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

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KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#421
Jul 10, 2019
kofeiiniturpa said:
0,666 seconds?
Click to expand...
Nope: 2 or 3 seconds, that's just a shorter way to write it.
Post automatically merged: Jul 10, 2019

Shavod said:
I don't think it's going to be that literal.
Click to expand...
That's what a journalist saw from last gameplay demo in one of the link provided above.

EDIT: well, not "above", as I'm not on the same page anymore...
 
kofeiiniturpa

kofeiiniturpa

Mentor
#422
Jul 10, 2019
KakitaTatsumaru said:
Nope: 2 or 3 seconds, that's just a shorter way to write it.
Click to expand...
I got it.

I was just jesting, since 2/3 marks a common fraction, that I have to use so much these days. I usually shorten 2 to 3 with a 2-3.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#423
Jul 10, 2019
kofeiiniturpa said:
2-3
Click to expand...
That's -1
:ok:
 
kofeiiniturpa

kofeiiniturpa

Mentor
#424
Jul 10, 2019
KakitaTatsumaru said:
That's -1
:ok:
Click to expand...
Touché.

Or it can be i^2.
 
Rawls

Rawls

Moderator
#425
Jul 10, 2019
Shavod said:
- 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
Click to expand...
I saw another journalist say something similar, but 6-7 perks per skill. But these two together give a good ballpark to be confident in.

You've got options. We took a quick look at the perk tree, which is vast and complicated—twelve sections, I think, each with six or seven perks. Most are standard, like hacking, assassination, sniper rifles, engineering, and so on. I think I saw "Cold Blood" though? No idea what that means. It's also beautiful, with a pseudo-motherboard look to it. Entirely impractical for a mouse and keyboard I think, but beautiful.
Click to expand...
https://www.pcworld.com/article/3402076/cyberpunk-2077-e3-2019-preview-keanu-reeves.amp.html
 
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geocp

geocp

Forum regular
#426
Jul 10, 2019
Go to 1:07:10
LOOOL!!

 
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doktor_fleck

doktor_fleck

Forum regular
#427
Jul 10, 2019
kofeiiniturpa said:
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), 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 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.
Click to expand...
You are saying "the issue has been there since the 2018 demo" and this is basically confirming my opinion about your "feedback". You see, it's not an "issue" - it's a deliberate developer decision, which fits the vision of the game they are creating. That's why I find your post so annoying: you are not providing feedback - you are just saying over and over "this is not a game I wanted".
 
kofeiiniturpa

kofeiiniturpa

Mentor
#428
Jul 10, 2019
doktor_fleck said:
You see, it's not an "issue"- it's a deliberate developer decision, which fits the vision of the game they are creating.
Click to expand...
You might not consider it as one, but I would. The developers aren't infallible, or beyond being called out for things that seem off. There is an off chance that, as people tend to be blind to their own mistakes in long projects, that certain things might get a revision of sorts when it gets pointed out.

doktor_fleck said:
That's why I find your post so annoying: you are not providing feedback - you are just saying over and over "this is not a game I wanted".
Click to expand...
As for not giving feedback... I've given tons of it. Tons. On great many topics, and several times for each. Sometimes more elaborately than others, and not always as politely as I probably should have, but nonetheless. So if I happen to not always write a comprehensive analysis when calling shit for what it is for the umpteenth time, you'll just have to excuse me on that.

I've also taken note that people won't too often bother reading long posts, and are rather more interested in responding to lashes like I gave, which can further lead to a more fruitful discussions if the conditions are right (like it has, not always, but many many times), but that's another thing...

In any case, that's enough about the way I provide my feedback.
 
