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Hardest difficulty is pretty easy. Game is not balanced.

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L

linegenrou

Senior user
#41
Jan 12, 2021
Hexipoo said:
LOL you're in for a rude awakening when you toss your hacking tool to the bin and equip a yellow sandevistan. You are LITERALLY faster than bullets! You *CANNOT* die and melee weapons don't slow down at all unlike ranged weapons, you swing them in relation to the time slow, meaning you swing faster than bullets move. With just light attacks, you're like a blender with limbs flying everywhere.

I just got a new sword and I'm doing 130k light attack crits with it at lvl40.
Click to expand...
yes sandevistan is great when it works
I love when I'm in the middle of combat and I can't activate that thing, and then I die
 
C

ck1212k

Fresh user
#42
Jan 12, 2021

I agree
 
T

TouPoutsou

Senior user
#43
Jan 12, 2021
Yep, game is too easy. I do not agree that this was the case with ALL Witcher games. The Witcher 2 was pretty tough on Dark Mode. You could not regenerate HP in combat (which made Alchemy far more important, but also useless on the second act Boss), and everything one - two shotted you. Yes Quen prevented ALL damage but you could not spam it indefinitely, since vigor didn't regenerate if quen was active, and there was some cast time. The Operator boss on Dark Mode was up there in difficulty with the hardest Souls bosses. Your perks and gear mattered a lot but the game was always challenging. Problem was that the character was clunky and unresponsive compared to From Software's games.
 
Gen_Liu

Gen_Liu

Forum regular
#44
Jan 12, 2021
RecceJack said:
I have never seen anyone get shot clean in the head and get up hiphopping about like it's nothing. I don't want to see this in games either; it's stupid.

If you don't want to be over powered, stop using cyberware, mods, quickhacks, smart weapons, tech weapons, melee weapons, blades & stat boosting perks..

I'm having a great experience over here. Just relying on standard weapons & tactics.. Using logic & realism.


I also turned off the numbers before I even started my first save.. Don't understand why people have that stuff enabled then turn around and talk immersion..
Click to expand...
I understand your though and I don't disagree with the general idea but CP is an RPG which implies multiple things tide to character progression to make the experience enjoyable for the majority of people (such as not being able to one shot at least the most powerful enemies).

I'm not saying that they should make every enemies bullet spongy as hell but some of them are meant to represent a challenge and should be at least a little bit resilient, even to headshots (If they designed CP to be the same genre as, say, The last of us, for example, then sure but not as it is).

Also, asking players not to use a ressource provided to them in order to enjoy the game is nonesensical . Nobody should have to refrain him/herself to use the tools given by the game in order to have fun.

Balance is the developper's responsability, not the player's.
 
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C

ck1212k

Fresh user
#45
Jan 12, 2021
Gen_Liu said:
I understand your though and I don't disagree with the general idea but CP is an RPG which implies multiple things tide to character progression to make the experience enjoyable for the majority of people (such as not being able to one shot at least the most powerful enemies).

I'm not saying that they should make every enemies bullet spongy as hell but some of them are meant to represent a challenge and should be at least a little bit resilient, even to headshots (If they designed CP to be the same genre as, say, The last of us, for example, then sure but not as it is).

Also, asking players not to use a ressource provided to them in order to enjoy the game is nonesensical . Nobody should have to refrain him/herself to use the tools given by the game in order to have fun.

Balance is the developper's responsability, not the player's.
Click to expand...
How do you like a post on this forum. This is confusing
 
L

linegenrou

Senior user
#46
Jan 12, 2021
ck1212k said:
How do you like a post on this forum. This is confusing
Click to expand...
click on the "Red point" thumbs up on the bottom of the post
 
Gen_Liu

Gen_Liu

Forum regular
#47
Jan 12, 2021
ck1212k said:
How do you like a post on this forum. This is confusing
Click to expand...
As linegenrou rightfully pointed out, there's a "Red point" thumbs up at the botton of each message, however, I did have a problem in the past where pressing it didn't do anything (that was on the Gwent session of the forum) so, if you have the same issue, don't hesitate to make a moderator know.

And thanks.
 
mbrto

mbrto

Forum regular
#48
Jan 12, 2021
ck1212k said:

I agree
Click to expand...
i just 1-shot everything with overwatch
including the mechs
 
Attidd

Attidd

Forum regular
#49
Jan 12, 2021
RecceJack said:
I have never seen anyone get shot clean in the head and get up hiphopping about like it's nothing. I don't want to see this in games either; it's stupid.

