Kill vs. Incapacitate: Consequences?

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Evidently if you drop someone in a dumpster to 'hide the boy' it counts as a kill, even if you incapcitated them, so.. there is that too. You think you're being nice, but you're not.. murderer.
 
Discreet- no kill job

Actually there is a more side effect, you notice that when you kill Tyger Claws and near a group, they react faster.

However, they most likely won't do any faction stuff as stated by original poster. There a lot of things to do/focus/worry about in the game already, thus they not put in a reputation bar like in Lords Of the Rings Online.

It seems that Tyger Claws and maelstrom are the focus of being the bad guys.

For instance: The Club Clouds, that contract is weird. They should do an update that you have more success in those type of contracts.

Running around Pacifica, got the Voodoo Boys. But it seems their not the whipping boys of the game
 
@OP the real difference between lethal and non-lethal gameplay is street cred levels. Non-lethal kills make street cred scale almost exactly with your level. Lethal kills almost double your street cred scaling. This means at level 25+ most characters have already "maxed" street cred.

I had no idea street cred goes up more when you kill! I feel street cred needs a major re-work as it feels almost too easy to max out.
I would love to see more gameplay surrounding leaving people alive vs killing. Maybe someone who you knock out instead of assassinate calls you up sometime and thanks you and sends creds your way. Or vice versa, someone who felt like taking revenge sends a hit squad out to kill you. Lots of opportunities for interesting consequences with lethal vs non-lethal playstyles.
 
There were missions where I deliberately avoided killing someone, and the game's dialogue treated it like I just killed them. The first was one involving a Mox cyberpsycho, and the second was Pisces where I [SPOILERS] knocked out Maiko after triggering a fight with her. I safely carried her back to the elevator to make sure she was ok, and Judy still talked to me like I killed her.

The game often does a bad job of reacting to or even acknowledging player choices outside of specific scenarios and big dialogue choice moments.
 
What
Only time I've actually noticed a difference is one of the delemain missions with the GlaDOS car which lures you under the bridge and cause people to attack you. If you take them down with a PAX mod vs go all ham will give you a different... Evaluation by it. 😅
?! I spent one playthrough not killing any and she failed me. Maybe some one else crossfired them.
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you know when you get close to gangers, cops, militech, etc. they go all alert-y, and agro you? well, that playthrough were i was avoiding killing valentineos they seemed to not be doing that, so, might just have been my imagination, or gameplay bug, or something else entirely. just telling you what i noticed.

I be seen similar thing happen with valentinos, they wouldn't agro me. In my no Valentino kill playthrough. Except some quests. but I ran from those quests.
 
I be seen similar thing happen with valentinos, they wouldn't agro me. In my no Valentino kill playthrough. Except some quests. but I ran from those quests.

It's not just the Valentinos. Some groups of gangers are set to not aggro on you, and I've seen it from multiple different gangs. Typically these are groups that are just "hanging out" and not involved in gang business or crime. The Tyger Claws in Reconciliation Park don't aggro from me standing near them, for example. I also see this behavior from Voodoo Boys standing on the street around the Pacifica Clothing vendor and similar setups.
 
I thought that it would be better not to kill, since I assumed the further I was away from Johnny Silverhand's behaviour, the better.

Obviously, I was disappointed to learn it doesn't matter in the end.
 
It's not just the Valentinos. Some groups of gangers are set to not aggro on you, and I've seen it from multiple different gangs. Typically these are groups that are just "hanging out" and not involved in gang business or crime. The Tyger Claws in Reconciliation Park don't aggro from me standing near them, for example. I also see this behavior from Voodoo Boys standing on the street around the Pacifica Clothing vendor and similar setups.

voodoo boys wont agro you unless you do something bad to the people, but I actually went to Valentino NCPD skull area and they all ignored me, that was wild.
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I thought that it would be better not to kill, since I assumed the further I was away from Johnny Silverhand's behaviour, the better.

Obviously, I was disappointed to learn it doesn't matter in the end.

kill or not kill, its more about you than the world. but it matters for certain things. I wouldn't expect more than that. Cyberpunk setting is a pretty cold world.
 
Now if you incapacitate and want to hide the body... It's the same as just killing the guy...
I guess they changed that because you cannot retrieve the body when hidden (for the mission where you must carry the guy outside for example) so that it makes you loose instead of behind... stuck for ever...
 
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