Make cyberpsychosis affecting V an option

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I’m cautiously hoping the expansions and DLC’s integrate this feature into the difficulty settings. It can be used creatively even if striving a bit (Just a bit) away from the original rules. And even if it is just an extra ”game over” screen, so what? So what, if the player doesn’t get the whole story with that run?

Give the psycho ending(s) it’s own flavor according to where in the story the player is at at the moment of losing it.

Further, I really hope that the expansions and DLC’s in general arent just about ”more storytelling”, but expanded gameplay (skills, systems, mechanics, etc). Because even though there’s a boatload of perks’n stuff, the gameplay seems rather poor in terms of actual variety and intrigue. But that’s a story for another thread, I suppose.
 
I’m cautiously hoping the expansions and DLC’s integrate this feature into the difficulty settings. It can be used creatively even if striving a bit (Just a bit) away from the original rules. And even if it is just an extra ”game over” screen, so what? So what, if the player doesn’t get the whole story with that run?

Give the psycho ending(s) it’s own flavor according to where in the story the player is at at the moment of losing it.

Further, I really hope that the expansions and DLC’s in general arent just about ”more storytelling”, but expanded gameplay (skills, systems, mechanics, etc). Because even though there’s a boatload of perks’n stuff, the gameplay seems rather poor in terms of actual variety and intrigue. But that’s a story for another thread, I suppose.

I bet that this will be implemented as a mod way before any of the expansions or DLC. This will be one of the easiest things to mod into the game by far. So if this idea sounds appealing, the good news is that it probably won't take long before you can play it unless no modders think it's worth it.

I'm guessing that CDPR didn't include it either because it is patently unfun, or because the lore states that individuals 'can' (not 'will') be afflicted by cyberpsychosis, or because there is some story-related reason why V shouldn't be so susceptible to cyberpsychosis. I'd also be willing to bet that not very many people would download a mod like this. The whole idea just sounds very binary and uninteresting if it were to be implemented. Actual gameplay modifications and expanding variety of perks like you suggested will probably be much more popular.
 
because it is patently unfun

That depends entirely on its implementation.

If it is just a binary ”cross this line = game over”, yes, it is definitely unfun. But there is so much more that can go with it, than just that if one uses a bit of imagination and creativity (during design, not gameplay).

I understand that people these days tend to not really want all that complex experiences, but I also believe that many might not really be thinking it through before passing judgement.
 
That depends entirely on its implementation.

If it is just a binary ”cross this line = game over”, yes, it is definitely unfun.

Ok, I'm glad we can agree on that because this is exactly how the OP portrayed the mechanic with the idea of adding a difficulty that gives you a gameover state if you pass a certain threshold. Maybe I missing something, but I haven't seen any creative or imaginative design suggestions in this thread.

I understand that people these days tend to not really want all that complex experiences, but I also believe that many might not really be thinking it through before passing judgement.

I disagree that "people these days tend to not really want all that complex experiences". Most single-player games nowadays have mods, and these mods tend to add way more complexity to the game than removing complexity. The hundreds of thousands of mods available for single-player games these days and the hundreds of millions of downloads of these mods suggest that this statement is false. It's not that what is being suggested is too complex, it's just that maybe the implementing a cyberpsychosis mechanic in practice would be unfun in an fps setting. Mods don't unironically add cancer as a gameover state in Minecraft or Skyrim, for example. It's just unfun.
 
I'm sad that everyone is debating if it should be a game over or just limit the player, when maybe the secret real deep level debate is if cyberpsychosis should even be a thing for V aside from hearing about it in the lore? I mean, this is like:
Was the moon landing real? VS Was the moon landing faked? when really I'm trying to be like "Hey guys, the moon isn't even a physical place we can go" metaphorically speaking, good example? Like what I'm trying to say is that there are people walking around in Cyberpunk2077 and all over the game lore with FULL BODY CONVERSIONS.... THAT DO NOT HAVE CYBERPSYCHOSIS...... (I'm not shouting, just emphasizing) So why should V have any limitations at all? I believe V should be able to get a 100% full body conversion, and no cyberpsychosis. This is all about the mental state of being of any given individual character right? So unless the game is going to force V to constantly be in a very bad mental state of being 100% of the time, I can't imagine cyberpsychosis being a thing, as that would ruin the story's ability to be flexible and varied anyway. I just can't honestly believably see V being susceptible to something that lots of people seemingly never get as an issue. in my opinion, cyberpsychosis seems unconvincing and contradicts itself and the cyberpunk lore if forcibly implemented on V as I would call, some sort of gimmick for the lack of a better word. In my opinion, It's an unfair and lazy excuse (no offense) to limit V's ability to cybermod themselves. I feel very uncomfortable about this because It's just going to get in my way of having fun. :shrug:
 
Most single-player games nowadays have mods

And most mods are visual additions/enhacements and porn.

