I dunno. I kinda feel like E3 was a big information dump. It took me 4 posts to summarize what we learned in this thread ... and I was trying to be super succinct and ran into character limitation issues in each post.
TL;DR: When a CS rep gets kind of snarky with a fan who has a legitimate question, it seems like CDPR is frustrated that these questions are being asked, which is silly because it's their fault they're being asked in the first place. "Fault," of course, is not intended to have a negative connotation in this context, it's more a "natural consequence of your choices" kind of thing.
My point is that it is their fault, no matter what. Again, "fault" is not a term I'm using to express anger. I'm slightly irritated that they started so early, but that's not my main point,.
Put simply, they reap what they sow. If a fan is unsatisfied with the information we've been given so far, the correct response is not to get snarky and sarcastic as if their concerns are totally ridiculous.
It seems silly to me that CDPR gets all frustrated over something that they've caused themselves. Like, if I accidentally pour water on the floor and forgot to clean it up, then someone slips and gets mad at me later, what's the appropriate response? To get mad back, or accept that I bear some responsibility for it? :unsure:
Anyway, yeah, we've learned some information, definitely more than we knew before, but we don't have specifics, which is what matters to me. We have a lot of SUPER VAGUE and super "this could totally change so no worries guys" type stuff. That's why I'm annoyed.
"Guys, it's totally an RPG so no worries! But... we aren't going to tell you about how that factors into combat because reasons and stuff. Also, there may or may not be skills, and there may or may not be skill checks in dialogue (probably not, though), and we can't/won't clarify what the difference (if any) is between skills, attributes and perks, or what role they play in the game."
"Guys, we have vehicles you can drive, but where you can drive them and what their limitations are, we can't tell you."
"Guys, you can run over NPCs, but we aren't going to tell you what the consequences are."
I'm being hyperbolic of course, none of this actually bothers me that much. I know we'll learn more later, and I know a lot of the secrecy is because these systems aren't done.
Again, just annoyed that they've chosen to start so early. This is just the natural consequences of their choice - the inability to share detailed information about systems that matter, beyond vague, subject-to-change, surface-level stuff.
For what it's worth, I agree. None of my criticisms are so serious that I'm losing interest in the game, nor are they dealbreakers (for the most part... there's only one thing that I'm really concerned about). I'm happy for CDPR and the reception they've received is incredible...
...but I'm still gonna complain about a decision I disagree with.
And, aren't we not supposed to discuss even the very existence of [D-NOTICE]? Naughty, naughty Sard. Perhaps I should report you?
Not sure what to make of it.. If i have to guess since cd projekt already stated that stat skills are in the game i think in the end the statistic will affect also the combat, like minor or major recoil and spray of bullets or something like that. That was is not hard to image in the end they aimed for a fast paced combat and that seems to me the best solution what concerns me is the part that mention some sequenced to be scripted that is bad in a rpg.
About the character creator we don't know yet keep in mind this is a pre alpha and a lot of things could have still to be implemented so probably they just cooked a playable sequences to show at closed presentation.
I think is like that because in the end the ones that seen the Demo tells more or less the same things as we know beside the declaration of cd project "There will be stat skill this is not a shooter but an rpg" we don't have anything sure.
And that is the main point.
We seen a E3 trailer but we are not even sure what are the main features of this RPG yes ok there are character from cyberpunk 2020, yes we know and we saw it will be in night city, we also know there are stat and skill.
But as a great fan of the pen and paper until we don't know more is hard to tell an impression i truly hope cd projekt red had at heart also the pen and paper players (and this game for them is supposed to be like a miracle).
But as a great fan of the pen and paper until we don't know more is hard to tell an impression i truly hope cd projekt red had at heart also the pen and paper players (and this game for them is supposed to be like a miracle).
As a great fan of the pen and paper, I would also love to know these things.
Which skills made it. Which stats. How will they influence gameplay? How is this pen and paper CRPG deeper than Witcher 3, which was not PnP?
