IDEAS to improves THE CONSUMABLES & ITS VENDORS/BARS

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As of now, it's rather clear that consumables feels like an afterthought or simply underutilized when it comes to providing significant aspects to the overall gameplay. Alcohols is arguably even worse as provide negative effects & simply not worth it even as a novelty items. This is a total regressive elements imo when Witcher 3 provides plenty of significant consume items that "very integral" to combat. Rant aside, Now here are my ideas & designs to improve consumables & the vendors without massively changes the system:

Missions:
1. provide significant changes to consumables for the overall gameplay/combat.
2. provide immersive elements to the consumables
3. provide somewhat "mini-game" elements to the activity of consuming. (optional)

Additional Ui consume items:
1. Provide 1-3 additional item slot with key bind numbers (4-9) & additional wheels
2. consumables tab on different section of types & option to tag & sell items
3. There will be warning sign if dishes & combined food/drinks effects are gone.


= DESIGNS =

+ Consumables will be categorized into 4 main categories. This are:

- Drugs (injector/inhaler/boosters). Provide effects very much similar to the vanilla items. Nothing really changed much.
- Main Food/Drinks (dishes). provide a long lasting effects (amounts to hours) & not stackable to other dishes. Dishes can not be crafted & can only be buy from FOOD VENDORS & BARS. Dishes can't be add to inventory.
- Fast Food/Drinks. provide short time effects (amounts to minutes, max on 5 minutes) & not stackable to other fast food/drinks. player can buy or get these items almost anywhere.
- Combined food/drinks. this is a "craftable" recipe menu items from fast food/drinks that will add additional effects. the amount of time for effects will still be the same.

+ Crafting consumables.
- Drugs. V can craft this items just like in the vanilla game. Also can buy items & recipes from medpoints.
- Dishes. V can't craft this items. these items only exists in food vendors & bars with their own specialized menus.
- Fast food/drinks. V can't craft this items just like in the vanilla game. BUT these items are also crafting components to combined fast food/drinks.
- Combined food/drinks. V can craft this items. the recipes can be obtained via: experiments, buying from food vendors, find in open world.

= SPECIFICATIONS =

+ Items levels:

- Drugs: Inhaler, Injector, Boosters. All can be upgraded to level 3
- Dishes: Food & Drinks from Food Vendors & Bars. There will be 3 levels menus of effects & pricing. Each vendors/bars will provide at least 2 dishes with 2 levels.
- Fast food/drinks. no level. just common items.
- Combined food/drinks. Recipes will have 2 levels depend on the amounts of components.

+ Items list:
- DRUGS

1. maxdoc mk1 - mk3: Instantly restores 40/60/80% health. Instant.
2. bounce back mk1 - mk3: Instantly restores 15/20/25% health and 3/4/6% regen per second. 30/40/60 seconds.
3. health booster mk1 - mk3: Increases max health by 20/25/30%. 30 minutes.
4. stamina booster mk1 - mk3: Increases max stamina by 50/60/70%. 30 minutes.
5. ram jolt mk1 - mk3: Increases max RAM by 2/3/4. 30 minutes.
6. capacity booster mk1 - mk3: Increases max carry capacity by 50/75/100%. 30/60/120 minutes.
7. oxy booster: Enables underwater breathing. 30 minutes

- DISHES (FOOD)
Food Vendors Watson District (Body & Cool). 2 hour effects.

1. Northside
Seafood A dish level 1 & 2: Add additional 5/6 body attributes.
Seafood B dish level 1 & 2: Add additional 50/60% gain XP for body skills.
2. Kabuki 1
Ramen A dish level 1 & 2: Add additional 5/6 cool attributes.
Ramen B dish level 1 & 2: Add additional 50/60% gain XP for cool skills.
3. Kabuki 2
Fried Rice A dish level 1 & 2: Add additional 3/4 body & cool attributes.
Fried Rice B dish level 1 & 2: Add additional 30/40% gain XP for body & cool skills.
4. Tom's Diner
Tom's Burger level 1 & 2: Add additional 8/10 body & -2 cool attributes.
Tom's French Toast level 1 & 2: Add additional 8/10 cool & -2 body attributes.

Food Vendors Westbrook District (Reflex & Intelligence)
1. North Westbrook
Wontone A dish level 1 & 2: Add additional 5/6 Reflex attributes.
Wontone B dish level 1 & 2: Add additional 50/60% gain XP for Reflex skills.
2. Center Westbrook
Yakitori A dish level 1 & 2: Add additional 5/6 Intelligence attributes.
Yakitori B dish level 1 & 2: Add additional 50/60% gain XP for Intelligence skills.