If you don't want to be over powered, stop using cyberware, mods, quickhacks, smart weapons, tech weapons, melee weapons, blades & stat boosting perks..

I'm having a great experience over here. Just relying on standard weapons & tactics.. Using logic & realism.


I also turned off the numbers before I even started my first save.. Don't understand why people have that stuff enabled then turn around and talk immersion..
Click to expand...
The realism argument makes no sense when you are disregarding all the unrealistic things V does. (spamming inhaler to outheal peoples damage, and V can survive shots to the head and you say nothing about that.)
 
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ottffss1

ottffss1

Forum regular
#50
Jan 12, 2021
I hope a toolkit for modders gets released. Would love to see a game eventually with enemy tech sniper deathsquads supported by those militech flying drones everywhere.

But mainly it will be identifying their scripts for the enemy ai and tweaking those.
 
Hayte

Hayte

Fresh user
#51
Jan 12, 2021
Smile_067 said:
Huge fan of Fromsoftware games here. I'm with you, buddy. We definitely need more freedom to customize the difficulty of the game.
Click to expand...
Fromsoft games don't have multiple difficulty settings. In this case, they don't customize the player experience by making an easier or harder version of the game. The game is the game and its designed at its core to test you. The end.

So I don't think Cyberpunk needs more freedom to customize difficulty because it will not achieve the intended effect - a Fromsoft type of challenge. If CDPR want to make a difficult game, they have to strictly ration movement and resources (i.e. stamina/health gain etc.) and there are inherent problems with gunplay. Range doesn't matter. Footsies don't matter. If enemies have line of sight to you, they can kill you and making enemies capable of fatally one shotting you from any range and any elevation creates a different type of problem. It forces the player play a certain way - one that heavily exploits cover.

I think Very Hard is still way too easy, way too soon but once you get cybered up theres no avoiding it. Its like Warframe which is also an easy game but it feeds a power fantasy and I think there is a place for games to be like that. Not every game needs to be Dark Souls and most games are designed in a such a way that they can't be, even if they wanted to.
 
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xOmaeka

xOmaeka

Forum regular
#52
Jan 12, 2021
Man The Witcher 3 on death march was the jankiest shit. Could tank a hit from a red skull Wyvern no problem, 1/3 of life gone. Level 3 drowner? 90% gone.

I do love how unbalanced 2077 is though, but think it needs to be fixed in that department, but not fixed to the point you can't become OP. I saw a build with 2.5million headshot criticals lmao
 
salmonsalad

salmonsalad

Fresh user
#53
Jan 12, 2021
go play very hard :0 You will know. your 10k defend is useless on those melee and legend mob. they just 2 shot or 2 hit you :0
and very hard is only one way for get fully chance drop :0
a hard is not fully drop . and some gold grade is not drop too

cheer
 
Gen_Liu

Gen_Liu

Forum regular
#54
Jan 12, 2021
Hayte said:
Fromsoft games don't have multiple difficulty settings. In this case, they don't customize the player experience by making an easier or harder version of the game. The game is the game and its designed at its core to test you. The end.

So I don't think Cyberpunk needs more freedom to customize difficulty because it will not achieve the intended effect - a Fromsoft type of challenge. If CDPR want to make a difficult game, they have to strictly ration movement and resources (i.e. stamina/health gain etc.) and there are inherent problems with gunplay. Range doesn't matter. Footsies don't matter. If enemies have line of sight to you, they can kill you and making enemies capable of fatally one shotting you from any range and any elevation creates a different type of problem. It forces the player play a certain way - one that heavily exploits cover.

I think Very Hard is still way too easy, way too soon but once you get cybered up theres no avoiding it. Its like Warframe which is also an easy game but it feeds a power fantasy and I think there is a place for games to be like that. Not every game needs to be Dark Souls and most games are designed in a such a way that they can't be, even if they wanted to.
Click to expand...
Yes, the difficulty of CP is actually weird and kinda reminds me of Skyrim (which isn't a compliment, unfortunately).
So, basically, the player has insane firepower (actually completely ridiculous in CP, I rarely played a game so unballanced with its damage) but enemies are extremely inconsistant too, being able to miss 10 shots in a row or do no damage whatsoever or straight up one shoting you through light cover for no particular reason.

It's not only damage dealt by the player that has to be reworked but kinda everything.

