So it would seem. CDPR could be a forerunner here and make an actual AAA RPG instead of an FPS variant that everybody else does. And that not being limited to combat mechanics.Realistic ammo limits do not for "fun" gameplay make, you can't "Rambo".
Or it could be that showing the player character loot all the bodies in two shootouts is not all that compelling for a demo trying to be cinematic. It's clear that you can loot bodies and search chests and the like. Regarding ammo, I also would not be surprised if the total ammo limit is higher in the demo for the same reason, they didn't want to show off "scrounging for ammo" because it's not very interesting. As far as "weight" there is a "backpack" in the inventory options. I would guess the weight or space limitations would be shown in there.No weight displayed. I never seen V looting outside the quest item that was the spider drone chip. Pretty much like the only things you can loot is just ammo,weapons and quest items.
Of course this is speculation but reinforce the theory about more FPS less RPG and pretty much no cyberpunk for sure.
That's a fair opinion ... however, I strongly disagree with it. Showing off combat, character creation, choices and consequences, dialogue, vague story themes and setting casts the widest net to attract interest ... which is a large part of the point of a demo from a designer's perspective.To be fair, it would be much more interesting if they show looting and full inventory, demo don't need to be cinematic it need to show a lot of game features how most of system work.
Not to be some cinematic run and gun new COD cyberpunk edition coming soon.
And that's what I've been trying to push.But this is not an adaptation what we saw in the gameplay aside of the visuals that were "Nailed" perfectly based on the setting we are talking about we also saw how the combat was pretty much like a crossbreed of different shooters around offering absolutely nothing innovative or ambitious and it also break the setting in so many levels that is indeed a concern for us.
In fact the gameplay has nothing of Cyberpunk not only in the mechanics but also in the feel of it.
400 12ga shells "only" weigh about 44# (20kg), and will easily fit in your pocket, no problem!I honestly don't think carring 400 shotgun shell is realistic <clip>
Exactly!Showing off combat, character creation, choices and consequences, dialogue, vague story themes and setting casts the widest net to attract interest ... which is a large part of the point of a demo from a designer's perspective.
As interesting as in-depth mechanical system dives are for some of us (myself included), they are not what I would advise a company to show first.
What do you mean by that?If CDPR were E/A or Bethesda no one would be terribly concerned, but to this point CDPR has gone to great lengths to do what's "right" rather then what's "popular" (not that the two are automatically mutually exclusive).
Easy, both E/A and Bethesda have the $ as their primary goal when making games, CDPR (to this point) has has had making a good game as their primary goal. With the Witcher series CDPR showed that making a good game can make you plenty of $.What do you mean by that?
And is fair and good but if i wanted only cinematic there are plenty of good movies that i have still to watch. About the inventory system is another of those things that needs to be clarified.Or it could be that showing the player character loot all the bodies in two shootouts is not all that compelling for a demo trying to be cinematic. It's clear that you can loot bodies and search chests and the like. Regarding ammo, I also would not be surprised if the total ammo limit is higher in the demo for the same reason, they didn't want to show off "scrounging for ammo" because it's not very interesting. As far as "weight" there is a "backpack" in the inventory options. I would guess the weight or space limitations would be shown in there.
EDIT: Someone else already mentioned the backpack. My bad for repeating that point.
I'm totally pure!No one wants isometric view, no one wants turn based... well one dude might, but I don't trust the drugs he is on...
I do!No one wants isometric view, no one wants turn based...
Isometric I could do without since you're playing a single character there's no need to see them in relation to other characters you control. Turn based combat tho I'd love.I'm totally pure!
And although I don't -need- those as options, I'd be happy to see them. Especially turn based.
Call me crazy, but I actually think there's a better-than-crap chance CDPR does do this.Ok, three people want it, but they are on horrible bad drugs, especially the ones who don't take any.
Turn based and isometric would be absolute deal breakers for me, in this day and age that has zero appeal to me. Maybe if I time traveled back 26 years ago, that would be acceptable, maybe, but no longer. Those thing belong in the stupid ages of video gaming, along with sidescrollers and top down shootemups.
Anyway, what we want is a system where skill is emulated at least somewhat. Aim shakiness, hits spread, chance of hitting vital organ (increased chance of crit), reloading time, and maintenance/object degradation are all reasonable was to go about it.
Damage should remain constant, absolutely unaffected by anything other than ammunition caliber. Though specialty ammo, such as hollow point or armor piercing, might also have some small effect.
I'm not opposite to you but we can see some of thing you want here. I know it's been discussed but...Aim shakiness, hits spread, chance of hitting vital organ (increased chance of crit), reloading time, and maintenance/object degradation are all reasonable was to go about it.
Rate of Fire.ROF(what is it?)
The ones under the weapon are most likely from the gun. Personal stats are from the player. The purple bar could be weapon skill progression for that particular weapon [type].Which stats are from gun, which are from player?
Which one? dps/pnt/acc/rof or recoil/spread/range? If second, why range is apply to player's stats, it seems weird.Personal stats are from the player.