Fairly disappointed leveled enemies are still in.

+
Yeah. To be clear, despite my personal "grievances" with a levelled system, I definitely understand it. I'm not a game developer. I might have a couple fun ideas here and there, but... that's about it. Just look at the official Discord, or these very forums. Or, heck, break out of the bubble and go on Twitter or other social media. Talk to other people. You'll realize that a great many users like levels, yes, the way they were implemented in TW3. Now, level-gated loot? Perhaps not so much (that seems to be almost universally disliked, though there are of course exceptions).

Honestly, I think CDPR has thrown us plenty of bones at this point. If the level system is the last major complaint I have, that means they've done a pretty damned good job in the other areas. Non-lethal runs, stealth and melee are viable (yes, yes, much to the chagrin of some 2020 vets here -- I genuinely respect that), weapon skills will impact gun handling (WOO!), there are skill and background checks in dialogue, there's an emphasis on non-linear gameplay, not just story, there's a minimap now...

It's very difficult for me to not think that they've been checking these forums and taking our feedback into account now. No, maybe they didn't take all of it, but again, most of us aren't devs and I certainly don't think I know better than people who make a career out of this. All I can do is give my "player's perspective."

Now, my question is, is loot still tiered like Epic, Legendary, etc.? I haven't heard anything about that in previews.
 
Much the same here.

Just like I fully understand the decision to go with FPS combat I understand why CDPR may have gone with levels. I'm just less then thrilled they're not giving us the option to play CP2077 based on CP2020's game mechanics.

But as we discussed years ago, we never really hoped for this, did we? Not realistically. Bullet time was the most I really hoped for in terms of a tactical option and I was pleasantly surprised when some of the Stats and some of the Roles made it in.

As long as the combat can be gritty and the skills defining, I'll be okay with whatever system they go with.
 
What they would need to do to keep me excited would be a glimpse of the map, show movement within the city, confirm that the world is still open-world as advertised. I got too many negative signals in this years E3, not enough positive ones.

Theres tons and tons of open world games and you want more? Just like Ubisoft keeps pushing at least one yearly.
 
Do we even know how levels function in-game yet? Do they represent street cred, aproximate combat rating based on skills/equipment or something entirely different? Does said level scale with the players own level, or is it fixed for specific types of NPC?

Unless we have any indication beyond characters having a number besides their head, what is there really to be angry about?
 
Do we even know how levels function in-game yet? Do they represent street cred

Well street cred is a completely separate thing from level, that has been confirmed multiple times. Street cred represents a vague city-wide reputation that unlocks you contacts, vendors, etc. Or maybe just how much you look a mercenary? I dont know. In any case it affects how NPCs react to you.
 
The concept of "level" has been well enough established over the decade by other RPGs , alongside some of the other hints we've seen as to its function within CP77, that our drawing of assumptions on its definition isn't completely unfounded scaremongering.

Otherwise you're right though. It's a wait-and-see thing right now. Doesn't stop us from being a forum though. There've been some really interesting posts, ideas and opinion in this thread, so I think all of our discussions were more than worth it.
 
The only thing that genuinely bothered me about Witcher 3 was it's EXP system. If you put side quests off, you'd fail them if not done in time, or they'd give you no XP.

HOWEVER, if you did all the side quests, and leveled too far up, the main quests would give you little XP. Bottom line, you couldn't do all side quests alongside the main quest. It was so frustrating when I want back to do a 100% playthrough.
 
I gave up. I haven't been active here in a while now because the frustration and dissapointment just kind of got to be to much for me. I was finding my self getting confrontational over things and taking that confrontation to far. My posts kept getting deleted, which only fueled so I stopped coming here altogether.

But just the other night I finally said to myself, it doesn't matter. Regardless of the assurances of people swearing that CDPR is willing to take risks, the stated but ignored goal of CDPR that they will try to emulate the mechanics of Cyberpunk 2020 as closely as possible. The "locked to FPP" to protect immmersion, then including mechanics that actively break immersion... none of the complaints, none of the criticisms or suggestions, or outright begging, made or will make any difference.