And I agree with you, there's a lot of things that should matter in this game and currently doesn't like distances (for enemies, because it already does for players), cover, movement...Damage should be more subject to change depending on the situation you're (and enemies are) in and not be generated solely on random multipliers like it is in the current state of the game.
 
RecceJack

RecceJack

Fresh user
#55
Jan 13, 2021
Gen_Liu said:
I understand your though and I don't disagree with the general idea but CP is an RPG which implies multiple things tide to character progression to make the experience enjoyable for the majority of people (such as not being able to one shot at least the most powerful enemies).

I'm not saying that they should make every enemies bullet spongy as hell but some of them are meant to represent a challenge and should be at least a little bit resilient, even to headshots (If they designed CP to be the same genre as, say, The last of us, for example, then sure but not as it is).

Also, asking players not to use a ressource provided to them in order to enjoy the game is nonesensical . Nobody should have to refrain him/herself to use the tools given by the game in order to have fun.

Balance is the developper's responsability, not the player's.
Click to expand...
Realistically, at least in combat, it's gonna take sometimes up to 8 shots. You also aim for center mass. The higher shots are due in large part to armor innovation and you could throw human performance in there a little bit too. People are capable of surviving more physical traumas than 50-60 years ago because we have a better understanding of performance & kinesiology, etc..
Now you can also get shot in the head and survive today, but if it's clean though, you will be dead.
If I'm remembering correctly, 50 Cent was shot in the head.


Now, if we are to go off lore or even marketing, or even in game stuff.. Think Coach Fred, he mentions fighters having reinforced skulls with metal plating. There's that scene where a group targets a young woman, she then massacres them with Mantis Blades...

Thing is, how many of these characters are you encountering? I understand the stance and agree with it on some scale... But when you add in weapons that spam explosive round auto locked headshots to all enemies within range of eachother, or you have the ability to make groups of people commit suicide from a distance..

Where do you let the guage fall for difficulty? I use power weapons, I have to say that is where they set the difficulty.

If they set the guage for Smart Weapons... The game would then become overly difficult for power weapons. You can go down the list with different approaches.. Eventually you gonna come to the conclusion that there is no capable balance. Not without removing stuff from the game or rendering over half the weapons and their playstyles obsolete..

I played a few hours using Skippy & that Arasaka gun. This was extremely boring. Especially with the Arasaka gun, I was capable of eliminating an entire building of red skulls without risk of death in a couple minutes.. I would've been killed a few times had I tried this with power weapons. I probably would've left & tried another time. I gave Skippy to Regina & the Arasaka prototype to Judy... Although I did like going all Jim Caviezel with Skippy and blasting everyone in the knee caps.

So yeah, I agree, it wasn't the player's responsibility to release a balanced game. Players should also be able to use everything at their disposal to enjoy the game.. But that isn't the case right now. So it's up to the player to self police their playstyle.

I'll say this, Idk about all these other games, but Deus Ex Human Revolution made me fall in love with the entire Cyberpunk genre. I've never felt like I could just run through HR & MD and be fine. Everything always felt like a challenge regardless of difficulty and how many times I had already played.
I think there was too much ambition with 2077 for all of these different approaches to co-exist.

Attidd said:
The realism argument makes no sense when you are disregarding all the unrealistic things V does. (spamming inhaler to outheal peoples damage, and V can survive shots to the head and you say nothing about that.)
Click to expand...
95% of the game is because V wasn't able to survive a clean shot to the head. I'm not exactly sure what point you were attempting to make here. The "unrealistic" things can be chalked up to transhumanism, which is indeed future realism..

barring complete & utter destruction or whatever the hell happened in the 1900's(we had robots at the 1939 world's fair, Hemp fuel in the 40's, VR Goggles in the 50's, Hybrid cars using wind turbines in the 60's, plus all the post war midcentury design innovation.. Then we just stopped for decades.)
 
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Attidd

Attidd

Forum regular
#56
Jan 13, 2021
RecceJack said:
Realistically, at least in combat, it's gonna take sometimes up to 8 shots. You also aim for center mass. The higher shots are due in large part to armor innovation and you could throw human performance in there a little bit too. People are capable of surviving more physical traumas than 50-60 years ago because we have a better understanding of performance & kinesiology, etc..
Now you can also get shot in the head and survive today, but if it's clean though, you will be dead.
If I'm remembering correctly, 50 Cent was shot in the head.


