Need Make It Actually Cyberpunk

+

Is Cyberpunk 2077 gameplay-wise cyberpunk enough to you?

  • Y

    Votes: 1 33.3%
  • N

    Votes: 2 66.7%

  • Total voters
    3
To me, the gameplay of Cyberpunk 2077 is not cyberpunk. I got some sugguestions. Let's not wasting any time.

Catalog:
1. Weapon/Damage
2. Wearable/Armor
3. Inventory/Loot
4. Crafting/Upgrading
5. Level/Perks/Cyberware/Ripperdoc
6. Quests/Schedule/Interesting Locations
7. Factions/Street Cred.
8. Stealth/Kill Move

1. Weapon/Damage
1.1. No more level-scaled damage, what you can add is level-scaled recoil/spread/precision/stamina cost/combo effectiveness for these weapons. So even your aim is true, your hit will not be if you have a low level fire arm, while a low level melee weapon will cost more stamina to deal damage and its combo will not be deadly.
1.2. Add Jam for none revolver fire arms. Level-scaled jam chance. Critical jam will require player to exit the combat and use crafting skill to fix.
1.3. No more elemental damage types from weapons. Make it binded with the bullets. No more auto reload when mag got depleted. Circling though the different bullet type at any time, and only after reloading the firearm can change the damage type output(More detailed explained in Chapter 3. Inventory/Loot).
1.4. Turn burn damage into a psychic fake damage type, that doesnot actually set someone on fire, but make the victim thought that he was on fire. So it should apply stacks of burn dot to the victim which will wear off over time. During the effect, it drains both hp and stamina on each effective stack. When the effect was worn off, it refunds the missing hp to the victim. Bullets and melee weapons that does burn damage should be much more expensive than the other two elemental damage type.
1.5. Turn poison damage into a stackable effect which will wearing off after a while. Low damage on each stack, but no health regeneration for the victim during its duration.
1.6. Turn shock damage into EMP like damage type which make the victim unable to use quickhack or scan during shock's duration. Still stackable. Deal small hp damage each stack but average stamina damage. But if it has high enough stacks, it should stun or even instance kill the victim to simulate the brain damage due to the short circut.
1.7. Make firing a smart gun cost RAM on each short. SMG smart gun shots a brust of bullets upon each trigger. Provide a RAM-free chance relates to the level of the weapon.
1.8. Granades' elemental damage follows the rule above.
1.9. No more poison quickhack.
1.10. No more enemy's location revealled on the minimap unless a Scan Granade was thrown/Tagged during the scan.
1.11. When pressing Q with a weapon(melee or range) was equipped, if V has an Arm prosthesis, always use the off hand arm prosthesis to do unarmed attack instead of smashing/swinging with the weapon. Just play the off hand unarmed animation without removing the weapon.

2. Wearable/Armor

2.1. No more level-scaled armor. A level-scaled attachment should be the one that provide armor for clothes, but still don't make the best of it provides more armor than the best Subdermal Armor.
2.2. Remove the armor points from all cloth, glass, hat, pants, etc, left only those wearables that looks realisticly protective to provide none level-scaled armor points.
2.3. Attachments of clothing should not be universal for any body part's wearables. Cridical Hit chance/damage goes to eye section, movement/damage resistence/extra armor go to outer torso/leg sections, stamina related attachment goes to inner torso section, fall damage reduction/movement go to shoe section.
2.4. High tech fashion eye section gears can have some random cyberware abilities from a list to make them actually cyberware. The ability list will be the smart targeting, enemy detection, enemy's location on minimap, etc. Nothing else other than target locating/aiming assistance/anti-flash.
2.5. Oxygen type of attachment should be only able to attached to those face mask looking wearables and helmets that can be closed.
2.6. All clothings that looks like a clothing set go to the clothing set sections. if its a vanilla suit, unequip all other equiped wearables. If it was a inner torso item from vanilla, only unequip the inner torso and pants. Clothing sets can be spawned with much more attachment slots.
2.7. All Outer Torso clothes that replace the mesh of inner torso cloth should have the inner torso cloth unequipt when equipping it. This kind of cloth can have a little bit more attachment slots.
2.8. Remove the bonus Carry Weight type of mods for wearables.
2.9. Change elemental affection resistance mods into different elemental affection stack tolerance mods. Making V immune to an amount of stacks of corresponded elemental affection. These elemental affections' debuff and DOT only start to affect V when Exceeded V's tolerance capacity. Some types of cyberwares and perks shall also provide these tolerance capacity.

