In case the devs read this stuff:
Driving:
It occurred to me that the vehicles in Cyberpunk had an algorithm that used a central axis of rotation in their algorithm which makes the vehicles way too slippery and turnable.
How hard would it be to give cars four points of rotation, limited to typical degree of turn motion that a typical car tire can turn (no more than 45 total degrees I am guessing, or 22.5 degrees each side away from center) for the front, and fixed points for the rear (i.e. front wheel drive)- one at each corner, or else two points of rotation for motorcycles (perhaps with front tire having more degree of freedom than a car might), with back fixed?
Was this done to allow for that feeling of drifting? Could there be a way to be able to turn extra drift on if the person wanted but otherwise stick to normal car physics?
The driving in Cyberpunk mostly sucks, as far as I can tell, from the use of the single center axis of rotation; changing this up would do a lot to fix the feeling like you are on ice all the time. Also, the left side of a game controller often has a lack of control for fine motor control.
Perhaps looking at the algorithms of some typical racing games would help? I suspect that there might be some kind of algorithm involving an adherence to a track or road boundaries which helps keep the cars centered. If you had a certain degree of latitude that kept you locked in a lane unless you pushed too many degrees away and then the lock would turn off until the car was again locked into a lane by following along lane lines for a set amount of time maybe...
This is such an excellent game, but this is one thing that detracts from gameplay that annoys time and time again. The fact is that driving a car in the real world is way easier than driving a car in this game, which is the opposite of how it should be. I think the driving part of the game would be equally as engaging as 1st person shooter parts, if done correctly.
In terms of melee fighting, I know there are mods for 3rd person view, which work so so, but I cant shake the feeling that since you devs already mastered the 3rd person dynamics for the Witcher series, that you should be able to provide that for Cyberpunk. As it is, melee is lacking because as soon as you get in close, you can easily lose sight of enemies and spin around looking for someone who is technically right next to you and not find them. Plus, you don't see as much "cool melee moves" which is half the fun of the Witcher fighting system.
It would be awesome even if you just took the fighting dynamics from the Witcher series and copied them as they were that would be so cool to truly be able to enjoy a melee fight within Cyberpunk.
One of the best games I've played and I would say it rivals Fallout 4 in terms of new age apocalyptic-style world building and first person shooters. I hope to see possible follow up editions on this game with improved dynamics.
Thanks.
Driving:
It occurred to me that the vehicles in Cyberpunk had an algorithm that used a central axis of rotation in their algorithm which makes the vehicles way too slippery and turnable.
How hard would it be to give cars four points of rotation, limited to typical degree of turn motion that a typical car tire can turn (no more than 45 total degrees I am guessing, or 22.5 degrees each side away from center) for the front, and fixed points for the rear (i.e. front wheel drive)- one at each corner, or else two points of rotation for motorcycles (perhaps with front tire having more degree of freedom than a car might), with back fixed?
Was this done to allow for that feeling of drifting? Could there be a way to be able to turn extra drift on if the person wanted but otherwise stick to normal car physics?
The driving in Cyberpunk mostly sucks, as far as I can tell, from the use of the single center axis of rotation; changing this up would do a lot to fix the feeling like you are on ice all the time. Also, the left side of a game controller often has a lack of control for fine motor control.
Perhaps looking at the algorithms of some typical racing games would help? I suspect that there might be some kind of algorithm involving an adherence to a track or road boundaries which helps keep the cars centered. If you had a certain degree of latitude that kept you locked in a lane unless you pushed too many degrees away and then the lock would turn off until the car was again locked into a lane by following along lane lines for a set amount of time maybe...
This is such an excellent game, but this is one thing that detracts from gameplay that annoys time and time again. The fact is that driving a car in the real world is way easier than driving a car in this game, which is the opposite of how it should be. I think the driving part of the game would be equally as engaging as 1st person shooter parts, if done correctly.
In terms of melee fighting, I know there are mods for 3rd person view, which work so so, but I cant shake the feeling that since you devs already mastered the 3rd person dynamics for the Witcher series, that you should be able to provide that for Cyberpunk. As it is, melee is lacking because as soon as you get in close, you can easily lose sight of enemies and spin around looking for someone who is technically right next to you and not find them. Plus, you don't see as much "cool melee moves" which is half the fun of the Witcher fighting system.
It would be awesome even if you just took the fighting dynamics from the Witcher series and copied them as they were that would be so cool to truly be able to enjoy a melee fight within Cyberpunk.
One of the best games I've played and I would say it rivals Fallout 4 in terms of new age apocalyptic-style world building and first person shooters. I hope to see possible follow up editions on this game with improved dynamics.
Thanks.


