I agree with this, Cyberpunk is the dark future. those you let live will just come back to haunt you later. No witnesses no problems.And things should be -harsher- in Cyberpunk 2077 than in the Real World Now. Not huggier.
I agree with this, Cyberpunk is the dark future. those you let live will just come back to haunt you later. No witnesses no problems.And things should be -harsher- in Cyberpunk 2077 than in the Real World Now. Not huggier.
Bah. This didn't post where I wanted it to.I suppose my main complaint on poison darts is this: In so many video games there is the silent knock out weapon to allow for a stealth and/or pacifist play style. This game mechanic doesn't translate well into the Cyberpunk universe. Leaving a trail of unconscious bodies that, while you may have to hide them, but don't regain consciousness or bother you again, doesnt't fit. They are effectively dead, there is no worry of revenge form these characters. In Cyberpunk "Because he saw my face" or "She could find out who we were" are perfectly rational reasons to kill someone unlucky enough to cross your path. Those you let live will want to come back to even the score, regain their lost reputation, or are just one more goon that your enemy can throw at you later.
A pacifist play through should be about more than weapon choice. I should be an ethical choice that influences all of your game play. If you want to be a pacifist then don't kill people and make absolutely sure to leave no tracks, or accomplish your goals through financial/political influence. To a true pacifist defense is as unsatisfactory as offense, don't pick up a weapon and don't put yourself in a position where you might have to defend yourself to survive, it is not about not killing, it is about not committing violence.
In Cyberpunk, when you hire a Solo wet team to execute a live extraction their first question is "Does an intact, cryogenically frozen brain count as alive? Please?" Going non lethal is dangerous in the real world and even more so in Cyberpunk given the level of augmentation that exists, the ability to perform stealthy, instant KOs is greatly reduced. And if you fail, you need nerves of steel to face down your opponent, who is likely to use lethal methods, with whatever non lethal weapon you have. If you are going to fight, win!
Exactly this!I don't mind the game world being harsh, but I don't want to have linear options for gameplay. It shouldn't be about going bang bang all the time, you should also be able to negotiate, bribe, threaten, or whatever. This is coming from someone who really hopes there's an option to play as a Corporate, so that's why I'd like there to be non-combat oriented options for gameplay.
Well said. I hope that this sentiment is part of CDPR's design philosophy.I think the outcome of player actions need to be forceful rather than the action it self.
Yeah but I like what you said...Bah. This didn't post where I wanted it to.
Are you you suggesting that if they offer more gameplay options then they won't be able to focus as much on each on individually, akin to how stealth was pretty bad in Witcher 2? But isn't it a general problem with feature creep and haven't CDPR have already committed themselves to multiple playstyles with different roles?Yeah but I like what you said...
Though I still don;t see how they could implement this for the entire game without it dumbing down the combat aspects....
Basically if they intend to make a selling point out of a stealth approch bound to a pacifist play through, action oriented stuff will be dumbed down to give stealth stuff more value. VtMB and E.Y.E. are the only deus ex clones featuring some decent action because stealth is broken down to the core.And if you mean something else then I am afraid I don't follow your train of thought. How is implementation of different approaches would dumb down the combat aspect?
We obviously have had very different player groups... I've had to ban one of my guys from going anywhere near flamable liquids.As far as i know, any release date for CP2077 is very far off. I hope that this gives CDPR the time that they will need to figure out how to make a less to non violent playthrough a viable option. I want (for lack of a better term) "pacifist" style to be available because that method is how many cyberpunk characters operate. Most just aren't suited to just run through a bunch of boosters or corporate security capping any fool that gives them an excuse to.
All of thembtw, have you guys played deus ex? Any deus ex
I have played them all as well, excellent games. the first is my favorite and as far as story telling goes it stands the test of time, at least to me it does. If you want to use them as good examples for pacifist playthroug, well refer to my and other previous posts about leaving tranquilized enemies behind. As an exception to this I will say that in Deus Ex certain choices completely circumvented or obviated the need for combat and that style of pacifist play I wholeheartedly agree with.btw, have you guys played deus ex? Any deus ex
Just the latest, I was extremely disappointed.btw, have you guys played deus ex? Any deus ex
Then play the first one, it far outclassed the others. Warren Spector's involvement in that one makes a big difference.Just the latest, I was extremely disappointed.
CyberPUNK, not cyberCHUMP.
I tried it once, couldn't get into the top down nature of it... and these days, its just too dated for me...Then play the first one, it far outclassed the others. Warren Spector's involvement in that one makes a big difference.