CDPR is going to release the game they want to release. That the world in the game is based on Cyberpunk 2020 may simply be the best we can hope for. No it's not going to be perfect, and it's too late to do anything about it, but its the only Cyberpunk 2020 (77) game we are going to get, and honestly, it does look amazing, and mechanically will probably be fun. The game, while not being a perfect adaptation, it may just be another FPS with hints of RPG and in an cool setting, but it also may still be absolutely amazing.

So I might as well just stop whining, and enjoy it for what it is.

Depression has hit me hard these last couple of years, compounded by health and personal problems. I need something to look forward to here.

Anyway, I am tentatively back, and to anyone who I may have been overly hostile with, I apologize.

Sard, thanks man...
 
Depression has hit me hard these last couple of years, compounded by health and personal problems. I need something to look forward to here.
[Let's not even go there. -Drac] Get out and socialize as much you can, even if you don't feel like doing so. Same with physical exercise / activity. It sounds trite but exercise really does help. Wallowing is your enemy.

As for cyberpunk, lower your expectations. Enjoy it for what it is/will be - nothing is perfect.
 
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[Quote edit. -Drac] Get out and socialize as much you can, even if you don't feel like doing so. Same with physical exercise / activity. It sounds trite but exercise really does help. Wallowing is your enemy.

As for cyberpunk, lower your expectations. Enjoy it for what it is/will be - nothing is perfect.

I have a spinal injury and a heart condition, but yeah, thanks for the "advice".... I am going to stop now before I get "confrontational" again...
 
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What gamedevelopers don't necessarily realize is that level-locked areas limit the concept of an openworld and roleplaying.

Suppose you start your journey in Night City in District 1 and you'll do all the content there and you advance to a new District. You won't come back to the earlier area unless new content gets unlocked. Now what if nothing is level locked and all the districts are open to explore and do side quests in?

You can start your journey basically anywhere and familiarize yourself with Night City and it's gangs to become a well-established mercenary. Further you upgrade your character's basic skills to then start the main story. Which will now take you through your already explored areas but with an entirely different dynamic in the dialogues. In the main story you then unlock "main story locked" side quests or upgrades, like a secret ripperdoc that isn't accessible by exploring or a powerful weapon you steal from a Megacorporation. Naturally this approach leads to a very immersive way of experiencing the entire story without getting too sidetracked by an entirely new district.

You can always choose to "finish" one district and then clear another which will lead to an entirely different roleplaying and story experience. Sort of starting as a small fish in the big pond that is Night City.

I have some (small) hope that CDPR thought about this because in the E3 2018 demo they stated that you could buy the spiderbot from the Maelstrom Gang with your own money, hinting at starting the story as an established solo/techie/netrunner.
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This is RPG, this is not realism, want to play realism, please go to play Escape from Tarkov

Why should an RPG be driven by a level count and damage numbers? Your progression should happen through the story, interactions, new weapons and abilities that you unlock in the game world not by reaching a certain xp threshold and spending a point on a skill.
 
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Tuco

Forum veteran
Regardless of the assurances of people swearing that CDPR is willing to take risks, the stated but ignored goal of CDPR that they will try to emulate the mechanics of Cyberpunk 2020 as closely as possible. The "locked to FPP" to protect immmersion, then including mechanics that actively break immersion... none of the complaints, none of the criticisms or suggestions, or outright begging, made or will make any difference.
Honestly, I care only to a certain extent about matching the original ruleset as closely as possible.

My main gripe against leveled enemies and gear is that they almost inevitably tend to be a poor design choice by themselves, in whatever context and rule system they are applied.
They also tend to match extremely poorly with non-linear design and open world games, specifically.

This is RPG, this is not realism, want to play realism, please go to play Escape from Tarkov
These types of defenses are so bizarre.
It's like people like you NEED to lie to themselves and to pretend that RPGs that don't rely on level-gating and constant escalation of numbers aren't a thing. When they actually are and tend to be far better than the alternatives.

Ironically enough, Cyberpunk was one of them.

It's also not clear where and when "realism" was even mentioned at any point in this discussion.
 
I'm not getting it, you want weaker enemies? Even with leveled enemies in TW3 it got easier and you could beat enemies even in the highest difficulty. Without levels the game would get boring and faaaar too easy. I loved the update (of TW3) that launched an option to make enemies your level no matter what, this made the game so much better and challenging for me.
 
