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GEAR and Crafting: Clothing, Armor, and doohickeys...

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blank_redge

blank_redge

Rookie
#81
Jan 31, 2013
slimgrin said:
Not familiar yet, those are off the top of my head. I mainly want the grappling hook and or rappel/traverse lines as an alternate means to infiltrate buildings, and get a sense of vertical scale. I hope we aren't confined to the street level. But I certainly don't see it as a core game mechanic as in Just Cause 2.
Click to expand...
*nods*

I can get on board with that. I just wouldn't expect CDPR to write intensive engines specifically dealing with a grappling line, so you can Scorpion / Mortal Kombat sukkas.
 
wisdom000

wisdom000

Forum veteran
#82
Jan 31, 2013
blank_redge said:
*nods*

I can get on board with that. I just wouldn't expect CDPR to write intensive engines specifically dealing with a grappling line, so you can Scorpion / Mortal Kombat sukkas.
Click to expand...
Crushing on my grapplefist love here pal...
 
D

d1am0ndback

Rookie
#83
Jan 31, 2013
Neuraweave clothing would be nice to have, its in one of the Interface magazines. Said to stun people on the touch of the clothing like a stun gun. Nice touches like that with technology and clothing combined.
 
N

netra

Rookie
#84
Jan 31, 2013
blank_redge said:
*nods*

I can get on board with that. I just wouldn't expect CDPR to write intensive engines specifically dealing with a grappling line, so you can Scorpion / Mortal Kombat sukkas.
Click to expand...
You could have specific spots where you could shoot your hook at. Doesn't need to be Just cause 2". Although i would personally prefer a sort of parkour.
In terms of combat, i was playing the new DmC recently, it has two grappling hooks in combat. one for pulling enemies towards you and one to propel yourself to them. Works beautifully. I want it.
 
W

wobbles.711

Rookie
#85
Jan 31, 2013
Netra said:
You could have specific spots where you could shoot your hook at. Doesn't need to be Just cause 2". Although i would personally prefer a sort of parkour.
In terms of combat, i was playing the new DmC recently, it has two grappling hooks in combat. one for pulling enemies towards you and one to propel yourself to them. Works beautifully. I want it.
Click to expand...
i could see it now.. your an unsuspecting npc... suddenly your pulled across the street by some dude with a grappling hook.. hoping that incoming traffic wont hit you...
yeah i could have some fun with that.
 
T

The___bermensch

Rookie
#86
Feb 1, 2013
I wouldnt mind seeing something like the slo mo drug from Dredd
 
U

username_3647539

Rookie
#87
Feb 2, 2013
Drugs were a key aspect to Cyberpunk with major downsides.

I say stick to the original mould. If your going to take that route, you may just fall over the edge.

Taking the equivalent caffeine stims and painkillers should be all you need in any given combat situation, although Hackers seemed to revel in drug addiction as they where likely to fry their brain at any moment anyway :D
 
B

braindancer12

Rookie
#88
Feb 2, 2013
The Übermensch said:
I wouldnt mind seeing something like the slo mo drug from Dredd
Click to expand...
its possible to see something like this
 
D

d1am0ndback

Rookie
#89
Feb 2, 2013
iirc, Timewave is the combat drug that mimics slo-mo from Dredd. So Cyberpunk came up with the idea first.
 
W

witchermasterofrolling

Rookie
#90
Feb 7, 2013
Yes drugs should be in the game, most of the common street drugs we have have now days should be there as well as steroids and other enhancement drugs
I think the addiction and side effects should vary just like any thing.
alcohol is a drug some of us have bad addictions to it. I don't drink vary often in real life.
Id much sooner not have the hang over. each to there own ,I have seen more people wreck their life's with alcohol then any other drugs only thing that's worst is crack cocaine and Heroin addiction. You see less of that do to the fact alcohol is legal in most of the world but that don't make it any better

some steroids have worse side effects and different then others so enhancement type drugs should follow that rule.
 
W

witchermasterofrolling

Rookie
#91
Feb 7, 2013
Id like to see drug addiction start to alter your personalty put you on edge more, have temper tantrums. Start getting sick, cold sweats when you come down, extreme withdrawal if you have been on them for to long to often.
 
B

braindancer12

Rookie
#92
Feb 11, 2013
witchermasterofRolling said:
Id like to see drug addiction start to alter your personalty put you on edge more, have temper tantrums. Start getting sick, cold sweats when you come down, extreme withdrawal if you have been on them for to long to often.
Click to expand...
would be intersting if this would happen
 
T

thylbanus

Rookie
#93
Feb 27, 2013
While it is very true that drug use is desencitized by using another name, potions, stims, adrenals, health packs, they all serve the same function. The after-effects are what is the issue.

