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Mechanical Faithfulness to Cyberpunk 2020...

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M

Mebrilia

Forum veteran
#541
Oct 11, 2018
For example that is something i missed.. Pros on you to bring that out.. So the inventory is actually divided in 3 parts.. what we have there is the active equipment then in theory you have the backpack where you can put stuff into such an interesting find.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#542
Oct 11, 2018
Suhiira said:
Realistic ammo limits do not for "fun" gameplay make, you can't "Rambo".
Click to expand...
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.

Be that as it may, Ramboilu on perseestä. (y)
 
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Rawls

Rawls

Moderator
#543
Oct 11, 2018
Mebrilia said:
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.
Click to expand...
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.
 
Nikola_Nesic

Nikola_Nesic

Senior user
#544
Oct 11, 2018
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.
 
Rawls

Rawls

Moderator
#545
Oct 11, 2018
Nikola_Nesic said:
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.
Click to expand...
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.

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. There's plenty of time before release to discuss those things, many of which may be tinkered with still. Heck RDR2 barely showed anything about it's systems before like six weeks ago and people are all over it. Give the viewer a sense of place, and an idea for what the game feels like. The minutia (like inventory, loot systems, game economy, etc) are not about the feel of the game, but about it's functional systems. Much less attention grabbing IMO. EDIT: And CDPR even did a bit of the RPG style systems in the demo (item analyzing, skill checks, gear stats, quest rewards, cyberware upgrades and so on), but it wasn't the focus of the demo. Nor should it have been IMO.
 
Last edited: Oct 11, 2018
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Nikola_Nesic

Nikola_Nesic

Senior user
#546
Oct 11, 2018
Ok i just say what i think is more important for demo, when i was younger i liked fast cinematic demo like cyberpunk did, now i much more like developers update where they talk about game and show gameplay, like what obsidian did with PoE 1 and 2 or Tyranny or larian studios with Divinity original sin 2 or when developers sit with some youtuber show gameplay and talk.
 
Suhiira

Suhiira

Forum veteran
#547
Oct 11, 2018
Mebrilia said:
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.
Click to expand...
And that's what I've been trying to push.
Be innovative CDPR, don't use tried-true dime-a-dozen FPS mechanics as the ONLY method of gameplay. Adapt the PnP system (as far as possible) into a gameplay option.

While it's clear some feel developing and refining anything other then FPS gameplay is a waste of time, few, if any, of them are Cyberpunk fans. They're action game fans. 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).

In CP2077 we see exactly (not including microtransactions) what we'd expect with E/A at the helm; a great looking game with a great setting undermined by generic FPS gameplay. A good game to be sure, but not Cyberpunk. A games mechanics are every bit, in fact I'd say more, important to it's feel then it's visuals.

Mebrilia said:
I honestly don't think carring 400 shotgun shell is realistic <clip>
Click to expand...
400 12ga shells "only" weigh about 44# (20kg), and will easily fit in your pocket, no problem!

Rawls said:
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.
Click to expand...
Exactly!
While we can't be 100% sure what we saw in the demo is what we'll get in the game we can, and do, easily see certain trends and basic game mechanics. It does little, if any, good to complain about these things after a game is published.
 
Last edited: Oct 11, 2018
Harthwain

Harthwain

Rookie
#548
Oct 11, 2018
Suhiira said:
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).
Click to expand...
What do you mean by that?
 
Suhiira

Suhiira

Forum veteran
#549
Oct 11, 2018
Harthwain said:
What do you mean by that?
Click to expand...
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 $.

So we expect E/A or Beth do do what's most profitable, regardless of how it fits with the theme or setting of a game. With CDPR we expect theme and setting to take priority.
 
M

Mebrilia

Forum veteran
#550
Oct 12, 2018
Rawls said:
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.
Click to expand...
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.
 
wisdom000

wisdom000

Forum veteran
#551
Oct 12, 2018
No one wants isometric view, no one wants turn based... well one dude might, but I don't trust the drugs he is on...
 
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Sardukhar

Sardukhar

Moderator
#552
Oct 12, 2018
wisdom000 said:
No one wants isometric view, no one wants turn based... well one dude might, but I don't trust the drugs he is on...
Click to expand...
I'm totally pure!