Mods don't unironically add cancer as a gameover state in Minecraft or Skyrim, for example. It's just unfun.

Modders make what they make, I don't care about that anymore. But... unironically, I see a cancer feature in a game like CP or any other RPG, a bag full of potential and intrigue. Big or small feature.

I don't look at things merely from a "feature X just means *game over* or *just extra baggage* and is thusly unfun*. Features always come with corresponding and supporting mechanisms and systems. If you put your mind to it, you could have a skill for peeling potatoes and have it produce gameplay events that're engaging, fun and supportive of the central gameplay/narrative flow.
 
And most mods are visual additions/enhacements and porn.

There are plenty of mods that add gameplay mechanics as well, not only visuals. For example, some of the most popular mods are gameplay overhauls that add more varied skills to the game that have complicated interactions.

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Yes mods are excellent. Mods make video games better. I say this to no one in particular. Just saying it casually in general.
(Nobody wants to engage me in conversation regarding this topic lol)
 
Since even 'Very Hard' difficulty becomes very simple very fast, if you play it right - how about another difficulty with Cyberpsychosis at the centre of it?
A sort of 'Hardcore' difficulty with certain aspects of survival (eating, drinking, sleeping, taking meds to counter rejection of freshly installed cyberware, not installing too much cyberware lest V succumbs to Cyberpsychosis) you have to keep track of, if you will. Like the Cyberpunk-equivalent to New Vegas' Hardcore mode.
 
One of the simplest ways of implementing something remotely close to cyberpsychosis would be in the current game to have your implants starting acting "on their own" if you have too many of them. Like when you want to hack into something or aim at something, instead you have another random effect from another implant going on. With some proper AI for cops you could even have V randomly starting to draw weapons and shoot whenever you're walking. Might be tedious though, but that's an easy way to use what's already in game.
 
The proposed separate Fallout New Vegas-like 'Hardcore' mode would still be the best way to go about it, imo.
 
Breaking news for those who missed the memo, Cyberpsychosis is just a media conspiracy, and in practice doesn't really exist in 2020 style.

The cases you encounter are just heavily cybered guys who were pushed too far, got to unenviable situations with no other ways out, and just snapped. It could very realistically and easily happen even if you didn't have any augments, but... Who'd actually notice?
 
In my opinion, the only thing that should cause cyberpsychosis are the relic chip malfunctions. And when malfunctions occur the game should ask you if you want to take a blue pill to suppress it or a red pill to advance it. If you take the blue screen fades to black and you wake up in a bed but if you take the red screen glitches and you find yourself in the middle of carnage somewhere at a set location where you have to fight challenging enemies to survive. And if you do survive you snap back to normal and you get good stuff. It's more fun that way and you're rewarded for taking on a challenge.
 
Would be cool if the main story is based around cyberpsychosis, instead of that Relic which I still do not totally understand how/why it works.
The notion of V slowly dying doesn't make sense went he literally took on an army in some of the endings.

Maybe like Deus Ex, the main character V was fatality injured after a heist, got revived by Viktor (Frankenstein's Monster reference here btw) with many cyberware. But it took a toll on his humanity.

So the story could be about making choices to define V's humanity. Who knows, the story might even contribute to Regina's research to understand the nature of cyberpsychosis; whether cyberpsychosis is induced more by a person's cyberware or circumstances.

Just my two cents worth.
 
Remember when NG+ came as final free DLC for Witcher 3? Maybe CDPR could combine NG+ for Cyberpunk with this new mechanic: Yes, you are overpowered, but if you use it too much, you lose control and MAxtac hunts you – like the vampire hunters in VAmoire Masquerade Bloodlines, when you broke the Masquerade too much.
 
Now that they've moved forward from only fixing technicalities, they could well consider a new.... let's say, difficulty setup that does indeed include humanity cost for cyberware. And in addition increases the accuracy and recoil penalties for low skill in combat (so that the curve of V learning to fight is more visible and feelable to the player in more ways than just seeing damage and armor numbers going up; that low skills actually feel low skills). And while at it, why not make skill checks rolls that work close to like they do in 2020 (i.e. skill =/> difficulty -> success -- skill < difficulty -> skill+roll d10 = attempt at = or > difficulty). There's obviously more to it than just that, but the general idea should be clear.

Kind of a "HC mode". Maybe not even tie it to difficulty, but let it be chosen (or not chosen) at the start of the game along with any difficulty setup to enhance it if the player so wishes.
 
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