Poll: do we want to have the ability to reset (respec) stats? Let's find out what our consensus is!

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Do we want to have the ability to reset (respec) V's stats?


  • Total voters
    96
You are right about the missions that involve NCPD. Only one of them requires the player to fight the police (Fortunate Son), that's why I completely forgot about it.

As for the ways to fight enemy netrunner... I was talking in general, not about this specific mission.



Well, one might say the same about the opposite "logic". If we need to switch builds (reset stats) every time the mission requires shooting, not hacking (e.g. during shooting contests), although it is possible to do the job with our present set of skills (perks etc.), why not give the player the possibility to unlock all abilities at the same time (and perhaps from the beginning)? Every thought can be presented as argumentum ad absurdum. And one more thing: if the player feels the need to reset stats after investing many hours into the game, it might be the sign of a bad game design.

I was just arguing that you can easily finish all missions as a netrunner. IMHO the game is quite easy once you invest some points in any of all possible builds.

BTW, what perks would make shooting contests easier (beside the ones that do not have any ability requirements and are available for everyone/every build)? Not trying to be malignant. I am seriously curious.
use a sandvision chip and dodge to activate sandvision, you can get upto 30s slow mo time. or just kill them all for free xp/loot/eddies and the weapon. lol
 
Nope. I'm ok with Perk points, but respeccing base stats just seems a bit lame if I'm honest.
 
those of you that don't want it don't have to use it. Some of us would like the option.
 
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thos eof you that don't want it don't have to use it. Some of us would like the option.
Well heres a tip, creation put body + tech + intel + reflex 3 cool 3, spare to cool. thats is the best start you can get on creation. then just save attributes and perks until act 2. Then use attributes as and when needed for skill checks. Perks are kinda redundant to be fair, but check out the not working perks on youtube. There Are Still 35 Perks That Do NOT Work In Cyberpunk 2077 | Watch Before You Build Your Character - YouTube
 
In a sci-fi future where you can replace almost anything biological and even transfer psyches across virtualia, there's no reason why we shouldn't be able to reset both perks and attributes.
Want to forget being able to use firearms? Roll a BD that blocks those neural pathways in your brain.
Need stronger physique(a.k.a. Body attribute)? Enter titanium bones and motorized joints.
The reasons why we should be able to reset everything are blatantly obvious.
Now, whether we do this on the fly or we have to visit a ripperdoc or ask Judy to flush us, that's a different topic.
 
I think we should be allowed to do it a grand total of one (1) time. You make the V, realize what you originally did isn't working, then you can fully respec. ONCE.
 
You are right about the missions that involve NCPD. Only one of them requires the player to fight the police (Fortunate Son), that's why I completely forgot about it.

As for the ways to fight enemy netrunner... I was talking in general, not about this specific mission.



Well, one might say the same about the opposite "logic". If we need to switch builds (reset stats) every time the mission requires shooting, not hacking (e.g. during shooting contests), although it is possible to do the job with our present set of skills (perks etc.), why not give the player the possibility to unlock all abilities at the same time (and perhaps from the beginning)? Every thought can be presented as argumentum ad absurdum. And one more thing: if the player feels the need to reset stats after investing many hours into the game, it might be the sign of a bad game design.

I was just arguing that you can easily finish all missions as a netrunner. IMHO the game is quite easy once you invest some points in any of all possible builds.

BTW, what perks would make shooting contests easier (beside the ones that do not have any ability requirements and are available for everyone/every build)? Not trying to be malignant. I am seriously curious.
I am going to be mercilessly, but still respectfully, straight with you.

1st, if it is ever suggested that "stat respec breaks proper RP" - then it automatically means that proper RP is impossible without proper stat allocation. However, if later on it is said that only player's own skils - i.e. living person's playing ability - is all that's needed to play any part of the game, then it automatically means proper stat allocation does not matter. You can't have both things true in the same time. This is called double standards, and this is something i do not tolerate. If you want to talk with me, please avoid using double standards. If you want to use double standards - then don't expect me to be willing to keep paying attention to everything you say. I deem this appoach fair. You? For now, i am already willingly ignoring several points you made - even ones i could easily demonstrate incorrect - simply because i don't want to spend any additional time for further disccusion with you. I hope you will change my impression for the better, however, for our mutual satisfaction.

