I don't think these people even play the game hahaha go to search on youtube it tells you all the good set you can get.
Actually the game is missing sexy outfits by a long shot for a cyberpunk universe. Many already complained about it. Anyways, players should have a variety of different options to chose from so if one wants to cover up more or less it would not be a problem. The Cyberpunk Pen and Paper RPG rulebook actually had lots of sexy outfits by the way.like every Korean MMORPG , males look like from WARHAMMER 40K fully geared and females look like from latest strip club have same stats as male gear xD
There should be crafting NPCs for those whom don't have the crafting skill. The NPCs would charge to craft items and the player would have to bring them the materials.Having the loot scale by player level doesn't do this game any favors, that's for sure. Especially if you're not a crafter it feels like you're getting punished for picking up cool things too early.
There is way too much emphasis placed on the crafting skill. Like not being able to remove mods without it is awful, since it means any character that isn't a crafter is wasting the few good mods they find if they put them in a piece of gear that isn't max level.
They could fix this if they scaled weapons dynamically to user level instead of locking them to the level they are found by the player. Crafting would need a bit of a rework in order to remain relevant, but that wouldn't be a big deal given it desperately needs a rework to begin with.I don't actually think the random loot is the biggest problem. Rather, it is the aggressive Borderlands style scaling of stats based on item levels, which will make a level 30 white item much stronger than a level 20 legendary. This is somewhat immersion-breaking and encourages a very detached approach to your gear.
And I think that a better approach in a "cyberpunk" game would have been the opposite. Make your gear special. This legendary jacket may have started out as a low level item, but it has been with you for a long time. You have cared for it, modified, tweaked it inside and out. It is now special in ways that random junk couldn't hope to be.
I actually think the TES games got items right in a number of ways. A lot of random loot pools, based on leveled lists, but also a lot of handplaced stuff, and items were defined by their general quality rather than by "item levels". This created an incentive to check out drops but it also allowed players to keep using a cool item they found 14 levels ago.
I would take that over the absolute weirdness of CP item mechanics where an epic or legendary item from a while back is somehow complete rubbish compared with random vendor-junk.
Just throwing it in there, but in Baldur's Gate 2 you can pick up a very cool sword, Daystar, about 15 minutes after leaving the intro dungeon. I typically do that and the sword stays with me for the rest of the game, because it is that useful. But it is not a general purpose weapon, so the overall game balance is not broken and looking for cool stuff doesn't end just because I find that item.
The same would not work in CP77, for obvious reasons. In part because of the item levels, and in part because items themselves just don't matter much. Their stats do, their mod slots do, and their visuals might have subjective relevance, but what the item actually is plays no role. A straw hat or a combat helmet, it is all the same. A bikini top or a bulletproof vest, it makes no difference. Heels or heavy combat boots, who could tell them apart?
As a consequence, the gear choice essentially becomes a matter of hunting for the highest item levels that you can tolerate the visuals of, until that point in the game where you can afford to hunt for mod slots instead.
Yes, scaling weapons to user level (or skip scaling entirely and let additional damage come from skills, perks, and attributes) would also fix the item level problem.They could fix this if they scaled weapons dynamically to user level instead of locking them to the level they are found by the player. Crafting would need a bit of a rework in order to remain relevant, but that wouldn't be a big deal given it desperately needs a rework to begin with.
The New Vegas model is my personal favorite that I've encountered. Simple weapon damage scaling with skill, crafting/repair is relevant but not intrusive or grindy. Making special ammo cartridges the focus of crafting is great because it provides a meaningful advantage and a fun mechanic, but isn't must-have.
The drops wouldn't be identical since the randomized weapon attributes would still be a thing. There's actually a pretty big delta in quality just from those, e.g. you can roll a gun with 2.7x headshot, +Crit, +Crit Chance all together. Then there are the "super rare" or iconic attributes that varey occasionally pop up on regular weapons, like reduced spread or whatever.Yes, scaling weapons to user level (or skip scaling entirely and let additional damage come from skills, perks, and attributes) would also fix the item level problem.
There would then of course be a lot of completely identical drops but the solution to that is to clean up the drop lists and maybe have more than 2-3 types of power pistols, 2 types of power SMGs, et cetera.
Looter-shooter is a term for shooters where enemies drop a ton of loot and where you constantly have to look for new gear to replace your old gear. But a shooter does not have to be like that, nor does an RPG. Frankly, I don't think constantly checking whether new stuff is better than your old stuff is really adding anything of significance to the core gameplay loop. It just feels like busywork to me.I disagree, it is a first person action role playing game, it's kind of hard to not have looter and shooter, when you have two things; Shooting your enemies with guns, and then looting their bodies.... I mean we're just putting the looter and shooter label on it now but its very different to borderlands 3 lets face it.
I wasn't expecting ARPG loot like Grim Dawn, but apart from the fashion look, clothes differ from one another by only mods slot and base armor, that's it.Agreed. I can live with generated weapons, but clothes are a joke. A bra with higher stats than bulletproof jacket? It's a mess, also the promoted "style" means nothing in this game. There's no bonuses for wearing matching clothes etc.
The entire game (as it is now) was a mistake! Almost every aspect of this game ist a bad joke and wouldn't have gotten a pass in any AAA game ten years ago... let alone in a current "next-gen" title!Anyone else not finding mechanics related to loot fun? I'd prefer if they made loot static, like in New Vegas. The problem I have with those mechanics, is that I have to open inventory every 10 minutes and upgrade my equipment just to keep up with the difficulty. Second problem is that it's immersion breaking. Why does this clone of my pistol that I found on this random enemy deal more damage than mine? Damage should be bound to caliber of the weapon, kind of like in tabletop Cyberpunk. 5mm pistol should deal 5mm damage.
Same issue with the armor system. If you want to have good stats, then you will look like a clown. I'm not sure what the good solution would be for this though, because if you made it realistic neo-militarism would be the best, always. I'm not sure how this works in the PnP cyberpunk.