Last edited: Jul 10, 2019
BluPixel

BluPixel

Forum regular
#429
Jul 10, 2019
doktor_fleck said:
You are saying "the issue has been there since the 2018 demo" and this is basically confirming my opinion about your "feedback". You see, it's not an "issue" - it's a deliberate developer decision, which fits the vision of the game they are creating. That's why I find your post so annoying: you are not providing feedback - you are just saying over and over "this is not a game I wanted".
Click to expand...
I think Kofe is just a very old school type of player and has issues with things we see, at worst, as standard nowadays

My opinion is that the boss fight mechanic sound standard. Not mind blowing, not awful (like he said).
 
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doktor_fleck

doktor_fleck

Forum regular
#430
Jul 10, 2019
BluPixel said:
I think Kofe is just a very old school type of player and has issues with things we see, at worst, as standard nowadays

My opinion is that the boss fight mechanic sound standard. Not mind blowing, not awful (like he said).
Click to expand...
His arguments are like "I don't like football because it's not baseball", hidden behind a wall of text. Being "old school" has nothing to do with that.

Getting back on track - I find it good that the "boss fights" do require at least some kind of tactics. Analyzing boss strengths and weaknesses, using appropriate consumables and skills, being aware of the environment, dynamic cover - all this makes combat less twitchy and more tactical, while not giving up on dynamics itself. Of course, everything written by me above can be a moot point, if the combat feels clunky. But the best feature for me is the fact that you don't have to fight the boss at all.
 
Sild

Sild

Moderator
#431
Jul 10, 2019
Couple of posts deleted for straying off-topic. Let's keep the discussion related to the thread title and OP.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#432
Jul 10, 2019
doktor_fleck said:
His arguments are like "I don't like football because it's not baseball"
Click to expand...
Actually, I see his post more like:"It's supposed to be Baseball, so why isn't anyone using a Baseball Bat?"

Remember that the C2077 communication relies heavily on saying again and again "It's an RPG!", yet it seems like everytimes the dev' have to choose beside using an RPG mechanic and something else, they end up choosing the "somethind else".

And Boss fights are just another example of that.
 
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doktor_fleck

doktor_fleck

Forum regular
#433
Jul 10, 2019
KakitaTatsumaru said:
Actually, I see his post more like:"It's supposed to be Baseball, so why isn't anyone using a Baseball Bat?"

Remember that the C2077 communication relies heavily on saying again and again "It's an RPG!", yet it seems like everytimes the dev' have to choose beside using an RPG mechanic and something else, they end up choosing the "somethind else".

And Boss fights are just another example of that.
Click to expand...
Really? I think that using your character skills to circumvent the challenge in different way (in this case boss) is quite RPG-like? Or the fact that you talk your way out? Or that you can just don't fight at all?
 
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KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#434
Jul 10, 2019
doktor_fleck said:
Really? I think that using your character skills to circumvent the challenge in different way (in this case boss) is quite RPG-like? Or the fact that you talk your way out? Or that you can just don't fight at all?
Click to expand...
Immersive sims can do that too, that doesn't makes them RPG.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#435
Jul 10, 2019
KakitaTatsumaru said:
And Boss fights are just another example of that.
Click to expand...
Not the fight itself, but the way it happens.

Circle strafing and dodging a predetermined movement pattern in a small arena in order to get to shoot a conveniently glowing appendix in the bosses ass in order to eventually tickle the supercharged figure to death, like it’s an arcade game.

That’s just... yeah, I won’t go there.
 
Last edited: Jul 10, 2019
Shavod

Shavod

Wordrunner
#436
Jul 10, 2019
https://translate.google.pl/translate?hl=pl&tab=wT&sl=de&tl=en&u=https://www.pcgameshardware.de/Cyberpunk-2077-Spiel-20697/Specials/Das-Mega-Interview-1294046/

I don't think that interview with Alvin Liu was posted here before.