Now, if we are to go off lore or even marketing, or even in game stuff.. Think Coach Fred, he mentions fighters having reinforced skulls with metal plating. There's that scene where a group targets a young woman, she then massacres them with Mantis Blades...

Thing is, how many of these characters are you encountering? I understand the stance and agree with it on some scale... But when you add in weapons that spam explosive round auto locked headshots to all enemies within range of eachother, or you have the ability to make groups of people commit suicide from a distance..

Where do you let the guage fall for difficulty? I use power weapons, I have to say that is where they set the difficulty.

If they set the guage for Smart Weapons... The game would then become overly difficult for power weapons. You can go down the list with different approaches.. Eventually you gonna come to the conclusion that there is no capable balance. Not without removing stuff from the game or rendering over half the weapons and their playstyles obsolete..

I played a few hours using Skippy & that Arasaka gun. This was extremely boring. Especially with the Arasaka gun, I was capable of eliminating an entire building of red skulls without risk of death in a couple minutes.. I would've been killed a few times had I tried this with power weapons. I probably would've left & tried another time. I gave Skippy to Regina & the Arasaka prototype to Judy... Although I did like going all Jim Caviezel with Skippy and blasting everyone in the knee caps.

So yeah, I agree, it wasn't the player's responsibility to release a balanced game. Players should also be able to use everything at their disposal to enjoy the game.. But that isn't the case right now. So it's up to the player to self police their playstyle.

I'll say this, Idk about all these other games, but Deus Ex Human Revolution made me fall in love with the entire Cyberpunk genre. I've never felt like I could just run through HR & MD and be fine. Everything always felt like a challenge regardless of difficulty and how many times I had already played.
I think there was too much ambition with 2077 for all of these different approaches to co-exist.



95% of the game is because V wasn't able to survive a clean shot to the head. I'm not exactly sure what point you were attempting to make here. The "unrealistic" things can be chalked up to transhumanism, which is indeed future realism..

barring complete & utter destruction or whatever the hell happened in the 1900's(we had robots at the 1939 world's fair, Hemp fuel in the 40's, VR Goggles in the 50's, Hybrid cars using wind turbines in the 60's, plus all the post war midcentury design innovation.. Then we just stopped for decades.)
Click to expand...
I wasn't referring to the cutscenes. Just like how you weren't referring to cutscenes when you first mentioned it. An inhaler heals bullet wounds? Why can't the NPC's do it?
 
Nerconiglio

Nerconiglio

Fresh user
#57
Jan 13, 2021
RecceJack said:
If they set the guage for Smart Weapons... The game would then become overly difficult for power weapons. You can go down the list with different approaches.. Eventually you gonna come to the conclusion that there is no capable balance. Not without removing stuff from the game or rendering over half the weapons and their playstyles obsolete..
Click to expand...
This
 
Simpson3000

Simpson3000

Forum regular
#58
Jan 13, 2021
What levels are you talking about when you say very hard is no challenge? Yesterday i tried very hard and i am only a hair width away from death. One hit and i am dead if i dont immediately use a healkit and run behind a solid wall for cover. I die in 9/10 attempt for any gunfight in the game. Is this perhaps some generation thing that games are only played on the hardest difficulty always only and therefor the younger players are simply so extremed trained with fast reactions like a spring that they left the games challenges behind with their skill.

I prefer to play on lower difficulty always and carefully try out the higher ones but very difficult in this game is really a deathparade in my opinion and i dont understand how a human being can call this to easy.
 
Gen_Liu

Gen_Liu

Forum regular
#59
Jan 13, 2021
RecceJack said:
Where do you let the guage fall for difficulty? I use power weapons, I have to say that is where they set the difficulty.

If they set the guage for Smart Weapons... The game would then become overly difficult for power weapons. You can go down the list with different approaches.. Eventually you gonna come to the conclusion that there is no capable balance. Not without removing stuff from the game or rendering over half the weapons and their playstyles obsolete..
Click to expand...
This part is where I disagree.
You seem to believe that game developpers have to focus the difficulty of their game around some specific stuffs, knowing that others would be impossible to balance....This isn't true at all.

First, from my experience of playing many games of any kind (table, video ect) I can tell you that there's very few things/concepts that are completely impossible to balance (and usually you can see them coming miles away).
If developpers run into one of those feature, it's their responsability to not add them in their game but the good news is, there's nothing of the like in CP...Like at all, everything can be balanced perfectly fine.