Food Vendors Heywood District (Intelligence & Cool). 2 hour effects.
1. West Heywood
Sushi dish dish level 1 & 2: Add additional 3/4 Intelligence & Cool attributes.
Enchiladas dish dish level 1 & 2: Add additional 30/40 gain XP for Intelligence & Cool skills.
2. Corpo Plaza
Rich Steak dish level 1 & 2: Add additional 8/10 Cool & -2 Intelligence attributes.
Rich Omakase dish level 1 & 2: Add additional 8/10 Intelligence & -2 Cool attributes.
3. South Heywood
Paella dish level 1 & 2: Add additional 5/6 Cool attributes.
Gazpacho dish level 1 & 2: Add additional 50/60% gain XP for Cool skills.

Food Vendors Santo Domingo District (Tech & Body). 2 hour effects.
1. West Santo Domingo
Jambalaya A dish level 1 & 2: Add additional 5/6 Tech attributes.
Jambalaya B dish level 1 & 2: Add additional 50/60% gain XP for Tech skills.
2. South-west Santo Domingo
Pizza A dish level 1 & 2: Add additional 3/4 Tech & Body attributes.
Pizza B dish level 1 & 2: Add additional 30/40 gain XP for Tech & Body skills.
3. Piez Santo Domingo
Meat Pie dish level 1 & 2: Add additional 8/10 Body & -2 Tech attributes.
Fruity Pie dish level 1 & 2: Add additional 8/10 tech & -2 Body attributes.
4. Center Santo Domingo
Meatloaf dish level 1 & 2: Add additional 3/4 Tech & Cool attributes.
Meatball dish level 1 & 2: Add additional 30/40 gain XP for Tech & Cool skills.

Food Vendors Pacifica District (Intelligence & Tech)
1. Pacifica
Poulet Creole dish level 1 & 2: Add additional 5/6 Tech & Body attributes.
Spicy Poul Fri dish level 1 & 2: Add additional 50/60 gain XP for Tech & Body skills.

Food Vendors Outer NC District (Tech & Reflex & Cool)
1. Trailer Park:
Special Breakfast dish level 1 & 2: Add additional 5/6 Cool & Reflex attributes.
Onigiri Picnic dish level 1 & 2: Add additional 5/6 Cool & Reflex attributes.
2. Aldecaldos Canteen (new)
Grilled Breakfast dish level 1 & 2: Add additional 5/6 Tech & Reflex attributes.
Grilled Halloumi dish level 1 & 2: Add additional 5/6 Tech & Reflex attributes.

- DISHES (DRINKS) 1 hours effects

Bars in Watson District (Body & Reflex)

1. Totentanz
Chrome Devil cocktail: Activate/Add additional 1 point perk "Burn Baby Burn"
Lilith cocktail: Activate/Add additional 1 point perk "Speed Demon"
2. Konpeki Plaza bar
Fresh Campari Cocktail: Activate/Add additional 1 point perk "Bloodlust"
3. Lizzie's Bar
Lizzie's Special: Activate/Add additional 1 point perk "Brainpower"
Vesper: Activate/Add additional 1 point perk "Vanishing Point"
4. Hu-oh Club
AB-Synth Special: Activate/Add additional 1 point perk "Savage Stoic"
Blue Grass Cocktail: Activate/Add additional 1 point perk "Feel The Flow"
5. Afterlife
Johnny Silverhand: Activate/Add additional 1 point perk "A Fistful of Eurodollars"
Alt Cunningham: Activate/Add additional 1 point perk "Bullseye"
Jackie Welles: Activate/Add additional 1 point perk "The Good, the Bad and the Ugly"

Bars in City Center District (Reflex & Intelligence)
1. 7th Hell
White Lady: Activate/Add additional 1 point perk "Named Bullets"
Piña Colada: Activate/Add additional 1 point perk "Forget-Me-Not"

Bars in Westbrook District (Reflex & Tech)
1. Charter Hill
Charter Hill Special: Activate/Add additional 1 point perk "Long Shot"
Supreme Gin: Activate/Add additional 1 point perk "Bunker"
2. Red Queen's Race
Red Queen: Activate/Add additional 1 point perk "Sapper"
Bloody A: Activate/Add additional 1 point perk "Fuck All Walls"

Bars in Heywood District (Body & Intelligence)
1. Corpo Plaza Bar
Armanag Massy: Activate/Add additional 1 point perk "Master RAM Liberator"
Bumelant Cocktail: Activate/Add additional 1 point perk "Almost In!"
2. Dicky Twister
Broseph Twist Cocktail: Activate/Add additional 1 point perk "Pack Mule"
Champaradise Cocktail: Activate/Add additional 1 point perk "Steel & Chrome"
3. El Coyote Cojo
Welles Special: Activate/Add additional 1 point perk "Steel Shell"
Royal Chirrisco: Activate/Add additional 1 point perk "Datamine Mastermind"

