Quests with required levels are confirmed, same for DMG scaling with enemies' levels.
Quests with required levels are confirmed, same for DMG scaling with enemies' levels.
Please, not another Ciripunk 2077 talk.![]()
Cyberpunk 2077 Has A Witcher 3 Easter Egg Hidden Early
CD Projekt Red couldn't resist sneaking in a cameo from their beloved game in their upcoming far-future RPG.www.gamespot.com
Adam Badowski right now:
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Yep. I hoped till the last second but that's what we'll get.
So just like in TW3 if I remember correctly?And just to make things worse, you don't unlock higher level missions with time, but you can collect them from the very first moment and keep them in your menu, so there's the usual "I need to save that guy quickly, let me level up 5 times and come back in few days"...
The precise example was: "a fixer gave me a quest, I went there to do it, 2 hits and I was dead. So I opened the menu and saw it was a level 9 quest, I was level 4".
yes.So just like in TW3 if I remember correctly?
It's a bummer, but on the other hand in open world game you cannot predict where the player will go and in which order he will complete the quests. You probably can try to gate SOME of them, but I don't think total control is possible.
To be honest, this annoyed me in Witcher 3 too. But I never really expected CDPR to deviate from this, as they are really hard-set on holding on to certain old concepts, levels being one of them. It does not make the game impossible to play, but it is annoying to have same enemies be way tougher in one mission than the other, both acquired at the same time. It also means we can outlevel missions that have been stuck in our quest log.... same old concepts, same old problems.Yep. I hoped till the last second but that's what we'll get.And just to make things worse, you don't unlock higher level missions with time, but you can collect them from the very first moment and keep them in your menu, so there's the usual "I need to save that guy quickly, let me level up 5 times and come back in few days"...
The precise example was: "a fixer gave me a quest, I went there to do it, 2 hits and I was dead. So I opened the menu and saw it was a level 9 quest, I was level 4".
Yeah this is a good point and one I had touched on after watching the 2018 trailer. 'Style over substance' as a design tenet has always worried me. If everyone we meet behaves like some amped up Tarantino character, it'll be overkill. Rockstar does it in every game and it feels like a contrivance after a certain point. CDPR knew how to balance different tones in The Witcher perfectly - you got tragedy, humor, intrigue all complimenting each other. I hope they can do the same with CP.What does bother me though is that from all the previews and from what we've seen, there haven't been any normal-feeling characters. Everything I've seen has been of characters being turned up to 11, which is something The Witcher was able to avoid and do far better imo - creating believable characters.
The Cyberpunk approach (from the admittedly little material we've seen) seems closer to Blood and Wine or GTA/RDR's side content, where every character needs to be wacky or unusual in some way. In B&W it was fine because it was an expansion and it fit with what Toissaint is like. In Rockstar's games, it just means I can't take the side content seriously because you have a fairly serious main plot with good characters, and side content that seems like it's a parody.
What The Witcher did well was to put normal (but still compelling) characters in unusual situations and I hope there's more of that in Cyberpunk. I know it's meant to be style over substance in Night City, so maybe it's a problem with the IP itself, but it is a problem. There needs to be a balance, especially when we're talking about a long game like this. Even the 1 corporate agent we've seen was over the top. Hopefully, it's a case of only seeing so little of the game, as opposed to something that's prevalent throughout the whole game.
"Maxim #37: There is no "overkill". There is only "open fire" and "I need to reload."'Style over substance' as a design tenet has always worried me. If everyone we meet behaves like some amped up Tarantino character, it'll be overkill.
Yeah, you need some sense of normalcy to make the unusual stand out. When everything is special, nothing is.Yeah this is a good point and one I had touched on after watching the 2018 trailer. 'Style over substance' as a design tenet has always worried me. If everyone we meet behaves like some amped up Tarantino character, it'll be overkill. Rockstar does it in every game and it feels like a contrivance after a certain point. CDPR knew how to balance different tones in The Witcher perfectly - you got tragedy, humor, intrigue all complimenting each other. I hope they can do the same with CP.
I hope that's trueDepending on Attributes, Perks and Background, there may be additional Dialogue options.
Lets hops mods will be there fast.Quests with required levels are confirmed, same for DMG scaling with enemies' levels. I've already found my personal biggest flaw of the game and it hasn't come out yet.![]()
Let just hope the tooltips will be precise enough about it.It is.