Let me give you some exemples:

Smart weapons: They should always do about half the damage of other weapons and/or remove their ability to crit (probably the latest would be enough if the game has acceptable damage output all around, they just need to test it and adjust accordingly) and their curve shouldn't big extreme enough to catch an enemy who's hidding right behind a cover when you're standing in front of him/her (just require to adjust the curve).
They could also make the weapon overheating if you shoot for too long if the weapon type is still too strong after all those changes. Again, requires testing.

The next part is about Skippy, which some people may not know about so, I'm gonna do a minor Spoiler alert.
Skippy could see his damage reworked in a way that his crit damage for hitting an enemy's head is much lower than any other gun but still slightly higher than the usual Smart gun damage.
Or they could only give him a low % chance to hit the head/legs and design him as a normal Smart gun otherwise.
To be fair, I would have prefered if they gave him some more unique features, like the ability to shout at you when an enemy is flanking you, for example, that would have been better than just being some sort of "super smart weapon", if you will. Still a brilliant weapon/character, I absolutely love Skippy.

Tech weapon: Limit the cover type this weapon can punch through to light cover only. No shooting through thick walls of cars anymore and boom, the weapon is far more balanced.
Remember that Tech weapons are mostly precision rifles which are extremely powerful in the first place and charging a shot already increase the damage of said shot, limitting even drastically the cover piercing capabilities would not make the weapon type useless at all.

Any other OP weapon of this game are solely due to damage and crit damage being all over the place (just like you, I found Power weapons well balanced as they are), it's extremely easy to balance...Just change the numbers.

What I'm trying to explain here is that, unlike what the game's industry suggests since there's very few games that are actually balanced, equalizing the power of the different ressources and weapons given to the player is possible and not even as difficult as you seem to think and the reason why game developpers are not doing the bear minimum required in that regard the vast majority of the time, isn't because it's too difficult or impossible but because game nowdays are barely tested at all.

And that's the key factor, balancing a game, while not easy, isn't Voodoo magic either but it requires some testing...A lot of it, in fact and this is the reason why I'm not blaming CDPR nor any game developpers for delivering an unballanced game at launch (even though...Sometimes I'm like "Come on guys"....Like when I saw 100%+ crit chance and out of the roof crit multiplier in CP, for example).

Once the launch is behind them, game developper gain arguably the best tool you can ever dream of for balancing your game: Us.
All of the suddent, people are playing the game and thanks to the Internet, the day after Day 1 you can already see videos and topics, on forums, of people pointing out the flaws of your balance and even providing possible solutions to fix them (exactly like we're doing here).

Now, of course, CP is kind of a particular case since it was released in an unfinished state and now the developpers have to clean the mess...Which is gonna take a very long time so, I'm not very confident that we'll see any major change on the balance before quiet some time but still, it's useful to make them know about those issues so, one day, they can look into it.

But don't take balancing as a fatality that you can't do anything about and imagine that game developpers has to give up trying and just expect players to create their own limitations to enjoy the game. That's not a thing.
 
Last edited: Jan 13, 2021
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RecceJack

RecceJack

Fresh user
#60
Jan 13, 2021
Attidd said:
I wasn't referring to the cutscenes. Just like how you weren't referring to cutscenes when you first mentioned it. An inhaler heals bullet wounds? Why can't the NPC's do it?
Click to expand...
They don't have the same cyberware and you have all the inhalers lol.

Gen_Liu said:
That last part is where I disagree.
You seem to believe that game developpers have to focus the difficulty of their game around some specific stuffs, knowing that others would be impossible to balance....This isn't true at all.

First, from my experience of playing many games of any kind (table, video ect) I can tell you that there's very few things/concepts that are completely impossible to balance (and usually you can see them coming miles away).
If developpers run into one of those feature, it's their responsability to not add them in their game but the good news is, there's nothing of the like in CP...Like at all, everything can be balanced perfectly fine.

Let me give you some exemples:

Smart weapons: They should always do about half the damage of other weapons and/or remove their ability to crit (probably the latest would be enough if the game has acceptable damage output all around, they just need to test it and adjust accordingly) and their curve shouldn't big extreme enough to catch an enemy who's hidding right behind a cover when you're standing in front of him/her (just require to adjust the curve).
They could also make the weapon overheating if you shoot for too long if the weapon type is still too strong after all those changes. Again, requires testing.