Bars in Santo Domingo District (Cool)
1. Red Dirt bar
Dirty jane: Activate/Add additional 1 point perk "Silent & Deadly"
O'Dickin Twist: Activate/Add additional 1 point perk "Leg Up"

Bars in Outer NC District (Body, Cool & Tech)
1. Sunset Motel Bar
Donaghy's Cocktail: Activate/Add additional 1 point perk "Predator"
Trailerbrew Beer: Activate/Add additional 1 point perk "Rush"
2. Aldecaldos Canteen (new)
Juan's Special: Activate/Add additional 1 point perk "Field Technician"
Cactus Storm: Activate/Add additional 1 point perk "Lock & Load"

- COMBINED FOOD/DRINKS

Combined Food/Drinks Recipes (Level 2: 2 of each products)

1. V's Special Breakfast. 1 All foods products + 1 Nicola products + 1 Slaughterhouse products.
2. Johnny Silverhand's "Lunch." 1 any alcohols + 1 any coffee products + 1 Soft Drink Products.
3. Misty's Salad. 1 Soy Paste + 1 real fruit + 1 any veggie products.
4. Panam's Cocktail. 1 any chromanticore products + 1 any juices + 1 any alcohols.
5. Judy's Special Snacks. 1 any moonchies products + 1 any pizza products + 1 any soft drinks products.
6. River's Jambalaya. 1 any meat products + 1 any veggie products + 1 water products.
7. Takemura's Bento. 1 rammmen/wontons + 1 nigiri/norimaki + 1 any drinks products.

Combined Food/Drinks effects (1 hour effects)
1. V's Special Breakfast. default food effect + add 30/40% gain XP all skills + add weapon damage increase 5%
2. Johnny Silverhand's "Lunch." default drink effect + add 2/3 body & reflex + add cyberware damage increase 5%
3. Misty's Salad. default food effect + add armor 5% + add 2/3 intelligence & cool + Increases max carry capacity 50%
4. Panam's Cocktail. default drink effect + add 2/3 reflex & tech + add reload speed 5% + Increases max carry capacity 50%
5. Judy's Special Snacks. default food effect + add 4/5 intelligence + add crit chance 5% + Increases max carry capacity 50%
6. River's Jambalaya. default food effect + add 2/3 body & intelligence + add weapon damage increase 2% + Increases max carry capacity 50%
7. Takemura's Bento. default food effect + add 2/3 reflex & cool + add blade weapons 5% + add silent weapons 5%


+ Mini game combined food/drinks (optional)
- Basically a simple mini game that resemble of RE3R "Vaccine Lab Puzzle" or in this case
"Nutrients Balance Puzzle." Like this:


- the mini game window will show up the moment player click the craft recipe
- items will be automaticly selected, but player can also manual add what items to use for recipe.
- So, there will be 3 Nutrients virtual tubes. Tubes A, B, C.
- Player need to balance the contents of nutrients inside the virtual tubes.
- There is no fail with the mini game, just how long it takes for player managed to solve it or simply give up (exit interface).

I think that's about it. Let me know what do you guys think & maybe also wanna give some other ideas.
Personally, I think consumables need to be a lot more & clearly under-utilized.
 
Cool idea, that the food vendors, restaurants, bars will provide unique dishes, but it's a bit too complex. I think if you eat in food vendors, restaurants, bars, it provides long-lasting effects, if you eat/drink fast food/drink from your inventory, it provides short time effects. If you drink alcohol, it provides negative and positive effects and if you drink too much alcohol you will be drunk. I miss that there are no illegal drugs in Cyberpunk 2077 or just each has only positive effects.
 
A massive exposition, clearly very well thought out and tons of research and preparation. I can't help but admire the level of work you have done on this framework for a new nutrition and beverage system.

I totally agree with the idea that food 'dishes' should be purchasable from vendors and let's hope there would be an in-world' eating animation to match these actions. I watched some NPC the other day in Japan Town walk up to a noodle bar, and get 'served' with a noodle box and chopsticks and that's exactly what I want my avatar to be able to do. Also it would be good to get some brief lasting in-world appearance change for eating street food on the go, as in Second Life where your character is holding the hot dog, ice cream or other food item with a timed generic eating anim whilst on the go before the item is 'consumed' ...very immersive and engaging.