2nd, WHO on Earth ever told you about "switching stats for every mission"? Please DO read couple short paragraphs through the link in very 1st post of this topic, which completely solves this particular "issue". On top of which, obviously the procedure would be prohibitively expensive - i recon anything less than 200k eddies is simply not going to happen. Thus, you object not to the idea of the stat respec mechanic added - but merely to your own, and wrong ones at that, assumptions about how this ability would be implemented. Do i need to continue to argue with you, seeing you do this? I highly doubt it. But i'd be glad to be mistaken about it.

3rd, in great number of modern RPGs, stat / build reset (for appropriatly high cost, and/or limited number of times) - is one core and indeed much enjoyed feature. There are several excellent reasons why it is, indeed, one proper thing to have in any RPG. But due to the above, for now, i won't spend my time listing those reasons. Rather, i propose you seek what search engines and forums of other RPGs - ones which indeed have the feature - have to say about it.

4th, this whole deal is not about how "easy" the game is. An experienced FPS player will own even "very hard" with no stats and perks spent. A world-class FPS cyber-athlete (i am retired, but i was a serious one couple decades ago) - will waltz through it with no stats and perks being half asleep. Game's difficulty is a joke, per se, and it's not the point at all. It's about "how" V deals with specific situations, often consiously using sub-optimal choices to use certain "RP" mechanics CP2077 allows to play. Which is why it's entirely irrelevant to bring on "oh it'd be too easy" argument, you see. It's already too easy a game. At least if you're good enough.

edit: oh and for some giggles and to illustrate what kind of difference i am talking about - here's one funny video for you (skip to 0:35 to go past embedded ad). Enjoy. :)


As for which perks make it easier to do shooting contests easier - why, if you'd check "handguns" tree, you'd find perks which allow faster reloading, less recoil and few other things making it easier.

Granted, good enough player would do just fine even without. But again, it's quite proper in-RP sense to have at least some of those. Personally, i got me 48 points in 6th street contest (which i recon is max possible score?), and was much amused by the idea of drinking prior to shooting, but found "being drunk" effect way too minor to be any actual trouble - and i had merely 3 in Reflexes at the time, so no such perks at all. Which is, frankly, quite awkward in itself: some gonk with zero in-game handgun skills comes and wins handgun shooting contest, quote, "by a landslide". But then, i suppose, majority of CP2077 players did not spend couple years of their life in training to become national CS champions, and later some more time to organize and judge local cyber-sport tournaments, like i did - and for many, those perks would indeed be of practical help, and not only in those contests, but also in all sorts of actual gunfight situations (which even for melee and/or hacker builds still happen now and then for various reasons).


Bottom line is, it's always better to give players more freedom as long as it does not ruin in-game mechanics (and per 1st post and the post linked in it, stat respec properly implemented - would not). I am surprised to see such a significant opposition (in discussion and in votes) to such a common and well-established in the genre idea - especially since nobody would ever force any particular player to actually use the feature.

But well, vox populi - vox dei. Good thing is, we still found what here forums feels about it. More knowledge - is good. :)
 
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I am going to be mercilessly, but still respectfully, straight with you.





As for which perks make it easier to do shooting contests easier - why, if you'd check "handguns" tree, you'd find perks which allow faster reloading, less recoil and few other things making it easier.


But well, vox populi - vox dei. Good thing is, we still found what here forums feels about it. More knowledge - is good. :)

Most of the skill tree's don't currently work though currently.
 
Well heres a tip, creation put body + tech + intel + reflex 3 cool 3, spare to cool. thats is the best start you can get on creation. then just save attributes and perks until act 2. Then use attributes as and when needed for skill checks. Perks are kinda redundant to be fair, but check out the not working perks on youtube. There Are Still 35 Perks That Do NOT Work In Cyberpunk 2077 | Watch Before You Build Your Character - YouTube
Again. Those of you that don't want it don't have to use it. Some of us would like the option.
 
Yes, we should have respecs.

Players starting out don't know what abilities are worth having or not, and so are making essentially blind guesses as to what sounds good on paper (this is assuming the perks even work at all...). When you lock the characters in to their choices, you essentially tell players "Read a build guide before you start playing."
 
