Sorry, yes it's a lot of text, but you asked. As my swan song I'll offer the feedback
Since you're emotionless about this, I assume you're able to have a decent conversation about this without going into obviously emotionally charged answers that so many have provided before.
Sure. I mean others have tried, I've tried. There's not
much point to it, as the most common response is along the lines of "what about
this improvement" without really hearing the criticism. Lets give it one last spin though.
What was less monotonous about the old systems?
V had no skill to speak of - the skill tree was largely just passive small incremental % upgrades.
I haven't really complained about skills in 2.0, though some are now gone and netrunning is...different.
Additional skills do now exist. Largely added around (poor, I'm KB/mouse user) car combat, with welcome recognition of mantis/mono/gorilla cyberware, and what seems to be a heavy focus on turning enemies into blood mist with up close combat.
Summary: The skill tree expansion could have been implemented without removing & changing other elements.
Netrunning was as thoughtless as it could be.
An opinion, which is fine. I'd challenge though: is it less thoughtless now? In my opinion, no.
Many vocal people
enjoyed netrunning. Were some of the mechanical changes to it welcome? Heck yes. eg: Queing? Yes please!
Under 2.0 netrunning is simply...fine.
My opinion is that it
feels dull and flat now with only a limited number of queued combos having any real effectiveness. This is less a reflection of skills being removed (though some were) or changed (again some were) and much more,
in my opinion, due to the collision of
mechanical changes to the game (eg: enemy detection rates, enemy trace rates, enemy aggro spread, trickle-down impacts from level scaling).
People thought netrunning (in a
cyberpunk game) was OP pre 2.0. I wont argue that it wasn't, I would assert though that in a single player game, it didn't need to be "fixed". People who didn't like the nature of the play style simply played another playstyle, just like they do now. Net zero.
Pure speculation but I would be very surprised if (like some other changes) the netrunning changes telegraph multi-player changes to core gameplay. Balancing a "class" like this, recognising "OP" and flattening it while raising others, feels entirely MMO.
Summary: netrunning isn't objectively much less powerful, it just feels without depth, making it dull.
By level 25 the game posed little to no challenge to anyone and by 35 posed no challenge at all. On very hard.
I'm not sure what I should be addressing with this one.
My experience with 2.0 is that it is now not a challenge from the very outset all the way through, with only a couple of named NPC exceptions.
Again: flattened. Aside from literally a few encounters, I didn't feel challenged. Each encounter along the way, wherever I am, whichever group it is I'm fighting,
feels just the same as the last encounter. Is it significantly worse than pre-2.0, perhaps only a little but not significantly. However this has been a dilution of the enjoyment by small degrees across multiple factors.
Summary: "Second verse, same as the first!". Difficulty isn't "better", just flat.
Itemization was that of a mediocre looter shooter.
Itemisation could have been improved. Instead it was eliminated.
In a turnaround, I'll ask: how can it be argued it's now better?
Cosmetics were a difficult thing pre 2.0 given the 1st person nature of the game, I personally didn't mind not having transmog. It felt more meaningful to try and find an ensemble outfit that didn't look like vomit
and delivered the stats/abilities you wanted. The 'wardrobe' largely solved and scratched that collector/fashion itch for people who wanted it however clothing still had some value. Now though, that flameproof aramid balistic dress? (as just an example) Previously it
felt like an example of advancements in technology that a dress could be imbued with physical properties given it protective attributes. Equipment is now more irrelevant than it was before, giving more "what's the point" vibes.
And weapons? Mods? They don't make sense.
I can craft weapons & mods. I can upgrade unique weapons.
I can't remove mods? even the ones I made and installed into the weapons I made?
I can upgrade a unique weapon I didn't make, but not the one I did?
There is no enjoyment in finding new gear, of any sort really. Collecting clothes/weapons is just fodder for the crafting components. And if you do/have PL, why would you bother opening random containers in the world when you just do the drops and cars, if hunting components are your thing it's pretty hard to dismiss the efficiency in those two new mechanics.
IMO this is simply more foreshadowing (testing?) of flat itemisation appropriate for an MMO. Someone joined the dev team who didn't like/understand the endorphin hit players get from RPG item collection cycles. IMO.
Summary: itemisation and equipment has been ironed flat and rendered meaningless.
Cyberware was largely fine but rather uninspired compared to it's description in lore.
I really like the expansion of cyberware parts and variety, it might not be extensive, but it gives it some more depth. However the random/cycling stats thing can get in the bin.
I'll ask people to ponder: in what kind of game do studios (or publishers) give players crafting but simultaneously want players engaged in a constant hunt for "the right" stats on items that
can't be upgraded/crafted.
I'm genuinely asking here - because you mentioned being in an emotionless state over all this - what made the previous system less monotonous, exactly.
Asking "what makes it monotonous now?" is a different question to "what made it less monotonous before?". Subtle, but different.
For
me the experience was
less smooth before. Skills, encounters, items, enemies, etc etc all had dips and troughs. And sure, as you leveled those contrasting moments became less frequent, but they could still be there. The lack of monotony perhaps coming from the
gap in the dips/troughs rather than the peaks and lows themselves. If that makes sense?
Now the experience feels end to end the same. So much has been eliminated and flattened that the
gap almost doesn't exist. There's no peaks and troughs, and no variety. No drive to find something new, because no new discovery pushes towards a peak because peaks don't exist.
You need to look at the gameplay loops from a higher, holistic, level than individually. Individually there are improvements and unwelcome changes, improvements may even outnumbers the unwelcome ones. However the "flattening" is just entirely unentertaining.
I didn't stop playing out of a sense of determination that I "hated things so much I would just play something else", but realised I hadn't played for days, didn't miss it, and had no interest in launching it again because for me the flat nature numbed multiple "sense of achievement" points
I moved on from the game passively, unconsciously, because in analysis the game feels now like it's been sedated, numb and pointless. (How very Cyberpunk of the devs to meta their own game like that.)
I'm really asking. Not trying to diminish your opinion or anything of the sort. Just a genuine, emotionless, conversation about why you think the previous system was less monotonous.
Thanks. I'm not sure anyone's really listening to this kind of feedback. God knows negative feedback can be exhausting. I would think the worst thing that could happen to a game is people, once energised by it, walk away because they're bored. Maybe someone somewhere can grok that.