I recall (I think..) in Skyrim and at least one other game (was it Deus Ex?) that the effects of alcohol actually produced a vision distorted effect, loss of fighting skill and co-ordination and affected movement skills, and it should also affect driving as well, logically in Cyberpunk. This is a good area to explore so that alcohol makes sense.

The problem with CDPR including 'drug dealers' is that it's an instant 'comedown' as soon as you approach one and realise all they sell is health potions, so that is kinda ironic in its disappointment.. one wonders why bother adding them at all then... Whilst we all understand the RL prohibitions and commercial/legal insanity of appearing to condone actual drug use by implied inclusion in a game world, its a shame at least that the concept of 'performance enhancers' might not be extended with more detail so that these guys can at least sell something useful, but also maybe that overuse of some elements might have some negative effect on the avatar, like reducing stats or efficiency as alcohol might do.. like a massive adrenaline surge booster but which after taking has a negative cooldown effect ( so emergency use only) and that sort of idea.. while of course reminding those kids to say 'No'...

As to home food cuisine, If V's Kitchen was workable so that at least we could appear to be 'cooking' or 'microwaving to produce food with anims and a screen then that might be a fun element rather than the sterile and dissatisfying 'delete from inventory' system we have now.

Many good ideas here in your post, looking forward to how this thread develops.
 
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Cool idea, that the food vendors, restaurants, bars will provide unique dishes, but it's a bit too complex. I think if you eat in food vendors, restaurants, bars, it provides long-lasting effects, if you eat/drink fast food/drink from your inventory, it provides short time effects. If you drink alcohol, it provides negative and positive effects and if you drink too much alcohol you will be drunk. I miss that there are no illegal drugs in Cyberpunk 2077 or just each has only positive effects.

When it comes to the complexity, my whole concept already exist in the game, in which I am more about improving & making the overhaul design around it. The codes for this kind of features already in there & The main purpose of the design is to make consumable & vendors much more meaningful. It will be totally different beast if I was putting a whole new animations & etc.

I guess giving alcohol drinks added with negative effects like the current ones still could work just fine. Maybe also with the drugs, like shady drugs. Of course drinking alcohols will still give player a drunk screen look too hehe
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A massive exposition, clearly very well thought out and tons of research and preparation. I can't help but admire the level of work you have done on this framework for a new nutrition and beverage system.

I totally agree with the idea that food 'dishes' should be purchasable from vendors and let's hope there would be an in-world' eating animation to match these actions. I watched some NPC the other day in Japan Town walk up to a noodle bar, and get 'served' with a noodle box and chopsticks and that's exactly what I want my avatar to be able to do. Also it would be good to get some brief lasting in-world appearance change for eating street food on the go, as in Second Life where your character is holding the hot dog, ice cream or other food item with a timed generic eating anim whilst on the go before the item is 'consumed' ...very immersive and engaging.

I recall (I think..) in Skyrim and at least one other game (was it Deus Ex?) that the effects of alcohol actually produced a vision distorted effect, loss of fighting skill and co-ordination and affected movement skills, and it should also affect driving as well, logically in Cyberpunk. This is a good area to explore so that alcohol makes sense.

The problem with CDPR including 'drug dealers' is that it's an instant 'comedown' as soon as you approach one and realise all they sell is health potions, so that is kinda ironic in its disappointment.. one wonders why bother adding them at all then... Whilst we all understand the RL prohibitions and commercial/legal insanity of appearing to condone actual drug use by implied inclusion in a game world, its a shame at least that the concept of 'performance enhancers' might not be extended with more detail so that these guys can at least sell something useful, but also maybe that overuse of some elements might have some negative effect on the avatar, like reducing stats or efficiency as alcohol might do.. like a massive adrenaline surge booster but which after taking has a negative cooldown effect ( so emergency use only) and that sort of idea.. while of course reminding those kids to say 'No'...

As to home food cuisine, If V's Kitchen was workable so that at least we could appear to be 'cooking' or 'microwaving to produce food with anims and a screen then that might be a fun element rather than the sterile and dissatisfying 'delete from inventory' system we have now.

Many good ideas here in your post, looking forward to how this thread develops.

I think that would be Skyrim, the alcohols in Deus Ex games are actually pretty generic too imo & also with simple drunk screen in seconds.

I wanna add new drugs/meds & maybe with some shady negative effects, but I am kinda in a pickle of not knowing the lore deep enough (about drugs/meds) & too afraid how that might go with RPG balance, especially since this game already pretty exploitable LOL

Totally agree with utilizing V apartment room by adding a small kitchen table feature for the experimental mini game. It will also give some in intensive for player to go back into the apartment room more often.