- as you improve your hacking skills, you unlock more options when you break into security systems. For example, with lower hacking skills you might be still able to open the closed door, but won't be able to deactivate security cameras or learn about enemies position through the communication channels

- devs are planning to offer a different types of hacking minigames depending on the kind of company you are breaking into

- more detailed description of the hacking minigame from the demo (google translated):

You have to fill a buffer with hexadecimal code. For example, you'll see the value 1C, which you can easily paste. Then it could be 1C 55, so you have to add a 55 to open a door. Then the value changes from the horizontal to the vertical: there you can see which value is next next - and how much space you have to leave after the first two values. (...) And if you have expanded your hacking skills accordingly, for example, the "1C 55" beginning of the code is automatically resolved. You may then throw yourself on the trickier part.
Click to expand...
- techie's drone might open closed doors

- regarding the inventory, while you can enter it any time, you won't always be able to change the weapons or gear you are currently carrying (I think that means we won't be able to change it in the middle of the fight)

- while the augmentations can be only installed or replaced by ripper docs, the player will be able to make some kind of modifications to the ones he has on the field, like for example by making Mantis Blades damage enemies with poison

- you can apparently increase your skills also by finding someone who will give you a special training or by installing right cyberware

- rarity of the item corresponds to it's availability in the shops, which means the rarer the item, the more reputation in the specific district you need for those items to appear in trader's offer

- with Street Cred you also gain an access to a new diagrams and components used in crafting

- still not sure about the option of playing the game after completing main story

- the damage numbers pop up has been significantly reduced and now they are trying different ways of indicating the damage dealt to the enemies, such as through animations, but you can also turn that off completely

- inventory will be limited by weight

- still thinking about the implementation of storage for the player's items

KakitaTatsumaru said:
That's what a journalist saw from last gameplay demo in one of the link provided above.
Click to expand...
Yeah, but I doubt he was checking the exact number with a watch on his wrist. which is why I wouldn't take it literally.
 
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Snowflakez

Snowflakez

Forum veteran
#437
Jul 10, 2019
Shavod said:
https://translate.google.pl/translate?hl=pl&tab=wT&sl=de&tl=en&u=https://www.pcgameshardware.de/Cyberpunk-2077-Spiel-20697/Specials/Das-Mega-Interview-1294046/

I don't think that interview with Alvin Liu was posted here before.

- as you improve your hacking skills, you unlock more options when you break into security systems. For example, with lower hacking skills you might be still able to open the closed door, but won't be able to deactivate security cameras or learn about enemies position through the communication channels

- devs are planning to offer a different types of hacking minigames depending on the kind of company you are breaking into

- more detailed description of the hacking minigame from the demo (google translated):



- techie's drone might open closed doors

- regarding the inventory, while you can enter it any time, you won't always be able to change the weapons or gear you are currently carrying (I think that means we won't be able to change it in the middle of the fight)

- while the augmentations can be only installed or replaced by ripper docs, the player will be able to make some kind of modifications to the ones he has on the field, like for example by making Mantis Blades damage enemies with poison

- you can apparently increase your skills also by finding someone who will give you a special training or by installing right cyberware

- rarity of the item corresponds to it's availability in the shops, which means the rarer the item, the more reputation in the specific district you need for those items to appear in trader's offer

- with Street Cred you also gain an access to a new diagrams and components used in crafting

- still not sure about the option of playing the game after completing main story

- the damage numbers pop up has been significantly reduced and now they are trying different ways of indicating the damage dealt to the enemies, such as through animations, but you can also turn that off completely

- inventory will be limited by weight

- still thinking about the implementation of storage for the player's items


Yeah, but I doubt he was checking the exact number with a watch on his wrist. which is why I wouldn't take it literally.
Click to expand...
Why can't we get information this good from US interviews?

It's seriously starting to feel like most game journalists in my country have no interest in asking good questions about this game (and specifically this game, I'm not going to do the whole "LUL ALL GAME JURNALIZTZ R DUMB" thing).

The weapon rarity thing is interesting. So, possibly not "Legendary Gun = +5 damage because Magic," but more, more powerful guns simply won't show up until you are "popular" enough to find the gunsmiths that sell them? That seems way more thematic.
- still not sure about the option of playing the game after completing main story
Click to expand...
wat? Why would they not let you do that?
 
