If Cyberpunk 2077 was in Beta

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Should Cyberpunk 2077 be in Beta?


  • Total voters
    6
Hello everyone!

This is a collection of posts I made on Steam and I thought they should be here as well. Please leave your thoughts and additions here and lets see what happens! Wake the fuck up Samurai! We have a city to burn!!

Player Levels and Attribute points

Do we really need either of them? Would just having Street Cred and perk points be a more immersive game play loop? Increase the amount needed to reach 50 SC and just let your skills level naturally us you use them? Your attribute level would then be the average of the perks under said tree. Ex for Reflexes, Handguns 6, assault 4 and blades 14. Your attribute level for reflexes would then be 8 ((4+6+14)/3=8). Yes you could max out every attribute but that would involve leveling every tree under each attribute to 20, so that would take a considerable amount of time, provided you did it as intended and didn't exploit anything.

Right now if you keep using blades but don't have much invested into reflexes it just stops your progression. When IRL if you kept using blades, you would keep progressing until mastery.

Clothing 2.0

1. Remove looting clothing. But leave hidden caches, shops, rewards and crafting as the only source. This is for immersion and removing unnecessary clutter/chore of dismantling/looting constantly. Do you really want to wear clothing off of a dead body...

2. Item quality should reflect the number of mod slots on an item and not be random. Epic torso items should have 4 slots and everything else 3.

3. Add set bonuses in the form of clothing mods so any clothing item can be used to make a full set. Could do it a number of ways, maybe only Epic items can slot the set mod? Maybe you have one mod for each set type and it applies the bonus based on what armor type it's slotted into? Again, could go a number of ways.

Inventory Rework

Anyone else feel the weight system is really dated and removes a lot of immersion when you have 400lbs in your "bag of holding". My suggestion would be, to limit your weapons to the three you have equipped, restrict the total number of healing items per stack and leave unlimited component count. You can still pick up an enemies dropped weapon but it would act more like a turret and you would drop it again. When you pick up Legendary, Iconic or reward weapons, you would either equip it to your hand or send to stash (if equipped, your old weapon is sent to stash) You then need to go back to either your vehicle stash or apartment to change your loadouts and craft items. This adds immersion and removes a lot of down time in the long run because ultimately you will be picking up, looting and dismantling fewer items and only spend time on the items your interested in.

Weapons 2.0

Better weapon customization please. Duct taping a computer chip to your gun is lame. Sorry. My suggestion is to remove ALL extra stats from guns, leaving them as base weapons that V customizes over time. Things like crit chance/damage should be tied to barrels/internals, headshot damage from sights, rate of fire from triggers, charge time/multiplier from batteries/capacitors, recoil reduction/Grips and damage types should be based on ammo types, Hollow point/bleeding, Depleted uranium/poison, Hi-Explosive/thermal, Incendiaries/burning, Standard ammo/physical. Custom engravings, colors/skins.

Ending remarks

These are only a few things that I have thought of after about 180hrs and 2 playthroughs. Other notable things would be an overall balance pass on the perks, some are extremely OP while others seem lacking. The Launcher system with tranq dart is by far the best weapon for 99% of the encounters. Maybe it should only work on non alerted enemies, enemies with less then 25% hp, consume a dart and has a reload animation. That might help it without making it useless.
 
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If they kept closer to the core rules, which is hard to adapt to video games somehow, the leveling system would not exist and stats would be a set attribute designed for your build and only give bonuses to skills used by those stats while leaving skills to be able to be leveled as you use them.

CLOTHING AND WEAPONS - Style over everything is the Cyberpunk mantra. If you're gonna do something, at least look good doing it whether or not you blow it. Now, players need a carrot and that is going to reflect in weapons and armor. Players seems to get a thrill out of numbers getting bigger and their character becoming god like. Customizing weapons should have been left to techies as a build or find someone to modify the weapons for you.
 
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