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If the game doesn't have [blank] i will be disappointed..

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Sardukhar

Sardukhar

Moderator
#101
Jun 19, 2014
jaworowskii said:
It allows you to make choices as well. Take less ammo and medical supplies and more different types of weapons, or just take your favorite and a whole lots of the other stuff.
It's so annoying in games when you have a maximum ammo value for every weapon, I always want to throw the weapon I don't use away and pick up more ammo instead.
Click to expand...
Doesn't really, "allow" you to make choices. Kind of forces them on you instead. That's not necessarily a bad thing, but sometimes it is. Weight is a fairly contentious issue among gamers, ( insert Cheetohs joke), and some of us like it while others find it a pain to deal with.
 
P

presstheeject

Senior user
#102
Jun 19, 2014
Sardukhar said:
Doesn't really, "allow" you to make choices. Kind of forces them on you instead. That's not necessarily a bad thing, but sometimes it is. Weight is a fairly contentious issue among gamers, ( insert Cheetohs joke), and some of us like it while others find it a pain to deal with.
Click to expand...
Yeah that's true, and you can't please everyone.
But I personally prefer it for the choices (even though it might be forced on you) and the realism. I really don't want to be able to carry 10 weapons and loads of ammo for them along with armor and medical supplies.
And a weight limit could obviously be raised through augments. And since it's in the future a lot of high tech things probably have less weight anyway.

For me, the less arcady this game is the better. But that's just my opinion ^^
 
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Sardukhar

Sardukhar

Moderator
#103
Jun 19, 2014
jaworowskii said:
For me, the less arcady this game is the better. But that's just my opinion ^^
Click to expand...
And one I heartily agree with.

Of course, I'm angling for the hardcore, "2020" mode in-game, with all sorts of PnP crunchiness like weight, endurance, blood loss, no automatic reload, one-save-game-only, ( that you can use wherever), critical damage rules, maybe even Permdeath. Although Permdeath is so subject to AI, fps-drop and other non-PnP issues, I'd probably just make it a switch.

Mind you, I'd also like to see an actual duration "sprint" - none of this 6 second crap you see in games or whatever. Have it related to Body and be 6 seconds per point in Body.
 
V

vongo.859

Rookie
#104
Jun 19, 2014
I always struggle with weight limits. On one hand, I really appreciate when games limit it to add to the sense of realism, but on the other hand, choosing what to take and what to leave behind can be very frustrating. It's not easy being a pack-rat. :(

If it weren't so limiting (or in some cases, an eye-sore), it would be cool to see the inventory have a visible effect on the character. The "bag" would be palpable and every weapon or item would show. If you pick up a gun somewhere, you'd be able to see it in your characters holster or on their back.

Sardukhar said:
And one I heartily agree with.

Of course, I'm angling for the hardcore, "2020" mode in-game, with all sorts of PnP crunchiness like weight, endurance, blood loss, no automatic reload, one-save-game-only, ( that you can use wherever), critical damage rules, maybe even Permdeath. Although Permdeath is so subject to AI, fps-drop and other non-PnP issues, I'd probably just make it a switch.

Mind you, I'd also like to see an actual duration "sprint" - none of this 6 second crap you see in games or whatever. Have it related to Body and be 6 seconds per point in Body.
Click to expand...
How would a one-save-game-only work? Would it simply be like setting a checkpoint for yourself? What would happen to the progress each time someone comes back to the game?

And a "2020" mode would be a cool alternative to an Easy - Regular - Hard type difficulty setting. It would simultaneously please (hypothetically) both types of fans.
 