And although I don't -need- those as options, I'd be happy to see them. Especially turn based.
 
Nikola_Nesic

Nikola_Nesic

Senior user
#553
Oct 12, 2018
Valkyria Chronicles combat would really really be cool in cyberpunk 2077, it would be tactical not so slow not so fast, stats can have great impact on your character.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#554
Oct 12, 2018
wisdom000 said:
No one wants isometric view, no one wants turn based...
Click to expand...
I do!

But I’m not asking for it here.
 
Suhiira

Suhiira

Forum veteran
#555
Oct 12, 2018
Sardukhar said:
I'm totally pure!

And although I don't -need- those as options, I'd be happy to see them. Especially turn based.
Click to expand...
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. :p:p:p
 
wisdom000

wisdom000

Forum veteran
#556
Oct 14, 2018
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.
 
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Snowflakez

Snowflakez

Forum veteran
#557
Oct 14, 2018
wisdom000 said:
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.
Click to expand...
Call me crazy, but I actually think there's a better-than-crap chance CDPR does do this.

Now, maybe they won't, because maybe action fans will rant and rave about how "horrible the combat feels." But I think that's a bit unlikely, because a system like the one you propose (which I've also been pushing for literal years) is not the same as Bloodlines. It's not pure RNG as to whether or not you hit (with a bit of player aiming thrown in).

Instead, it relies on mechanics action players are already familiar with, such as bullet spread, accuracy penalties, reload speed and aim steadiness. All of this is present, and has been present, in FPS games for years.

So it's not like it'll be a huge shocker if its in this game.

I do think people will complain either way, but I hope CDPR sticks to their guns. It worked out for the folks behind Kingdom Come: Deliverance.
 
Poison19

Poison19

Forum regular
#558
Oct 14, 2018
wisdom000 said:
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.
Click to expand...
I'm not opposite to you but we can see some of thing you want here. I know it's been discussed but...
Here on screenshot you can see Recoil, Spread, Range stats among with DPS, penetration?, accuracy, ROF(what is it?). Which stats are from gun, which are from player? Why they are separated like this? I assume that they are all from gun and maybe DPS/PNT/ACC/ROF from gear character wears.

2321.png


Yes this not you all wanted but stats such as recoil and spread are existing, so CDPR can use them somehow to represent stats impact. And in the demo i saw some crits not applying to headshots, i can assume it for "hitting vital organ".
 
Last edited: Oct 14, 2018
Harthwain

Harthwain

Rookie
#559
Oct 14, 2018
Poison19 said:
ROF(what is it?)
Click to expand...
Rate of Fire.

Poison19 said:
Which stats are from gun, which are from player?
Click to expand...
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].
 
Poison19

Poison19

Forum regular
#560
Oct 14, 2018
Harthwain said:
Personal stats are from the player.
Click to expand...
Which one? dps/pnt/acc/rof or recoil/spread/range? If second, why range is apply to player's stats, it seems weird.

Suddenly i have an idea. It came from my thoughts about "everyone can do 1-2 precise shots until hands start shaking". Do you guys remember sniping in most of shooters? Where when you aiming with scope, your aim shaking terribly, and you have a hold your breath of concentration ability which negates aim shaking. My idea is apply the basics of this mechanics to aiming in general. When the player aims at the sight, he has a few seconds of stable aiming, after this time the sight begins to tremble. The amount of time of stable aiming depends on character's skill of shooting. The strength of the shaking also depends on the shooting skill. For example you have 0,5 or 1 second of stable aiming at low level of shooting skill, which increases to 5-8 seconds at high level. At max level of shooting skill your aim is always steady (or maybe you can even get aim assist).

Now, to details. If you moving and jumping while fight your "steady aiming time" is also spends but slowly. When your "steady aim time" is ended it needs to "recharged" which you can do by standing still or sitting behind a cover. It's not a cooldown, you can use your "steady aiming time" at any time. But how many "steady aiming time" is recharged, so much is spent. When you shoot from hip, you have bullet spread, which also depends on stats.
 
Last edited: Oct 14, 2018
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