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

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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.

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.
 
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.

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

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.
 
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.

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.

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.
 
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. :(

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.
 
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.

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.

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.

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.
 
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.

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.
 
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.


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.
 
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.
 
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.
 
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.
 
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.
 
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.

Hmmm.

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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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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.
 
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.
 
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.

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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