Maelcom404

Maelcom404

Senior user
#105
Jun 19, 2014
Sardukhar said:
@Maelcom404, you can mutli-quote if you select the "+ and then Reply with Quote for the second one.
Click to expand...
Nope, I'm a rebel, I play against the rules

(Ok, I'll think about it next time ^^)
 
D

dragonbird

Ex-moderator
#106
Jun 20, 2014
vongo said:
I always struggle with weight limits. On one hand, I really appreciate when games limit it to add to the sense of realism, but on the other hand, choosing what to take and what to leave behind can be very frustrating. It's not easy being a pack-rat. :(
Click to expand...
I have a bad habit of installing "infinite inventory" mods on a first playthrough, when you have absolutely no idea what's useful and what's junk, especially if there's also limits on storage in your trunk (or whatever they use). I hate the agony of that kind of decision, and prefer not to check a wiki. Once I'm comfortable with the game, the mod gets uninstalled.
 
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Sardukhar

Sardukhar

Moderator
#107
Jun 20, 2014
vongo said:
How would a one-save-game-only work? Would it simply be like setting a checkpoint for yourself? What would happen to the progress each time someone comes back to the game?

And a "2020" mode would be a cool alternative to an Easy - Regular - Hard type difficulty setting. It would simultaneously please (hypothetically) both types of fans.
Click to expand...
You have one save game, you can save wherever, but you can only load to the last save if you die or screw up.

Another, harsher version has one save game, you can save wherever, but it's just for dying - you never get to load it in-game. This replicates Pen and Paper pretty closely. Decisions have consequences.

Dragonbird said:
I have a bad habit of installing "infinite inventory" mods on a first playthrough, when you have absolutely no idea what's useful and what's junk, especially if there's also limits on storage in your trunk (or whatever they use). I hate the agony of that kind of decision, and prefer not to check a wiki. Once I'm comfortable with the game, the mod gets uninstalled.
Click to expand...
This is a solid use, especially in a new setting. I'd like to see things like unlimited inventory and no-reload saves as switches, much as Thief 4 allows so many in-game configurations to customize your playthrough. You can earn extra XP or achievements or hats or whatever depending on which switches you choose or how hard it is - IF you flip the "XP related to difficulty" switch.
 
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D

dragonbird

Ex-moderator
#108
Jun 20, 2014
Sardukhar said:
You have one save game, you can save wherever, but you can only load to the last save if you die or screw up.

Another, harsher version has one save game, you can save wherever, but it's just for dying - you never get to load it in-game. This replicates Pen and Paper pretty closely. Decisions have consequences.
Click to expand...
And then of course there's the one save game as implemented in Insane mode in TW2. The permadeath version. One save, and it gets destroyed if you die. Go back to the beginning and start again.
 
Sardukhar

Sardukhar

Moderator
#109
Jun 20, 2014
Dragonbird said:
And then of course there's the one save game as implemented in Insane mode in TW2. The permadeath version. One save, and it gets destroyed if you die. Go back to the beginning and start again.
Click to expand...

We talked about Permdeath a few posts up - the primary flaw being fps-issues, AI issues, software twitches, god-knows-what-else.

I love the idea or Permadeath, but unlike in PnP where a GM has God powers, I don't trust my character to the vagaries of modern tech and coding.
 
Suhiira

Suhiira

Forum veteran
#110
Jun 20, 2014
If you really want perma-death there's no reason you can't self implement it.
You die, delete your own save(s).
I've never seen a valid/reasonable purpose to having it as a game mechanic.
 
Sardukhar

Sardukhar

Moderator
#111
Jun 20, 2014
Not the same thing.

That situation then becomes you vs yourself, the urge to not do it, to create an argument against it, etc. Not to mention you might have 80 saves or more at any given time.

The idea is that it's you vs the game world, or other players, not you vs your own temptation.

If that was the case, there'd be no need for any difficulty at all - just run a Godmode hack and set your own wealth levels, health, powers, etc to bring it down or up to your preferred level of easy.

Beating a game on it's own terms, or a player, brings a certain level of satisfaction.
 
D

dragonbird

Ex-moderator
#112
Jun 20, 2014
suhiir said:
If you really want perma-death there's no reason you can't self implement it.
You die, delete your own save(s).
I've never seen a valid/reasonable purpose to having it as a game mechanic.
Click to expand...
Duh. Steam Achievements.
Giggle.
 
