weapons should not have damage stats, only recoil stats, range stats, fire speed stats something like that.
Same goes for clothes no armor stats, add some element resistance, agility, stamina consumption etc.., stats maybe or at least add base defense stats for arasaka 50 defense and for bikini 2 defense stat, all other bonuses can be different each and ofcourse you can buff with your mods all gear.
It forces the player to switch gear constantly to keep up with the game (the pace is waaaaaaay too fast there) and none of the loot feels like a rewarding find (and when it does, it's levelgated to hell so that once you get to actually use it, it's already vendortrash), the crafting thing that's related to it demands that every piece of garbage has to be collected and disassembled if you ever wish to craft or upgrade something that might feel even remotely rewarding, it renders the shops and money nearly useless, and lastly, comparing digits of the different gear pieces is just jarring in its utter meaninglessness.
I can not figure out what were the people who decided that "this is the way to go, this is fun", were thinking.
I'm really looking forward for mods to fix this. How? Well I think only actual armor pieces should have armor stat. Everything else? How about a new "style" stat or something? That would make role-playing in this game more interesting.
This thread quite nicely touches the subject I registered here for to complain about.
Just today I found a random Ashura Rare Sniper that was leaps and bounds better than the original epic one from an early quest. Some effects were different, but overall numbers wise the new one was three to four times more effective.
I had noticed some damage rating differences between different weapons earlier but really didn't pay much attention to them as my go-to shooter has always been Ashura. Just recently got Overwatch and Widowmaker so that may change.
Anyways, it seems the game has some form of hidden level rating for weapons, which in my opinion is a bit stupid to be hidden. The game wouldn't lose much by showing the level of the weapon on the description.
A really old MMORPG called Anarchy Online by Funcom made that thing really well. They had similar weapon system and the quality rating on them went from 1 to 200. Of course the rarer and stronger the enemy was the higher quality drops it would have, so your ordinary level 1 mob never drops an exceptionally high quality item and so on.
While the missing item level denominator isn't a bit deal as you can just compare the actual numbers it would still shed some light into this stuff for a clueless player who is wondering why on earth this Nekomata is so much better than this other Nekomata with rarer color.
In my case I guess sill ditch my slightly upgraded Epic Ashura in favor of this new Rare Ashura.
Post automatically merged:
As for aesthetics on the armors, never thought it would matter much in first person game. After all I'm not looking at myself that much (but still I had avoided wearing the most horrible looking pieces no matter how good their stats were).
What happened today was an intimate moment with a lady friend of mine. We were sitting on a sofa and I tried to get her to remove her shoes (I won't spoil too much) and after the cozy moment I went to the bathroom and decided to take a look into mirror. I had a pair of pink/light blue baggy pants, forest green long jacket, a metal helmet and a gasmask. I couldn't but to laugh at myself. At that point I started thinking whether my lady friend was blind. An intimate moment with anyone in those clothes would never happen anywhere.
So, in a game where I can't see myself the looks matter a LOT.
This aspect could definitely use some modders love. Maybe a couple. Weapons Redefined, Armor Redefined.
I like the looter shooter aspect in the different and cool available skins on the guns. But yeah, same kind of pistol should deal the same kind of damage, mods beyond equal.
Among all the whining and complaining about the game, I feel this one is the most crucial because its the closest to design of the core game and experience. Its very important for an RPG that the game mechanics have consistency with setting and theme, and that includes the items or loot, of course.
Diablo-like item properties, each with rankings that go from rare to legendary, is a type of item design that work much better in fantasy, magical settings... because we understand that each item can be uniquely hand crafted by the smith, and can possess different enchantments. This kind of random loot doesn't fit in an industrial, sci-fi setting, because weapons and wearables are mass produced from standard parts and modules, thus in this kind of world they shouldn't be completely unique but rather generic in function. Borderlands doesn't take itself seriously, so very random weapons can pass as OK in that game. But in Cyberpunk, that kind of loot system make the game seem casual, it breaks credibility.
This is precisely why Bethesda RPGs are so great, they took special care so that the mechanics in each game have sense within their respective world. Bethesda could have used very similar item properties for Fallout and Skyrim, yet weapons and armor on those two games work very differently. It doesn't hurt that they had the older Fallouts as inspiration.
Diablo-like item properties, each with rankings that go from rare to legendary, is a type of item design that work much better in fantasy, magical settings... because we understand that each item can be uniquely hand crafted by the smith, and can possess different enchantments. This kind of random loot doesn't fit in an industrial, sci-fi setting, because weapons and wearables are mass produced from standard parts and modules, thus in this kind of world they shouldn't be completely unique but rather generic in function.
Exactly. Even the tabletop Cyberpunk had static damage for all weapons. I prefer using perks to upgrade weapons that I use, at least it makes slightly more sense, that's how Fallout does it. Although in the original Fallout weapon skills only affected accuracy, which in my opinion is the best option. You still progress through the game, but you do it by unlocking cool new weapons like plasma rifles, rocket launchers, and also by learning your character to aim better using a specific weapon type, not through some made up and boring "DPS" number.
Yes, The looter shooter mechanics are gonk AF. Not even close to Cyberpunk. Other than the really terrible looting mechanics, terrible and broken stat system, broken and not even close to resembling anything from cyberpunks skills system, the game was great for a first person shooter.
No it wasn't a mistake. It was just poorly made or maybe misunderstood. Probably just missing features due to deadlines.
Looter shooter philosophy revolves around the urge to upgrade and get stronger. In order for that to make sense, there must be challenges, outlets for the constantly evolving power.
Looter shooter became a thing for two reasons:
First off there is a certain group of people who are obsessed about fanfare appearing on the screen every 5 minutes and the game giving them "unique" reward for everything they do, even if the rewards aren't that unique, since they just have a randomly generated number, no unique model or anything. They get dopamine rush from seeing colorful things and numbers going up.
Second reason is that, it's just much easier to generate stats for everything, than having to manually set stats for each enemy, weapon etc. Also looter shooter system allows you to get lazy when it comes to weapon progression. Why bother modelling unique weapons for every few levels until the player reaches max level, if we can just stop the progression at level 15, increase DPS numbers from that point on and give players the same weapon, but with "legendary" subtitle?
I don't think it's going to be an open world like that. I'm guessing it'll still be first person like what we have but with more and harder gigs and missions requiring a team, not a one man wrecking crew
I don't think it's going to be an open world like that. I'm guessing it'll still be first person like what we have but with more and harder gigs and missions requiring a team, not a one man wrecking crew
I would be for it if they can mimic the tabletop game more closely. I read a suggestion somewhere that said maybe closed co-op sessions by invite only...that would be amazing