Bingo. Exactly how I feel about it.Agreed. Levelling weapons in a cyberpunk setting is ridiculous. A .22 is a .22 is a .22. You want more punch, getter a bigger gun. The only thing that should separate weapons of the same type is the manufacturer. A German made rifle should be of better quality and more reliable than a cheap knock-off.
Well, but that's the point, isn't it? Discussing the topic in advance with the developers before having sure info about it.I think we dont have to much info atm I just will wait to see some gameplay or early launch footage until I have an opinion
I'm sorry but I really don't. Not on this aspect, especially not after TW3.I just trust CDPR, I hope they will manage the weapons rarity in a nice not overwhelming itemization.
This is literally how Borderlands did it.Bingo. Exactly how I feel about it.
If there are tiers of weapons, they should be broadly about quality (i.e. This "epic gun from a big corp known for quality is better than a cheap handgun you can buy in a cornershop).
No, it's literally NOT.This is literally how Borderlands did it.
Yes, Fallout is actually a pretty decent example of this done well. IIRC, stats are what affect the damage and increase it, not just "this weapon is a +5 machete".This is literally how Borderlands did it.
I'm more a fan of how games like Bloodlines and Fallout handle it. You want better killing power? You just get a more powerful gun.
You might want to go back and replay Borderlands. Because your claim that it is not is factually wrong.No, it's literally NOT.
In Borderlands you had infinite variations of procedurally generated weapons, instead of having very few pre-defined of them.
Exactly the opposite of what I'm advocating for, basically.
Yeah, I love how Fallout handles it. And Bloodlines, too.Yes, Fallout is actually a pretty decent example of this done well. IIRC, stats are what affect the damage and increase it, not just "this weapon is a +5 machete".
Well, sure, it's a possibility.I think the way they have described it, "common, uncommon and exotic", may refer more to the availability of those weapons rather than quality, which means you wouldn't find one weapon of various rarities.
There isn't one.I can understand it in a fantasy setting. Maybe one sword is slightly more magical than other. But in a semi-"realistic" world that's based on our own in many more ways than a fantasy setting? What's the justification?
It really does.Loot and itemization in The Witcher 3 are part of the ... bad things of the game. It really sucks
I pray it's this. This would both fulfill the gratification/cheap sense of accomplishment requirement and avoid ticking off those of us who have been burned by such systems in the past.I think the way they have described it, "common, uncommon and exotic", may refer more to the availability of those weapons rather than quality, which means you wouldn't find one weapon of various rarities. So a normal poly-one-shot that you can find very easily (and legally) would be considered common, while a one of a kind, military grade railgun that you can only steal or find on the black market would be considered exotic, and that would line up well with the PnP.
You know what's often the funny part? The "necessity" to gate things this way is often almost entirely self-inflicted, under the assumption that "numbers need to escalate constantly to keep players engaged".There isn't one.
This entire mechanic exists for one, and only one, reason.
To gate the items availible for use by the player to the content of the game.
Disappointing if so. I'd hope progression would come from perks, skills, attributes, and cyberware rather than "+10 shotguns."There isn't one.
This entire mechanic exists for one, and only one, reason.
To gate the items availible for use by the player to the content of the game.
Ok .... maybe there is a second reason ...
"Gee wizz hot damn ! I just got a purple drop!"
Agree with this.I'm a little disappointed that they are even going with levelled weapons. It doesn't make sense to me. The PnP didn't have them, and I wish they'd found a way to make that system work here.
Why is one .22 pistol that is "Green" quality worse than a purple or "Epic" quality .22 pistol? Makes no sense whatsoever. The only things that should affect damage are bullet caliber, projectile type, damage type (if we must have damage types, which we clearly do based on previews).
I can understand it in a fantasy setting. Maybe one sword is slightly more magical than other. But in a semi-"realistic" world that's based on our own in many more ways than a fantasy setting? What's the justification?
It's fine in MMO's and Diablo-likes. These games do not have engaging storytelling/worlds, so instead they addict players to the "grind" with systems of loot/progression that constantly drive the player...more DPS, more DPS!!!You know what's often the funny part? The "necessity" to gate things this way is often almost entirely self-inflicted, under the assumption that "numbers need to escalate constantly to keep players engaged".
Which is honestly not true.
Yep.You know what's often the funny part? The "necessity" to gate things this way is often almost entirely self-inflicted, under the assumption that "numbers need to escalate constantly to keep players engaged".
Which is honestly not true.