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kofeiiniturpa

kofeiiniturpa

Mentor
#438
Jul 10, 2019
Snowflakez said:
Why can't we get information this good from US interviews?

It's seriously starting to feel like most game journalists in my country have no interest in asking good questions about this game
Click to expand...
It might be a result of a different gaming culture overall. The ”good questions” just aren’t considered that interesting that side of the Atlantic.

A good example of that was when Alpha Protocol was new. US journos lambsted it for technical issues and all kinds of trivialities, while EU journos tended to look at how the game played while shrugging off most of the technical jank and in so doing, being much more favorable towards the game.

It’s not a universal truth, but there is some truth to it nonetheless.
Post automatically merged: Jul 10, 2019

Snowflakez said:
wat? Why would they not let you do that?
Click to expand...
Might be a question about the narrative and the believability and functionality of the world afterwards.

The story might end with something big happening that just isn’t feasible to produce for the handful of people who would continue after the credits, or something happens to V that makes him/her unfit for continued play.
 
Last edited: Jul 10, 2019
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Snowflakez

Snowflakez

Forum veteran
#439
Jul 10, 2019
kofeiiniturpa said:
It might be a result of a different gaming culture overall. The ”good questions” just aren’t considered that interesting that side of the Atlantic.

A good example of that was when Alpha Protocol was new. US journos lambsted it for technical issues and all kinds of trivialities, while EU journos tended to look at how the game played while shrugging off most of the technical jank and in so doing, being much more favorable towards the game.

It’s not a universal truth, but there is some truth to it nonetheless.
Post automatically merged: Jul 10, 2019



Might be a question about the narrative and the believability and functionality of the world afterwards.

The story might end with something big happening that just isn’t feasible to produce for the handful of people who would continue after the credits, or something happens to V that makes him/her unfit for continued play.
Click to expand...
You're probably right, actually. Makes sense.
 
Mybrokenenglish

Mybrokenenglish

Senior user
#440
Jul 10, 2019
Shavod said:
more detailed description of the hacking minigame from the demo (google translated):
You have to fill a buffer with hexadecimal code. For example, you'll see the value 1C, which you can easily paste. Then it could be 1C 55, so you have to add a 55 to open a door. Then the value changes from the horizontal to the vertical: there you can see which value is next next - and how much space you have to leave after the first two values. (...) And if you have expanded your hacking skills accordingly, for example, the "1C 55" beginning of the code is automatically resolved. You may then throw yourself on the trickier part.
Click to expand...
I've read it's similar to this:

https://en.wikipedia.org/wiki/Assembly_language

Shavod said:
- rarity of the item corresponds to it's availability in the shops, which means the rarer the item, the more reputation in the specific district you need for those items to appear in trader's offer
Click to expand...
do we know if they listened to feedbacks and decided to choose more appropriate words than epic and legendary for a cyberpunk (= not fantasy) setting?
Shavod said:
the damage numbers pop up has been significantly reduced and now they are trying different ways of indicating the damage dealt to the enemies, such as through animations, but you can also turn that off completely
Click to expand...
that would be appropriate.
Snowflakez said:
It's seriously starting to feel like most game journalists in my country have no interest in asking good questions about this game
Click to expand...
Don't tell me about it: last year they covered the game greatly at E3/gamescom here, this year it was almost ignored, only 2 interviews (no video) and only one of those comes from a "videogames-only" website (the bigger in the country), and that interview is actually shit. The other one is from a "website for nerds" in general. I've seen youtubers with 200 subscribers doing a better coverage. Looks like something went wrong this year, not even our national version of IGN (which is shit here, but still IGN, so it's a big name with connections) covered the game properly. Never seen anything like that, first time it happens. :shrug::shrug::shrug:

BTW, I don't like US journalists at all, in particular when it comes to reviews: quite often they look more at politics than the game itself, sometimes they don't even finish the game. That's crazy.
 
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