you wanted. You are just spilling out your frustration, bending every piece of info to just sound "bad".
Click to expand...
No, not really - I've known they're not making a game I specifically want, nor how I had hoped they'd utilize the source material for years. And I understand and accept that this game might not end up being a game for me, and that CDPR won't change things because of what I say. But I pick on specific things that I know I won't enjoy, and that sound misdesigned (one way or another) from my perspective of how an RPG should work and how a Cyberpunk RPG should work, because no one else will. And I rather speak my mind straight than sugarcoat my opinions, which (the latter) tends to obfuscate and undermine the criticism. I'm not a company fanboy who accepts and swallows everything that's being shoved down my throat, I voice out my displeasure as straight as I can as a possible customer-to-be looking at the product that I'm being advertised as a whole, and you can rest assured, that when there're things to laud, I will do so.

You might find this sort of seemingly sudden "lashing out" unconstructive and having been made out of frustration and malice, but the issue has been there since the 2018 demo, and I've been very consistent with what I think about the boss fights. It's not long ago that there was a thread about boss fights where the argument went on for pages, and there were very reasonable (and sensible) alternatives given. And if CDPR reads these boards, as they do, they have seen it. But repeating the opinions on the several issues game has, keeps those issues fresh on the top for potential noticing (from anyone), since very few here tend to look at the game from the same perspective I do or have the same kind criticisms I have.
 
Last edited: Jul 10, 2019
Shavod

Shavod

Wordrunner
#419
Jul 10, 2019
KakitaTatsumaru said:
-There a dialogue option that's there for only 2/3 seconds. (Better puch buttons before reading it seems...:facepalm:)
Click to expand...
I don't think it's going to be that literal.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#420
Jul 10, 2019
KakitaTatsumaru said:
-There a dialogue option that's there for only 2/3 seconds.
Click to expand...
0,666 seconds?

That's some timelimit. I remember Risen 2 had traps that could be avoided via pressing space when the prompt appeared. I don't remember how long it really remained on the screen, but I remember feeling it was less than a second since I rarely managed it.

:D
 
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