I'm not getting it, you want weaker enemies? Even with leveled enemies in TW3 it got easier and you could beat enemies even in the highest difficulty. Without levels the game would get boring and faaaar too easy. I loved the update (of TW3) that launched an option to make enemies your level no matter what, this made the game so much better and challenging for me.

The main point is that you can explore and take on quests throughout Night City even if your "Level 1" / beginner character without being punished by overleved senemies
 
The main point is that you can explore and take on quests throughout Night City even if your "Level 1" / beginner character without being punished by overleved senemies
Taking TW3 has experience, that will make the game far too easy even on hard. Literally easy. The option for people that want to explore (IMO) it's just put on easy difficulty and be happy.
 

Tuco

Forum veteran
I'm not getting it, you want weaker enemies?
Well, at least you got right the first part. You are not getting it.

No, it's not about "weaker enemies". it's about having a progression system where "inflation of numbers across the board" is not a factor in the first place, so it doesn't need to be compensated later in the game.
If your damage, armor and HP don't keep growing STEADILY across the game, you won't need to multiply enemies stats/level to compensate, like TW3 did.

We can put it in other terms: I personally fiercely dislike systems like Final Fantasy where your characters starts at 14HP and end the game at 9999HP and doing 1,000x more damage. I'm a fan of systems where you start the game at 50 HP and you'll end it at, say, 94HP and a lot better at landing hits and evading and absorbing damage.

Growth doesn't need to be exponential to be satisfying. In Cyberpunk you can have a situation where everyone can die with a relatively low amount of damage, but equipment and cyberware make all the difference you'll need between a strong and weak enemy.

It's also about consistency in the power levels. A street goon should remain a street goon no matter when you'll meet him.
"Elite corporate soldier lvl 5" weaker than "shirtless street goon level 30" doesn't make any sense thematically AND mechanically.

On the other hand, if the "elite corporate soldier" would always be in the same level range whenever you'll meet him, it would make a lot more sense.
It would also make the level on display trivial to mod out of the game without big consequences for whoever doesn't like the idea.
 
:facepalm:

Copying this here since it looks like the right thread:
Have you managed to play TW3 without levels as well? DMG numbers are not a problem (if you know the level), but no levels means you can find yourself dead with 1 hit fighting a random group of bandits (who are levels higher than you).
I've tried, but after a few hours I turned them back on. Also, if anywhere, cyberpunk would be the world where you have an AI installed in your head that gives a numerical representation to how dangerous a person is likely to be.
whoa there, that escalated quickly :ROFLMAO: you know levels 99.9% mean bullet sponges, so... nope.
The most common alternatives would have to be no levels at all, which still could lead to running into really dangerous people and not knowing it until too late, or level scaling (which IMO is the bane of good game design).
Well, if they tell you that max-tac, trauma team, full borg conversions and big robots are very dangerous, you know it and you don't try to fight them 'till end game (but you can try, if you're very good you can do it since DMG are equal for both, they just have better "abilities/cyberware" and more advanced gear). A good game designer would make you face them gradually:
-in an early mission, first time you meet trauma team, you are forced to run away (jackie screams "jaina, trauma team is here! just run for your life!" if you don't you die),
-mid-game you start fighting a couple of them in another mission (you need to escape from a building during a swat/max-tac incursion and "the boss" before the exit is a couple of them, so you test their power in a controlled setting)
-eng-game: it's all max-tac and arasaka ninjas
We've got millions of examples in videogames where enemies are introduced this way, first one that comes to my mind (since is the most recent) is sekiro and these sons of bitches:


No levels, but trust me, you know a strong enemy when you meet one. You "just" need a good game designer who knows how to place enemies.
EDIT: demo showed how scanner can give you info about how dangerous an NPC is, that could subsitute levels with colours or word:
1560600764838.png

So you don't end up fighting someone too strong /EDIT

An acceptable compromise for levels IMHO, is standard levels for enemy type: ALL scavengers (first demo) are level 2, ALL vodoo boys are all level 18 and ALL max tac officers are level 36 (bosses excluded, ofc). Levels do not reflect their DMG output or HPs (if not to minimum extent, an advanced assault rifle is better than a 9mm, and skinweave gives more defense or HP than a t-shirt), but their abilities:
-scavengers are normal guys with guns and that's it (level 2)
-vodoo boys have good cyberware for their limbs (unhuman strenght and speed) (level 18)
-trauma team has very good gear (level 25)
-max tac has both cyberware and gear (x-ray vision, smoke bombs, super strenght and speed, double jumps) (level 36)