No.
Nope.
Negative.
Not even slightly.
People only want this so they can do everything in one playthrough. Simple as that.
"Everything"? This a joke, right? =)

That'd require playing every last gig, side mission and encounter multiple times: 1st time "specced" (and properly geared, too) as a hacker; 2nd time - as a melee; 3rd time - as a sniper; etc. Same for dialogs: 1st time high Int, then after completing any particular mission - reload earlier save, respec to "low Int", play the mission 2nd time; 3rd time - similarly lowering / upping some other dialog-affecting stats, etc.

Frankly, even if there are some players who'd enjoy this sorta thing - i say hey let 'em, they still play all the content way more than once.

And if you merely meant "getting to every secret place and earning all the big rewards" - this actually does not require multiple different playthroughs even as it is, with extremely few exceptions. In general, the game's designed around "high stat checks allow easy ways in, but there are harder ways to get things which do not require high stats, but require more attention / time from the player".

For an example, there is a side mission where V is asked to take out a club owner who went too bloodthirsty when doing his own recent gig, and there is a door in the club with tech requirement = 19. Behind it is some quality loot and a bit of story. However, same room is also possible to enter by going over or through obstacles and reaching another door to the room which has no stat requirement at all. Similarly, practically all such places also have either some destructible environment (windows, vertical entrances, even walls sometimes - heck, very 1st mission where V saves a girl outta scavengers' ice bath has a destructible wall), or access rights / codes for alternate entry, or ways to jump into it, etc. Which is, indeed, good game design exactly intended for players to be able to experience "everything" in one go.

Next, what about gender / romances? Stat respecs do not allow to change gender / possible love interests, you know.

Also, it gets even worse with some player choices, you know. For example, one can betray Panam at certain point, which eventually leads to specific extra content, including getting one free (and rather fancy) car - but then, of course, one won't be driving a tank with Panam, and one won't be getting one certain specific ending, too. Stats play a role in such choices in some occasions, but most of the time they don't.

So yeah. Must be a joke. Good one. ;)
 
I get ya, it took me 500 hrs to realise this starter build. i tried many :p
I'm 310 hours in and doing my first net runner street life path. Its veryy different than a nomad gunslinger. Im so squishy and have to remember patience and distance.
 
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I'm 310 hours in and doong my first net runner street life path. Its veryy different than a nomad gunslinger. Im so squishy and have to remember patience and distance.
I've got a Nomad Netrunner going right now and it's SO HARD to remember keeping him at a distance.
 
if you're netrunning you need cool for the stealth detection -
This goes back to we should be allowed to respec at least once because I realized I wasn't doing him right until way, WAY too late. I'm making it work still, but boy do I wish there was a respec or a NG+ to try again.
 
When you lock the characters in to their choices, you essentially tell players "Read a build guide before you start playing."
Which is kind of what you already do if you want to play the Cyberpunk Table-Top RPG in a meaningful way. Cyberpunk puts a lot of emphasis on lethality with a reason. This isn't some fairy-tale story with a happy ending, it's a dark, gritty could-be future version of Earth. Choices have consequences. Deal. With. It.
 
Bottom line is, it's always better to give players more freedom as long as it does not ruin in-game mechanics

You are, obviously, right. I am not entirely against having the ability to reset stats (although I tend to agree with
WingedArchon's statement in this thread). I just do not feel the need to use such mechanic in this particular game. That's why I was trying to find out what would you need this ability for in CP2077 if you decided to role-play as e.g. a netrunner.

But I am well aware that some players would like to have this possibility. That's fine.

As for the shooting contests... correct me if I am wrong... right now there are no level requirements for the perks which allow faster reloading (for revolvers and pistols) and better aiming (for rifles). Only perks which allow less recoil and faster reloading (for rifles) have some (not that demanding) limitations. Not that it matters much in the context of this conversation, because one still has to invest some experience points in order to use them (even if it might not require resetting the ability points).

Which is, frankly, quite awkward in itself: some gonk with zero in-game handgun skills comes and wins handgun shooting contest, quote, "by a landslide". But then, i suppose, majority of CP2077 players did not spend couple years of their life in training to become national CS champions

I have no doubt that you are very skilled in shooting, but IMHO this quest is really that easy. I am no professional (or hardcore) player and yet I managed to hit almost all of the targets (with the exception of one) in required time during my second attempt (with the use of a mouse) and win the contest.
 
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