Please accommodate both specialists and generalist builds

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You do the minigame only once when breaking into the local security network, after that you unlock the option of performing quick hacks on the enemies who are connected to it.
Mh, then enemies outside of such local security networks, like the guys who chased V and Jackie in last years gamplay demo, can't be hacked at all???

That seems weird.
 
Mh, then enemies outside of such local security networks, like the guys who chased V and Jackie in last years gamplay demo, can't be hacked at all???

That seems weird.
There are some other objects that can be hacked outside of quests and security networks. In the scenario of being chased by a car I think it might be possible to hack their vehicle, for example (I'm just guessing though).
 
There are some other objects that can be hacked outside of quests and security networks. In the scenario of being chased by a car I think it might be possible to hack their vehicle, for example (I'm just guessing though).
Well, if these "other objects outside of quests and security networks" don't depend on a mini-game, it kinda only leaves hard skill checks, like: Car needs hacking 10+ and anyone with hacking below won't be able to hack the car... or semi-random skill checks, where the game decides about success/failure...

I must say, that doesn't sound good...
 
Do generailsts do well in RPGs? From what I have seen so far, specialists are usually doing way better.
 
Actually the right formula is already there. Just look at Dark Souls. The skills are basically used as a difficulty setting, meaning as higher the skills, the easier the combat becomes. FromSoft also (at least usually...) balanced this very well with the enemies, like the player dealing more damage and has an easier time to dodge, but still must pay attention to enemies movement, learning attack patterns and spotting the right time to attack. It's a good mix of in game character skill + RL player skill.
The same can be applied to non-combat tasks like lock-picking, hacking and such.

I still would argue that PnP style RPG's still have their own right to exist and certainly do have an iconic flair. Plus much more fleshed out dialogues, sure, it's a lot to read from time to time, but the lack of synchronization allows for deeper dialogues.

I say let them, be it for the sake of dumb luck or to reward the patience to try over and over. Just make such tasks more time consuming on lower levels, to encourage the player to look for alternative ways that suit their skills better. Aside from that, all it really needs is some context, like this:

V attempts to hack a high security lock with hacking skill 1, and succeeds due to dumb luck.
V: "Seriously...?!? 1-2-3-4...?!? Idiots!" :ROFLMAO:
PnP-style RPGs will always be awesome, and I'm glad they are still getting made and improved upon.
 
Do generailsts do well in RPGs? From what I have seen so far, specialists are usually doing way better.

Yeah it depends on the game. I play AC Odyssey atm, I play on Hard, and my build is pretty messed up but I can still do decent job.

Its way more important for CDPR, to balance, gears, skills, combat etc. Than think builds imho. If this game is built solely on builds, they look amateurish. We just gotta see what kind of game Cyberpunk 2077 is I suppose. All things gotta work together, thats what I expect from Triple A gaming companies.
 
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