Pen and paper is so important as a root value, because it helps distinguish the CRPG from an action-talk-action game.
Not to mention pen and paper gives a certain scale to the game world. Helps avoid things like boss fights (in 2020, no one has any more hit points than anyone else) at least boss fights that aren't based on a more believable framework, like tech or minions.
Pen and paper also demonstrates the depth of the character build system. When you have to distinguish elements from each other with both clear descriptions -and- hard numbers, it's more difficult to hand-wave off the similarities or redundancies. A good pen and paper character sheet itself becomes a symbol.
And of course it ties the game to it's lineage and makes the pen and paper world beyond the CRPG more accessible and interesting, not just to pen and paper players but also people who are excited for the 2077 game itself.
But remember, CDPR are old pen and paper players themselves so I think that it will remain a real factor.
Yeah, this is pretty much what I've been advocating for (the former, not the latter). Everyone is oh-so-worried that the game's RPG roots will ruin their FPS fun! No, I want my Call of Duty, run-and-gun action, screw you RPG folks, you don't know what a good game looks like!
...Excceeept... They already have variable recoil, accuracy, etc. with gun stats. It's a thing they're used to. Now make it more drastic and attach it to a weapon handling skill, eventually letting players become super-efficient at using weapons to the point that they are playing an even more improved version of an FPS (if they so choose). Yay. They get their FPS, everyone else gets what they want.
As a great fan of the pen and paper, I would also love to know these things.
Which skills made it. Which stats. How will they influence gameplay? How is this pen and paper CRPG deeper than Witcher 3, which was not PnP?
Not to mention pen and paper gives a certain scale to the game world. Helps avoid things like boss fights (in 2020, no one has any more hit points than anyone else) at least boss fights that aren't based on a more believable framework, like tech or minions
But remember, CDPR are old pen and paper players themselves so I think that it will remain a real factor.
Yeahh... This is a concern of mine. Damage numbers? Levelled enemies? I definitely think they're going the bullet sponge route, even if its only a single clip or so of damage, it's still a health bar and not just "bullets are lethal if they hit people."
Plus, there will be boss fights, and they have more health than normal enemies, that's already been confirmed in the preview.
Sort of. They fought the Maelstrom boss and he climbed into an exoskeleton. That they had to disable, because he was invulnerable, and then killing him was easy.
So that's not a health thing.
Not that I'm optimistic, though. CRPG conventions and all.
Sort of. They fought the Maelstrom boss and he climbed into an exoskeleton. That they had to disable, because he was invulnerable, and then killing him was easy.
So that's not a health thing.
Not that I'm optimistic, though. CRPG conventions and all.
I don't really mind if it takes a few shots to down someone, I can accept abstracted grazes, scratches and fleshwounds. Just as long as it's not emptying a clip to someones bare chest or head, nor tracer rounds by default, and the characters skill affects accuracy and weapon handling so I can't just pop headshot left and right.
I don't really mind if it takes a few shots to down someone, I can accept abstracted grazes, scratches and fleshwounds. Just as long as it's not emptying a clip to someones bare chest or head, nor tracer rounds by default, and the characters skill affects accuracy and weapon handling so I can't just pop headshot left and right.
While the barrage of damage numbers spiral across your view, actually obscuring not only the effect of your shots, the beautiful graphics but also any sense this could be "real."
While the barrage of damage numbers spiral across your view, actually obscuring not only the effect of your shots, the beautiful graphics but also any sense this could be "real."
I sincerely hope damage numbers are a toggle. Not much takes me out of the action faster than floating damage numbers.
Now, if they just appear in an optional text box in the bottom-left corner like they did in TW3? I'm OK with that. It was easy to ignore, unobtrusive in general, and I actually found it useful when I was attacking a creature like a wraith to see how much of my damage was going through (especially handy for some mods that add monster armor for you to break through).