V should have hard time to heal himself or else he can go superman and fight without any fear, which is 180° of Cyberpunk 2020.
" cyberpunk won't be an rpg for everyone" they said
Just like the idea of an implant to regen your health...
It's not "Heavy Metal" or some anime, it's hard Sf, you need to keep it grounded in reality.
Then no metal limbs, no super strength from the replacement limbs, no built in weapons and on and on. most of it can't be done for really simple reasons, like you can power these things but you would need to haul around a 200kg battery to power them.
This is a HUGE part of what I see as a problem CP2077 has.In a "health regen" setting, why would you bother "fear" or humanize him? Just blast him off, he's a random mob.
That's a part of the "danger" which could kill some parts like Pacifica, if it's the worst part of NC, you'd need to be very careful when you go there, not just "if they piss me off, I'll smoke them"
This is a HUGE part of what I see as a problem CP2077 has.
Between health regen and apparently the immortality chip the world isn't dangerous. That ever present sense of danger, weighing risks vs rewards, is a central tenant of Cyperpunk 2020 that's totally missing in 2077.
just to make it clear: I don't want COD regen (3 seconds and you're in full health), but if some high-end cyberware allows to get 1%HP/s (= 99 seconds from almost dead to full health) it would be optimal, since it doesn't let player break the game hiding for 3 seconds and be ready to start again and at the same time give the player the option to have regen. Of course it needs to have an high cost, that's why I want it to be cyberware.Something innovative would be appreciated, but if they give me a classic medikit/spray/inhaler with animation for "manual regen" View attachment 11015012
and cyberware (IE nanomachines) for automatic regen I'm happy. No magic bullshit that happens "just because", it needs explaination that makes sense lore-wise and logic-wise.
just to make it clear: I don't want COD regen (3 seconds and you're in full health), but if some high-end cyberware allows to get 1%HP/s (= 99 seconds from almost dead to full health) it would be optimal, since it doesn't let player break the game hiding for 3 seconds and be ready to start again and at the same time give the player the option to have regen. Of course it needs to have an high cost, that's why I want it to be cyberware.
Wait... I didn't realize there was ANY health regen at all in DM, even 1/s. Interesting.Either full manual or similar to Death March in Witcher 3 (regen 1/s so it's noticeable in the early game but worthless later on).
Passive health regen is an overused mechanic IMO. While manual adds a lot of difficulty it also prevents the "I'll just stand in this corner to heal, then attack again" cheap cheese strategy (which I won't deny using but I still thinks it's silly).
Plenty of manual healing options and I'd be all set. I voted for "a mix of both", though, because like I said I like DM in that regard.
A tiny bit of automatic regen won't carry one through the game or even a single battle -- unless one is very good at not taking damage.
(Another thing: manual healing shouldn't be of the "eat 1437593798 cabbages for full health" spammy kind. Witcher 3's system is good in this regard as well, with the heal-over-time effects and no stacking 10 waters' effects.)
I see what you're saying, but videogames have a limit, they can't calculate everything like in a table top RPG. You can't leave a mission and come back later and expect the game to react to it. Actually, you can, potentially, as seen with the nemesis system in the last 2 lord of the rings games, but I think this would collide with the story driven concept. Also, CDPR should have made its own nemesis system, which doesn't sound like an easy job.It's also in the original material, but it works with nanorobots, enhancing your regen.
Now, instead of a week it'll take you three days.
The point is there isn't any "get hit, hide for 5mn and get back into the fire"
If you're hit, you either lose some reflexes, either are too badly wounded you nees to be evacuated (by trauma team or your friends), it's all a mecanic behind it, your health is precious.
Also, if you fuck up, and get there 3day later, expect them to be way better prepared, so it's about doing it good in one shot, which adds a lot more pressure on you.
From what we were shown, it doesn't really matters, heck you even run in front of a .50 turret shooting at you...
I was referring to snowflakez comment, not yours. I understood you were being sarcastic.Note the ^^ at the end of my post...
I see what you're saying, but videogames have a limit, they can't calculate everything like in a table top RPG. You can't leave a mission and come back later and expect the game to react to it. Actually, you can, potentially, as seen with the nemesis system in the last 2 lord of the rings games, but I think this would collide with the story driven concept. Also, CDPR should have made its own nemesis system, which doesn't sound like an easy job.
I agree that fighting should be dangerous though.