3. Inventory/Loot
3.1. Relocate V's backpack inventory to V's owned vehicle that is next to V. So that V can no longer access Backpack on the run.
3.2. If V's vehicle is around V in a range of 100 meters, looted items directly add to V's vehicle stash. Other wise no looting, only picking up or drink/eat. In some quests that V uses an ally's vehicle to get to the quest location, make that vehicle as V's temporally vehicle stash and mail all loots to Drop Box next to V's apartment in Waston.
3.3. Cars can have lots of stash space, while motocycles have smaller space(or maybe none).
3.4. More interaction options for V's owned vehicle for the access of the stash in a way that dialogue was displayed using MMB to scoll between the options: 1. open current vehicle stash, 2. transfer items between vehicle stashes(display only 2 vehicles were parked next to each other), 3. transfer item between current vehicle stash and the home stash(display it if the vehicle is near the home).
3.5. Reduce V's carry weight cap by 200. Since he is not carrying anything in the invisible backpack.
3.6. Change the Quick Access slots into a universal slots bar that can be assigned with different types of Granade/different types of Med kit/different types of bullets. Key X to circle right and key Z to circle left. Do not skip the empty slots if any and if the selected item is granade or med kit, click MMB to use it. See in following pic.
11111111.png

3.7. When looting an item, if not in a combat and a owned Vehicle was in the 100m range, "F" key to transfer to the vehicle stash, "R" to replace the weapon with the one in hand or replace the item with the one in the currently selected Quick Access slot.
3.8. Set default Universal Quick Slots amount to 2. But allow certain outer torso/leg wearable and attachments that are dedicated to these two sections to have a chance provide additional QASlots.
3.9. Hold the key "F" if no interactable item/enemy was around to drop the currently equiped weapon so that V can instantly turn into unarmed fighting mode without "drawing" hands out.
3.10. Each stack of med kit/granade should have a cap if placed into a QASlot. Granade in 2, Med kit in 3. Bullets in 20(pistol), 40(rifle), 10(sniper/shotgun)
3.11. Enemys drop both weapon and wearable that were on them, but all in bad condition especially for the cloth, since you shoot/smash them to die and ruined their clothes during the process.
3.12. Add a new cyberware to allow V stole the dead enemy's money from their digital bank account by scanning the dead body. The quality of the dead enemy, the quality of said cyberware and the new Quickhack perk relates to such cyberware will affects the amount you loot from the enemy. So if the loot are not juice, just take the money and move on.

4. Crafting/Upgrading
4.1. No more disassembling any item in the game unless there are some mods on it and V happen to have the right perk set to do it. I have to say the current mechanic of disassembling is immersion breaking and boring.
4.2. Assemble mods for Weapons and wearables should need each their own Crafting perk to do unlock the action. Otherwise no modded weapon/wearable to use unless loot from enemy or bought from vender.
4.3. Crafting materials from quickhack vendor should be used in tech-involved gear crafting/upgrading.
4.4. A dedicated working bench with some tooling/drilling/melting/etc machine on it for crafting/upgrading.
4.5. Use the Upgrading interaction to assemble mods on a item.
4.6. No more cloth crafting. Cloth venders stop selling blueprint.
4.7. Add conditions to all weapons and wearables and mods. Full condition is 100%. Need Crafting skilled V using bench or simply go visit vender(via a new dialogue option) to improve corresponded item's condition. Low condition item can be only sold for small amount of money.
4.8. Using a weapon will have a chance to wear its condition off in a certain rate. Both the wear off chance and wear off rate relates to the item's level. Restoring a jammed gun or simply reload a gun will also wear off its condition. And if use a none blunt melee weapon attacks a high armor enemy, double its wear off chance and rate.
4.9. Taking damage will wear off the wearable's condition along with its mods' condition. And they should not be able to get patched via any method.
4.10. Weapon venders can still sell the Blueprint thing but lets stop calling it Blueprint but instead we can call it a component set of a type of weapon, not usable but maybe V can salvage what are still in good condition and manage putting them together. So V put them together at a cost of some additional weapon parts by using a bench if corresponded the Crafting perk requirement was met.
4.11. The high tech weapon will be the one that mostly using the existing electronic Item Components. But still, give them appropiate name according to each of their icon's look. And also add a new Item component type to be the mechanical parts that V will use during the crafting.
4.12. if the elemental damage overhaul part I mentioned above was not easy to implement, then we can do something else: Add some crafting perks that allow V to upgrade a physical damage weapon into dealing elemental damage by using electronic item components.
4.13. When V upgrading a weapon, change it to no longer add damage, but to improve the recoil/spread/precision/stamina cost/combo effectiveness instead. And each time a weapon got upgraded, its maximum condition should be reduced by 30%. Some new crafting perk effects shall be added to decrease such max condition reduction.
4.14. When V repairing a weapon, give it a good chance to consume corresponded components unless he got a perk picked to decrease such chance.
4.15. All crafting/upgrading/repairing shall cost in game time to perform.