The next part is about Skippy, which some people may not know about so, I'm gonna do a minor Spoiler alert.
Skippy could see his damage reworked in a way that his crit damage for hitting an enemy's head is much lower than any other gun but still slightly higher than the usual Smart gun damage.
Or they could only give him a low % chance to hit the head/legs and design him as a normal Smart gun otherwise.
To be fair, I would have prefered if they gave him some more unique features, like the ability to shout at you when an enemy is flanking you, for example, that would have been better than just being some sort of "super smart weapon", if you will. Still a brilliant weapon/character, I absolutely love Skippy.

Tech weapon: Limit the cover type this weapon can punch through to light cover only. No shooting through thick walls of cars anymore and boom, the weapon is far more balanced.
Remember that Tech weapons are mostly precision rifles which are extremely powerful in the first place and charging a shot already increase the damage of said shot, limitting even drastically the cover piercing capabilities would not make the weapon type useless at all.

Any other OP weapon of this game are solely due to damage and crit damage being all over the place (just like you, I found Power weapons well balanced as they are), it's extremely easy to balance...Just change the numbers.

What I'm trying to explain here is that, unlike what the game's industry suggests since there's very few games that are actually balanced, equalizing the power of the different ressources and weapons given to the player is possible and not even as difficult as you seem to think and the reason why game developpers are not doing the bear minimum required in that regard the vast majority of the time, isn't because it's too difficult or impossible but because game nowdays are barely tested at all.

And that's the key factor, balancing a game, while not easy, isn't Voodoo magic either but it requires some testing...A lot of it, in fact and this is the reason why I'm not blaming CDPR nor any game developpers for delivering an unballanced game at launch (even though...Sometimes I'm like "Come on guys"....Like when I saw 100%+ crit chance and out of the roof crit multiplier in CP, for example).

Once the launch is behind them, game developper gain arguably the best tool you can ever dream of for balancing your game: Us.
All of the suddent, people are playing the game and thanks to the Internet, the day after Day 1 you can already see videos and topics, on forums, of people pointing out the flaws of your balance and even providing possible solutions to fix them (exactly like we're doing here).

Now, of course, CP is kind of a particular case since it was released in an unfinished state and now the developpers have to clean the mess...Which is gonna take a very long time so, I'm not very confident that we'll see any major change on the balance before quiet some time but still, it's useful to make them know about those issues so, one day, they can look into it.

But don't take balancing as a fatality that you can't do anything about and imagine that game developpers has to give up trying and just expect players to create their own limitations to enjoy the game. That's not a thing.
Click to expand...
I know nothing about video game development and never really got into the whole crit stuff and all these other concepts in any of the games I have played that have had them. Everything I said was to how everything currently sits and the difficulty of enemies.


Personally what you said for Tech weapons should also be the case for power weapons.. At least for snipers & shotguns. I do think I sniped through some kinda thin metal paneling the other day with Overwatch, so that might already be the case. I like your suggestions though. You still have the issue of quickhacking.

Blades too is ridiculous. I tried a katana the other week because I want more perk points & that level was trash, i think it was 2 idk... Here the enemy becomes more confused than anything and I actually took less damage in an organized crime thing than I do with power weapons.. They should have killed me quickly. I got a different save with gorilla arms where I'm just using power pistols. But I got these gorilla arms, my primary save I don't have any arm cyberware... I tried some spots with gorilla arms and was just as absurd as with the katana.

How do you balance these things without boosting the enemy? You offered some good routes for smart weapons & tech weapons.

What if also they also just remove headshots from Smart Weapons? Only target the center mass.
You could still play a bit looser but now with a more tactical approach..

One thing I noticed too in the perk trees is stat boosts for using cover, I'm not sure I like this. For me, I don't ever really use cover mechanics in games, as long as I can get low and play the angles, I know what I'm doing, I'm good to go. I actually like how the cover mechanics are done in this game, because I can go in and out and flow through an area rather perfectly, so I do use it here and there. I try not to put myself in positions where I'm forced to hug cover, because things are rough at that point and I'll use grenades to cover and move.. I don't think being in this position should grant you extra aid & boosts.

I'm not sure whether or not I made sense or came off hypocritical with that cover topic. Being aware enough to use cover shouldn't grant you even more bonuses.

Maybe also remove special rounds from weapons, or limit to 1 per magazine.. The 1st or last round of a magazine? The 1st & last round?


I'm never gonna change my primary style of play, I have played every single game the exact same way since Splinter Cell 1... 17, 18 whatever years ago.. It makes me happy. But whatever makes this game improved for others, I want to help kick around as many ideas and concepts as possible.
 
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