besides immersion non lethal is mostly pointless in every game (metal gear, splinter cell) except maybe dishonored but i found that mechanic annoying
Really!?! Ffs!really? you may have killed someone without realising, cos if you do it all non lethal, he praises you for not killing
yea, cos the first time i did that I killed everyone and the ungrateful nature of his response for saving him annoyed the hell out of me, so I reloaded a quicksave and did it non lethal.Really!?! Ffs!
ok I take it back![]()
As it clearly has me but sadly I’m way past the auto save on this one.yea, cos the first time i did that I killed everyone and the ungrateful nature of his response for saving him annoyed the hell out of me, so I reloaded a quicksave and did it non lethal.
All ingredients are present, but we'll see if it's cut or incomplete content if cdprojekt red decides to enhance that aspect of the game or not, and how this will enrich the game story and immersion. IMHO, the problem is that, by now, all those unfinished features contribute to confuse and frustrate players, who don't know if the paths they're taking in the game are leading to somewhere or they're developing their character and gameplay style in ways that this title can't be responsive to.I don't think it was cut content. I think it's incomplete content. If the CDPR devs get the opportunity to finish the game, it's going to be a very different game.
That being said, and yes I absolutely understand your point and wondered about it myself, there is always the nice dynamic of choice letting me decide what kind of person my V is. A small thing, but an important dynamic nonetheless and I'm glad it's included.
ah yes, that mission, were i tried to strangle Woodmen xD thinking he was just a npc who is blocking my way in the office... Needless to say, i'm glad i'm stealthy, since i have a lot of ammo stored. wasted almost everything killing him with wite guns <.<I know of at least one mission/quest where it does benefit you not killing anyone meaningless. (i think its the raid on the cloud?)
Otherwise what is the demerit for you, when you want to kill everything in sight?
You can feel good about yourself and it adds (at least I guess so) another layer of difficulty, while you try to play it out nonlethal.
True, no way to know for sure but the amount of placeholder text makes me lean towards incomplete. Like a gig to go to a specific Braindance Club (Wired Head) and when you get to the building and get on the elevator, the button doesn't say "Wired Head" it just says "Braindance Club" or in photomode how many of the option selectors are numbered instead of named. Or on the maps, places are merely referred to by their place type not their specific place name, i.e. all the fixer markers don't have the name of the fixers or the clubs don't have the names of the club. To me that says incomplete.All ingredients are present, but we'll see if it's cut or incomplete content if cdprojekt red decides to enhance that aspect of the game or not, and how this will enrich the game story and immersion. IMHO, the problem is that, by now, all those unfinished features contribute to confuse and frustrate players, who don't know if the paths they're taking in the game are leading to somewhere or they're developing their character and gameplay style in ways that this title can't be responsive to.
I really hope they fix it, I love the game, and it would be painful to see a game with so much potential to be stucked in its current state, as would be to see cdprojekt red giving up to its most ambitious videogame.
That might have been my problemThere is a bug in the monk sidequest, you have to tell the brother that you wont kill anyone in order to get a positive responce. If you tell him you're going to kill them but then decide to take everyone out non-lethal the brother will still act as if you have killed them.
This, especially point #2. It is not normal that ennemies does not wake up. So players can quickhack anything or shoot through walls with ping+silencers to clear zones, it is very easy if you have infinite time.I suggest the following:
- Non-lethal takedowns give more stealth XP than the lethal ones.
- Enemies can wake up after a non-lethal takedown. Wake up time depends on the player's stealth level and maybe some perks.
- After the wake-up, the NPC raises an alert and resumes the fight unless put into a container.
- If put into a container, the NPC cannot escape. However, he/she still can produce sounds after the wake-up, alerting others nearby.
- Clearing the area gives the player bonus XP for every enemy left alive ("pacifist XP"). NPCs that wake up after the area gets cleared become non-hostile (run away).
Not killing someone instead of killing them makes a difference in how characters respond to you in some quests, and you get extra payouts for not killing people in certain gigs. For your average foot soldiers though, it just means V isn't a murderer when she doesn't have to be ... which is nice.In your stealth take downs you get a prompt to kill or not kill, ok cool, but the issue is there are no consequences either way
I think it depends on level enemy because i experience enemy hearing my slient gun when I shoot his teamate. When they are close they can hear each other. Same thing when I climb too high or close from a teamate enemy. Enemy can hear you.This, especially point #2. It is not normal that ennemies does not wake up. So players can quickhack anything or shoot through walls with ping+silencers to clear zones, it is very easy if you have infinite time.
Also, though it is "normal & realistic" that alarm almost never shut down, it is not very fun. Alarm shut down & ennemies goes to search mode in CP77 when no ennemy / no camera / no turret / no whatsoever can see another one destroyed ennemy / whatsoever about 10s after, with no player feedback signal. Then 10s after, no player feedback sound, they go into normal mode.
Patrol are not well designed. Most of ennemies are there "for a reason" (this is what CDPR does the best) but their patrols are not very well gamedesigned. CDPR forgots a lot of time that patrols are the clothes of their levels. They create a cool level, then create cool reasons for the ennemies, but then gives them put "random patrols", and they do not think as much as it should to the player gameplay there. Sometimes, esp in the heart of the base, there is "one solution" and not 2, and if you can't find it, well go heavy machine gun or quickhack spam machine and voila.
MGS had this (very) rigth, CDPR should have copy-carboned their system : they did, but not including their leveldesign (patrols) and feedback (timers, alarm sounds, etc) and wakesup. Ennemies screams random "I'll get you !" but have no conversation, where it is another feedback to the player. Searching while screaming is dumb, also (and it's fine if ennemies are dumb, but not all of them).
Put timers with a cybereye modules.
Also, ennemies are particularly deaf. The game use zones for memory and the sound can't pass through zones. You could shoot in a room, and 3 rooms away nobody heard. Like in MGS, ennemies should hear a silenced shot if shoot in the same room, also (irl "silencers" make a terrible noise, so they should hear like a normal shot but "not fun").
The automat for IA is VERY basic, I really wish they had time to finely tune it like in MGS or Tenshu (Tenshu's automat was quite nice too).
The base of this game is wonderfull but the polish of it still have a lot of work to do ! (no pun intended)