Well, I hope the thread will keep alive 'cause a negative, character simp, & "controversial" threads seems to be much more popular in the forums LOL
 
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Tubit

Forum regular
Good thread, OP.

The idea of using drugs and food to gain extra perk points is nice. It could perhaps be other effects too, such as increasing run speed or reducing weapon sway.

I think it would be good to balance out most of the benefits with some drawbacks as well. Hangovers from alcohol, a "full" status from binging foods, withdrawal and addiction for drugs, etc.
 
I like the main idea described above. Close to what I mentioned in another thread for Cyberpunk 2077 on another forum but with great detail. I really think there should be animation with the option to fast forward in game by pressing (B Xbox console user) and you see the eating or craft cinematic move in fast in fast pace like with main story cinematic, or completely turn animation off in settings.

Perhaps to some up the craft amount for inventory, we can select the amount we need to craft and when we give the command to craft or create it will show the amount being made with a times the number amount. Example: let's just say you can roll cigarettes. The user needs 6 cigarettes so you will see your V hand roll (standing, sitting in car, OR apartment) with a cinematic 2 cigarettes with the X3 in the lower right, left corner notifying you the amount made during that cine. OR in the middle of the screen the way it notifies those users, as myself, who use the back up Kerenzekov is ready to use when our health is low from taking damage. Took me awhile to figure out what that warning sign was for but now I know and it is a great feature. I do my best to play close attention too little things and details like this and enjoy. It makes you as the user almost feel like you are evolving into this hybrid bring organic and machine together and your learning your new implants, augmentation and upgrades while your at it. My reaction the first time experience this was like, what's this chime and warning sign all about during combat. Once I found out what it was for, the more immersed I feel during combat. (I play on the hard setting) I think later they may come to an agreement to add an insane setting or as I mentioned in another thread in another forum....'The City Of Dreams experience' giving the user control how challenging they want the game to be.
 
Good thread, OP.

The idea of using drugs and food to gain extra perk points is nice. It could perhaps be other effects too, such as increasing run speed or reducing weapon sway.

I think it would be good to balance out most of the benefits with some drawbacks as well. Hangovers from alcohol, a "full" status from binging foods, withdrawal and addiction for drugs, etc.

Yeah, I guess it make sense to have some drawbacks/negative effects a bit more on drugs/meds. Also maybe as a further balancing, the drugs consumption can also be limited by "overdose level," akin to "toxicity level" in Witcher games. Toxicity level kinda did balance things out to some extent & make monster encounter/fight in need of better preparation.
 
If the horse is dead, no reason to revive it.
Much like this game, It's a hotmess and done.
The End.
 
How about the ability to sit/lean at certain points to watch NC.
Play the arcade games in some form of 8bit game or the patchinko machines
And a nice little bar where you can play a round of gwent. :D
 
I agree, the consumables could definitely be better, do more, more worthwhile. Although I use them religiously I never really know how much their impact is lol and I still don't get the purpose of alcohol pick ups
 
Im also pretty interested in more of a system when it comes too food/drinks. Kinda glad they finaly added the Jackie Wells in afterlife but its still just a inventory screen and not really what i wanted. Hopefully they will keep adding more things and perhaps later on i might sit at the bar with a drink in hand and take it all in. Im not expecting this big of a change but i will support it since it seems kinda fun!
 
It would be nice as an option to make the food a necessity to keep your character alive, but I realize some people just want a first person shooter without the complexities of keeping your character healthy.

The alcohol is in it's current form is useless and should have been expanded to be viable weapons. Broken bottles for melee bleeding damage, and hard liquor as an ignitable throwable Molotov cocktail.
 
It would be nice as an option to make the food a necessity to keep your character alive, but I realize some people just want a first person shooter without the complexities of keeping your character healthy.

The alcohol is in it's current form is useless and should have been expanded to be viable weapons. Broken bottles for melee bleeding damage, and hard liquor as an ignitable throwable Molotov cocktail.

Food being a necessity would be really cool, maybe something to implement for the online version.
 
I think that's about it. Let me know what do you guys think & maybe also wanna give some other ideas.
Personally, I think consumables need to be a lot more & clearly under-utilized.

Simple idea:
When V buys a consumable from a bartender, the consumable appears as an item on the counter, allowing V to choose "eat" or "drink" by aiming at it.

I feel this would be relatively simple and big improvement over player having to go through multiple menus to find the consumable and clicking it from the inventory. Not only are there like, 5 clicks involved instead of one like I suggest, there is no animation as in the story cinematics. I feel the current system is hugely deflating in terms of immersion.

Even without animation I feel my suggestion would be an improvement..
 
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