Snowflakez;n10188342 said:
Right, I totally agree. When I said difficulty settings, I was specifically referring to Fallout 4, nothing else. I was just saying that Fallout 4's melee system doesn't allow you to run into bullets with impunity if you are playing on anything other than easy, which seemed to be the implication eraser was making. Just clarifying a point.
Devil's advocate here, but we don't know for sure that 2077 will actually use a level-less system. They could just wind up doing what they did with TW3, which would then make difficulty settings more likely.
I'll be pretty disappointed if they do go that route, of course (as most of us would) but it could happen. I don't really know what compromises they feel they need to make to turn this project into a real thing, or what their reasons for doing so might be, though.
I understand your point on Fallout 4. I was only distinguishing the difference in design I'd like to see different for 2077 from Fallout 4 in an open world rpg anyway.
As much of a fan I am of Witcher 3, I don't care for its progression system much. The player level vs enemy level restrictions specially was simply artificial. High level enemies created a linear path when the damage received was just too high for no reason other then guiding the player through the game at certain levels. And I'd really hate to see that again in 2077. As well as the weapon/gear level restriction. I just don't like that kind of design personally but I'm preparing myself for Cyberpunk using similar system to Witcher 3.
I would prefer progression system based solely on the characters skills rather then where they rank in level in regards to the enemies of the world. Meaning that if the player wanted to attempt dangerous missions very early on, regardless of the challenge it could be possible. That might result in some nice tech early on and the skilled and knowledgeable players should be rewarded for these type of things if they attempt and complete them. Let the games challenge dictate how far individual players can go rather then holding them back because of levels. That's what I'm hoping for.
Even Dark Souls requires stat levels for weapons but I find it doesn't make a difference in that case because in that respect, the stats are directly related to weapon damage scaling so of course it makes sense to only increase them higher then its requirements. But when talking weapon progression, Cyberpunk shouldn't look to Dark Souls, there is no comparison there. Its an entirely different system.
But Dark Souls allows the players to go as far as they can in the game regardless of player level and enemy levels are unknown. Levels in DS are merely who your character is, the enemies don't give a shit what level you are, they just want to kill you. Its up to the player to fight back and overcome, or stealth around, or however they see fit. Giving players a challenge and the options and let them figure it out. This concept should be strongly looked at the most in design of 2077, in my opinion.
I personally hope CDPR breaks the norm with this game and don't try and compromise the vision for simplistic features. Of course they want to sell this game to as many people as they can. Make an easy ride mode for those who only want to play it once. But keep that separate from the hardcore experience we all want.