Suhiira

Suhiira

Forum veteran
#113
Jun 20, 2014
Dragonbird said:
Steam Achievements.
Click to expand...
Oh!
Duh!
Vitally important, how could I possibly forget!
 
Sardukhar

Sardukhar

Moderator
#114
Jun 20, 2014
Hey, you two kid, but marking your progress, your achievement level is important to a lot of people.

Before you laugh - how many of you tried a stealth run in Deus Ex? Or tried to read all the books? Not kill anyone? Kill only those who tried to kill you? Reload only if killed? These often esoteric goals are part of the fun of playing games, and sometimes an example of how well-rounded a game is. It's nice when the game tracks it for you and lets you know how you're doing or what you've done so far.
 
Suhiira

Suhiira

Forum veteran
#115
Jun 20, 2014
Never played Deus Ex, and never gave a rip about achievements, I know I have some because occasionally I get an announcement when I'm playing a game, wish there was some way to disable them, they're annoying.
 
D

dragonbird

Ex-moderator
#116
Jun 20, 2014
Sardukhar said:
Hey, you two kid, but marking your progress, your achievement level is important to a lot of people.

Before you laugh - how many of you tried a stealth run in Deus Ex? Or tried to read all the books? Not kill anyone? Kill only those who tried to kill you? Reload only if killed? These often esoteric goals are part of the fun of playing games, and sometimes an example of how well-rounded a game is. It's nice when the game tracks it for you and lets you know how you're doing or what you've done so far.
Click to expand...
Hmmm.

View attachment 4202

It depends on the game, and the achievements. On games like DX:HR, where the replay value is based on doing the same thing in different ways, I tend to go for it. On an RPG, usually on around the third playthrough, I might start to go for "read all the books" types of achievements because they force exploration, but that's all.
 

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    HRAch.jpg
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Harthwain

Harthwain

Rookie
#117
Jun 20, 2014
Achievements can be a goal in itself or they can be a nice addition that doesn't interfere with your playstyle. I don't see how they can be annoying. I do understand the argument behind "just don't reload a save". I do that for "X-COM: Enemy Unknown". There is an option of Ironman, but I go with soft-Ironman, because some inexcusable bugs can kick in and ruin the mission and often the whole game. However, I do prefer an option of enabling the Ironman. It helps to fight the temptation of reloading your game. The worst that can happen is difficulty level tied to Ironman. "Thief 4" had a very good idea on creating your own difficulty level. I'd like to see it in CP77.
 
P

presstheeject

Senior user
#118
Jun 20, 2014
I like the idea of one save a lot. It forces you to really think about what to do. If you have only one save your choices become permanent.
Take Skyrim for example: You find a cave with a big chasm, you want to know what's down there so you save your game and find out, if there's nothing you just reload and keep on going. But if your choices are permanent like in Minecraft, Dark Souls or Diablo then you start to think. What if you can't survive by jumping down there? What if you can't get up?
It would really force you to be more cautious in a world that's supposed to be dangerous, try to evaluate risks and rewards.
 
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P

PROKNIFER69

Rookie
#119
Jun 20, 2014
I only want one thing, and one thing only...

 
D

dragonbird

Ex-moderator
#120
Jun 20, 2014
jaworowskii said:
I like the idea of one save a lot. It forces you to really think about what to do. If you have only one save your choices become permanent.
Take Skyrim for example: You find a cave with a big chasm, you want to know what's down there so you save your game and find out, if there's nothing you just reload and keep on going. But if your choices are permanent like in Minecraft, Dark Souls or Diablo then you start to think. What if you can't survive by jumping down there? What if you can't get up?
It would really force you to be more cautious in a world that's supposed to be dangerous, try to evaluate risks and rewards.
Click to expand...
With those games, fair enough. But in a CDPR game, I'd expect not to find out about the consequences of my actions for hours. That solves the problem of "just going back" by giving it's own discouragement, it's not just a question of reloading a savegame, it's also that long jump back in time.
But after you've finished the game, you may want to rewind to that point to see what would have been different if you'd chosen something else. So you need the savegame. I did that a lot in TW2.
 
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