Well, Interlock and 2020 did it no problem. How? They used levelled skills and stats, not some mystical "class level".These discussions are always heavily biased with cherry picking on either end.
If they were aiming for "realism", almost the entire rpg leveling system has to be removed.
Totally doable.
Close enough for me. Bigger numbers in the Division, similar TTK. Bit worse in the Division - but not that much worse.Common man, did you play Division...they are absolutely nowhere near in comparison.
Your example is a particularly long one - here's a shorter one in contrast:
There are no "high level Solos" ( in the Witcher/DnD sense) in Cyberpunk. You are as vulnerable (without cyberware and gear) at Combat sense 10 as at 1. Same .22 round can kill you either way. Hell, with armor and cyberware, right location it'll still kill you.Even as high lvl solo ( at the end), every hit took about only about 5% of her health.
FNFF combat is much more like Arma. So far, 2077 combat is much more like the Division - or maybe CoD if you want a less spongey metaphor.
I like ARMA and CoD, I'm fine either way. But at the demonstrated difficulty, combat has little mechanical faithfulness to 2020. That's all.
This all mostly comes down to people who see a CRPG and associated systems to be more in the DnD model that is typically used in CRPGs.
Part of the charm for us old hardcore Cyberpunks is that 2020 did not use that ( unrealistic, clumsy, fuzzy-edged) model to describe people, skills and the world they live in.
I think it's certainly doable in 2077, but will it be? Probably not as much as 2020 players wish. And most people who saw the gameplay are used to CoD and Division and Destiny and Skyrim and Witcher.
None of those games really do the FNFF/Interlock model justice. Which is too bad, but they are fine games anyway. And, hey, the guns could use more "snap" that's true.


