Local GMs (one of them wears blue collar) treat it as a game over as opposed to optional plot device, that;s all. Writing & recording those additional dialogs, setting the scenes and programming scripts costs money-money-money.Too bad Cyberpsychos are considered game over in the videogame, You can actually play them in Cyberpunk 2020, or even fight against the demon if your character is pushed too far, and it's actually something interesting to have to deal with. A GM would never say "boom you're cyberpsycho go home game over". Also that would have been great to see actually in normal gameplay in cyberpunk2077 for the mere fact that is actually one of the most RPG features a player could think of. Dealing with your own limitations and allowing you to go over the edge, choices choices..but I guess not too much choices unfortunately.
You can actually play them in Cyberpunk 2020, or even fight against the demon if your character is pushed too far, and it's actually something interesting to have to deal with. A GM would never say "boom you're cyberpsycho go home game over".
Too bad Cyberpsychos are considered game over in the videogame, You can actually play them in Cyberpunk 2020, or even fight against the demon if your character is pushed too far, and it's actually something interesting to have to deal with. A GM would never say "boom you're cyberpsycho go home game over". Also that would have been great to see actually in normal gameplay in cyberpunk2077 for the mere fact that is actually one of the most RPG features a player could think of. Dealing with your own limitations and allowing you to go over the edge, choices choices..but I guess not too much choices unfortunately.
That's exactly what i was implying with that little consideration. An RPGActually it's worst than that to implies that Cyberpsycho is the only problem coming from Cyberware. Before that you already are becoming less and less socially able, but that would implies an actual social system.
It's a fluid class system which means it's never been "I select techie, or netrunner or solo". The skills were just conceptualized and grouped according to those archetypes. According to Miles Tost on discord yesterday we still have techie-related skill checks in the game. The Tech stat, techie skills (crafting and engineering) and associated perks are still there too with exception of the Flathead control. My understanding is that the Flathead is no longer something that is controlled by V, apparently because they found it's uses redundant with other things V already could do herself.Would be nice to have 100% clear confirmation that techie was removed from the game:
Yeah it looks like 12 skills, 2 or 3 branching off from each of the five stat. Then there are between 19 and 30 perks options associated with each skill. So 250ish perks.do we know how many skills we have now?
CHARACTER PROGRESSION
The character creation options we choose in character progression give benefits to the player. For instance, stats play a huge role in character progression. A stronger character with a high body stat and the appropriate cyberware installed can rip open locked doors with her bare hands. A higher cool stat makes it so that V's aim with guns is steadier during combat. These stats progress depending on whether you invest points in them, as well as if you install cyberware that improves them.
However stats also have another purpose, they act as gates to skill/perk progression. Skills and perks are separate mechanic systems that each provide ways to customize and improve V. For instance if your body stat is too low, you’ll eventually hit a wall in some melee skills/perks until you increase your body. If you get stuck, you’ll be able to respec attributes in some fashion, too. From what we've heard about in the 2019 demo, and a Twitter Post Regarding Stats & Skills last year, it sounds like skills will be broken up into twelve sections that improve as you use them. Skills are improved by successfully performing actions, or by installing Cyberware. The twelve skill categories that were reported.
Here are a few of the perks mentioned in one preview: having a rocket launcher for an arm; having no weapon sway or bullet spread for full, 10 second killing sprees; being gifted with 50% less shotgun recoil because you’ve dismembered somebody; receiving a cyberdeck memory regen speed that gives you God-like, Neo from The Matrix hacking abilities for a while.
The other progression systems (like stats and perks) are improved by leveling up and earning XP through the main quest, or street cred through side quests. XP is your traditional experience points like Geralt earned in the Witcher 3. Street cred is how is how V improves her reputation, which in turn gets more people interested in her services. The more you work on the streets, the more assignments you do, the more contracts you complete, as a merc, you gain a bigger name for yourself. This works both for gangs and for the other potential employers that you might get and results in unlocking new quest givers and vendors as you increase V's street cred. However, building up your street cred as a mercenary also has some drawbacks. Once V's name gets out there more she becomes more recognizable, that actually might be a detriment in some missions. People will recognize you and that's not always a good thing if you want to stay incognito. Separating main quest and side quest experience points is important to the balance of the game, because it will help ensure that V does not out level the main quest.
Once you earn these experience points, V can use them to invest in various perks that exist in a perk tree. The perks seemed to be organized so that they fit within the skill categories mentioned above. Each attribute has two-to-three perk trees which each have 20-30 different perks in them (so at least 240 perks total).
It's a fluid class system which means it's never been "I select techie, or netrunner or solo". The skills were just conceptualized and grouped according to those archetypes. According to Miles Tost on discord yesterday we still have techie-related skill checks in the game. The Tech stat, techie skills (crafting and engineering) and associated perks are still there too with exception of the Flathead control. My understanding is that the Flathead is no longer something that is controlled by V, apparently because they found it's uses redundant with other things V already could do herself.
so it still looks like this? And any word about social skills? (intimidate / persuade) so far the dialog system looks really disappointing.
almost always only 2 dialog options