It is qutie clear from the PnP that R. Talsorian never did drugs, so for the game to set up a realistic mechanic, you need to understand what they do. Education about them is paramount, but must come from alternate sources since most governments ban usage, even for medical or scientific study. Portugal may be a likely source to understand it from an academic standpoint. The decriminalized all drugs back in 2001, so they must have some research into the fields that are taboo in many other courntries. Hopefully, CD will look into that.
 
blank_redge

blank_redge

Rookie
#94
Feb 27, 2013
As stated earlier in this thread, I liked the "addiction" mechanic in Fallout 3, or at least, the basic idea. Take a recreational pharmaceutical too often, and you develop an addiction. If you're not currently using your substance of choice, you suffer penalties to relevant stats.

I wasn't keen on the 50 caps "detox," though. Bit too simple, too clean (though, from a coding standpoint, I can understand why they did it.) I'd like to see something a bit more in-depth, were they to introduce something like that in this game.
 
wisdom000

wisdom000

Forum veteran
#95
Feb 28, 2013
blank_redge said:
As stated earlier in this thread, I liked the "addiction" mechanic in Fallout 3, or at least, the basic idea. Take a recreational pharmaceutical too often, and you develop an addiction. If you're not currently using your substance of choice, you suffer penalties to relevant stats.

I wasn't keen on the 50 caps "detox," though. Bit too simple, too clean (though, from a coding standpoint, I can understand why they did it.) I'd like to see something a bit more in-depth, were they to introduce something like that in this game.
Click to expand...
Yeah, I wouldn't mind that either... though it would be a fine line to implement, while still making the game fun... not sure what fun could be had from playing a twitching shaking junkie vomitting all over himself trying to keep it together till he gets his next fix....... so proceed with caution...
 
D

deathntaxes

Rookie
#96
Feb 28, 2013
Addiction should be sneaky and surprising and should play into social rolls and stuff.

I also like the idea of once and Addict ALWAYS an addict in other words you may have recovered /rehabbed and don't suffer from negative game play affects from being without your drug, but have game situations that drive you to use and potentially go on a bender and re-become an addict, or when you go to a specific area where you would buy drugs the dealers tempt you to buy and you have to take a Cool check to not buy it etc.

Addiction like most things in this game IMHO should be easy to get but hard to get rid of.
 
blank_redge

blank_redge

Rookie
#97
Feb 28, 2013
Deathntaxes said:
...have game situations that drive you to use and potentially go on a bender and re-become an addict...
Click to expand...
Hm. I can't think of a way that this could be introduced in to the game that would go over well. They could introduce the mechanic of your character going on auto-pilot, basically becoming an NPC for a while, snorting all the rails (SNORT ALL THE RAILS!!!), but I don't think most people would go for that; I don't think most people would dig on the idea of having no control over their character.

Outside of that, I can't think of a mechanic that CDPR could introduce that would persuade players to roleplay addiction, if they're not inclined to do so on their own.
 
D

deathntaxes

Rookie
#98
Feb 28, 2013
blank_redge said:
Hm. snorting all the rails (SNORT ALL THE RAILS!!!)
Click to expand...
LOL! This is a bumper sticker waiting to happen.

Point is well noted - actually the way that it would could be invovled I was thinking was it could be part of different mission types. For example that party you have to go to the chick you need to talk too offers you synth coke, but you've just kicked it and now here's a social situation where you might take a rep/social disadvantage for the rest of the encounter b/c your a "square". So do you take the risk of re-addicting yourself or do you stand strong? It'd be less about game control taken away but more about the social mechanics/dialogue/mission/system - peer pressure baby!
 
blank_redge

blank_redge

Rookie
#99
Feb 28, 2013
Deathntaxes said:
I was thinking was it could be part of different mission types. For example that party you have to go to the chick you need to talk too offers you synth coke, but you've just kicked it and now here's a social situation where you might take a rep/social disadvantage for the rest of the encounter b/c your a "square".
Click to expand...
...YES. THAT is brilliant. I like it.
 
wisdom000

wisdom000

Forum veteran
#100
Mar 1, 2013
blank_redge said:
...YES. THAT is brilliant. I like it.
Click to expand...
I quite like that as well....
 
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