You don't level up bullets' DMG or HP: a bullet deals 25HP in the body and 100 in the head, always, enemies' (and yours) defenses change thanks to gear and cyberware.
A scavenger dies with 1 headshot (100HP) from a 9mm gun (given gear has no levels), a vodoo boy as well, 2 if has skinweave (200HP), trauma team wear an helmet, so more headshots are needed, let's say 3 (300HP), max tac has everything, so can be bullet sponge for a 9mm, but all of them remain consistent throughout the game.
So you don't meet a level 2 scavenger and at end-game a level 30 scavenger which looks the same, but is stronger than a level 15 max-tac and weaker than level 40 max-tac. This is the problem with levels being immersion breaking. Not levels per se.
I like your ideas. However, they would be super hard to implement in an open world game. With linear level design they would work. But the designers can't know where the player will go next in an open world to scale things like that. Unless they block off entire zones of the city until later in the game. Which IMO would be lame.
But level gating areas has exactly the same problem, then. It's not really open world if you can't go in heywood unless you match the area's level. You can't travel to skellige before level 16 in TW3.

With the system I described, which is exactly the same as sekiro (don't know if you've played it), the world is almost completely open exactly because it has no levels and you can do different areas in the order you prefer. But sekiro doesn't have side quests (from software's side quests are not real side quests), so a good way to solve it is looking at RDR2: in RDR2 side quests appear only when it makes sense for the plot, briefly: there's an alteranation between moments when you are forced to do the main quest and moments when you can do side quests. Game pacing and rhytm are so perfect that you never think "oh my god, I'm in a hurry to find Ciri, but first lemme play some gwent".
Now, given TW3, we can assume CP2077 will have a similar structure and won't be skyrim-like. It's narrative-driven, CDPR said it several times. So devs will know exactly were we'll be and which skills we'll have during the main quest. Side quests (and vendors) will be unlocked gradually thanks to street creds (which are a brilliant idea, limped by classic levels, though).
What happens in my vision: you start the game-> tutorial-> open-world, night city is yours to explore. Jackie (or any NPC) tells you that you need to get more famous in order to catch the major league's attention. You do that completing some missions (main quest) but you can also do side quests to gain more E$ (= gear and cyberware). You're not in a hurry, it's coherent with the narrative. You have a limited number of side quests and are pretty easy (you don't have end-game quests from the beginning like in TW3 which made you wait 60 hours between accepting and completing them), being early game, so you don't end up being overpower even if you do all the side quests: you buy a better assault rifle, a better car, stuff like that. You enjoy role-playing and CDPR's top notch narrative (not that in TW3 that level gated gear had any sense to exist, since you could find better stuff every time you levelled up, which happened 34 times during each playthough). During this mission, you meet "low levels" enemies (scavengers and alike), if you don't try to get into a police station, you won't have any trouble with max tac and what not. BUT, if you manage to get into a police station and steal some corpo rifle, that's great! Risk and reward! And it's not overpower, because it's not level-gated so as I described in my previous post, a bullet from it is slightly more powerful than a 9mm bullets, but not like lvl 10 bullet vs lvl 35 bullet. You get your reward but you don't break the game.
You meet dexter de shawn, kill maelstromers, jackie dies, you want to find dexter for revenge so you need to get even more famous to get in contact with a big fixer (main quest): open world again and new (harder) side quests you can accept, buy better gear and cyberware. The cycle starts again.
 
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I'm not getting it, you want weaker enemies? Even with leveled enemies in TW3 it got easier and you could beat enemies even in the highest difficulty. Without levels the game would get boring and faaaar too easy. I loved the update (of TW3) that launched an option to make enemies your level no matter what, this made the game so much better and challenging for me.

You don't need levels to ajust difficulty, levels are just an artificial way to add damage and health.

Cyberpunk 2020 is a very lethal game, where your cyberware heavy solo can be one shot by a random hobo with a shotgun, yet is has no levels.
Do you think that's "faaaar too easy"?
 
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