5. Level/Perks/Cyberware/Ripperdoc
5.1. The character's level thing is lame from its fundation: its name. It was called "Level" by the vanilla game. Let's change it, call it "Synchronous Level", a term which shall perfectly indicates that this "level" things has nothing to do with generic exp farming, but instead actually reflects how V's mind, muscles, nerves, knowledge, and those combat skills got synchronized with all those cyberware implants V got in his body, that he use to do his trade, and to survive during his adventure.
5.2. Most of those perks, on their level one, should be just a requirement unlocker for certain type of cyberware or a cyberware's mod to be implemented. And further investing perk points into these perks shall add a percentage of bonus for their corresponded cyberwares or cyberware mods. For example, the Athletic perk True Grit, at level 1 of this perk, allows V to implement the cyberware Bionic Lungs via a ripperdoc; at level 2 of this perk, allow V's implemented Bionic Lungs to be "improved" with a new mod for this Bionic Lungs to enhance its effect by up to 40%; and at its level 3, unlock an additional mod slot for the Bionic Lungs; but if V got no Bionic Lungs were implemented, then nothing gonna happen.
5.3. A cyberware should not be able to got removed unless there is another cyberware for the same organ was installed to replace the previous one. For example, if V got a bionic Lung implemented, it means he no longer has his original organic lungs in his body. So if remove this Bionic Lungs cyberware from V without replace a new pair of lungs, V will die. Cyberwares are not "auras" or "charms" from those fantasy themed games. This is a cyberpunk, or at least sci-fi, game. Do not treat these things as something irrelevent to a living beings' body please.
5.4. All changes over cyberwares and their mods must be done by a Ripperdoc except for replacing the quickhack that shall be done at that crafting bench we talked earlier since such handy work will requires melting and if V was a decent mechanic and computer science, then he should be able to do it by himself.
5.5. Add condition to all cyberwares and their mods, and add a locational damage system for V. It doesn't need to be precise, just use it to damage the condition of V's cyberwares from his different body parts. The less condition a cyberware has, the less effective this cyberware will be. Give them a random beyond repair threshold, if the condition falls under it, then ripperdoc should no longer fix them and V need to buy a new one. The condition shall not falls under 1%, so he won't die as long as he has HP. Quickhack shall not be repairable by ripperdoc, but V need to have some perks in Engineering to help maintain and repair these chips. All these stuffs can be sold in a lesser price if the condition was bad.
5.6. Add two new yellow dialogue option for ripperdocs, one for purchase and sell cyberware and mods, one for repairing cyberware.
5.7. Ripperdoc shall always charge fee except for that first time. Changing cyberware charges fee and changing mods charging fee. It's not changing a wheel for a bicycle.
5.8. All Ripperdoc's operations shall cost in game time to peform.

6. Quests/Schedule/Interesting Locations
6.1. Don't reveal side quests on the map just because V unlocked the district or passed by.
6.2. Don't give V side quests even V was near the side quest location.
6.3. All side quests from fixers should be given by call randomly.
6.4. If V accept a quest, then add the quest to the Journey, but do not use the current "Main Jobs/Side Jobs/etc..." left side widget, change it into a calender style schedule list: an array of date folders show "xx/xx/2077". Each date folder shall be able to expand or collapse like the vanilla side widget and contains the quest that was accepted on that day. if there was an ongoing quest, then display a yellow "Ongoing" tag along side with its date on this date's folder tab. Make the top of this schedule list to be the most recent date that always push the history downward.
6.5. Most quests should have a deadline. Make it random from a few hours to a week(depends on the type, a emmergency police quest should end pretty soon while some others would last pretty long) for the side quests and make the main quest to have a deadline too.
6.6. Main quest's deadline don't need to be random, they need to be preset. Means no matter when V accept that quest, it should be always on that day. Different main quest branches, if any, don't need to be the same day. If V missed all main quest branches, if any, then he shall be gone by the end of the final relic event and make it into one of the game's ending.
6.7. If V deline a side quest, he should be allow to call back to that quest giver, to ask if that quest was still available. Make it 50/50 so that he can still have chance to do that quest.
6.8. Remove all vehicle selling quest marks from the map and make them online in some websites which V should be able to access from his PC if that on sale vehicle was not sold by a fixer. Bought vehicle shall usually be delievered to the garage in Waston but if the seller was from the wasteland, then can sent it to a wasteland location.
6.9. When pedestrian were spawned around V, give a chance to spawn a bunch of gangsters for V to kill too. No need to be pre-staged.

7. Factions/Street Cred.
7.1. Add relationship with all factions and fixers. From hostile to friendly
7.2. A not hostile gang faction shall have some kind of annomynous middleman randomly send message V offers some crime quests(if V has from middle to high Street Cred level), for example to pick up some cargo from some corpo bought cops or to fight another faction for territory, or to steal something. If V refuse, then the relationship with that gang shall fall, but if accept and finished it, then the relationship with that gang increases at a cost of some Street Cred level.
7.3. Attacking or even killing a factions' minion or failing the quest from a fixer will end up losing relationship with them.
7.4. After certain quest or if killed certain character can turn the relationship into Hostile forever.
7.5. A hostile faction shall send hitman or even hit squad to get you.
7.6. Street Cred. shall be able to spent for smoothing things with a poor relation fixer, means you use some favor to have someone putting some good word for you in front of that fixer.
7.7. The better relationship with a fixer, the more likely this fixer will call you and give you a quest. V's Street Cred. level should also increase the base chance he got quest from fixers.
7.8. When buying a Reputation required item, some street cred. will be spent as well. Buying clothing do not cost Street Cred. but buying the mods for clothing should.

8. Stealth/Kill Move
8.1. Enemies from a basement should have a special implant that will alert the rest after got stealth killed.
8.2. Stealth shall have perks that unlock different stealth melee kill move with sneaky type of melee weapon which shall finish off the enemy faster than usual.
8.3. Non sneaky melee weapon's perk tree need to have perk that unlock kill move that offer a chance to directly finish off an enemy with HP lower than xx%.
8.4. May it be a good chance to display the stealth kill move, but if it didn't displayed in a stealth kill attempt, then this action will be counted as failed and then enters battle in a few seconds. The more and the better stealth kill move you have mastered with the currently equipped sneaky melee weapon, the better chance you successfully got that a kill move with this weapon displayed.

I've spent over 50hrs so far with this game, do love the story line a lot. But I can't convince myself to proceed. Because of the bland gameplay frustrated me more and more. Sure they got their own planning on making it a better game. The last game I brought other than this from CDPR was Thronebreaker, the campaign was a mess without decent resouce management design. The same problem CP77 has as well. And even worse, that they treate a Cyberpunk theme in a stats-driven way without actually making the cyberwares into the core of the gameplay. My thoughts are probably shaddy or even irrealistic, but got to spit it out. Hope they happen to see this post and finish reading it just like you do. And hope they could get even just a single bit of inspiration from all the nagging above. But it doesn't matter not. If you got some thoughts on how to improve this game in case of gameplay mechanic wise, please share it as well. And thank you for reading.
 
Top Bottom