Reasonable Expectations from future patch 1.3 (theoretical)

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Would be nice if for the remote hacking system to work one would have to infiltrate and find the base's netrunner to hack them (or their gear) or have some sort of hackable antenna that connects to the base's systems that opens up the remote hacking sandbox.

Shouldn't be too hard to implement I think.

As it is I agree it's way too easy, although felt badass parking my Caliburn next to an NCPD side gig and just melt everyone's brains while listening to Vexelstrom radio :D.
Something along this lines would have been reasonable-not sure they can put in patch,dont know how modular they have the engine-, not full infiltration to the last room with just one entry so stealth and netrunners have different experiences but some more challenge.
I also did that couple of times of cleaning without leaving the car,is quite funny( i was with Ritual though,they need a revamp of the tunes there, something more agressive).
 

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I've noticed an improvement for the stealth system, the AI more specifically.
Me too, some changes were introduced even on previous version - for majority of guards movement range is increased and once they spot you they will come to your position to investigate (on 1.06 they would just wait for the detection bar be filled, then transition into attack mode, nothing in between).
 
V's transport should not come on call inside buildings, even if it very high building))

It's funny though, scared the crap out of me a couple of times when I was playing on the controller and I was trying to change weapons with the D-pad (I know I'm an idiot) and the car would make it's way up the stairs.
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Me too, some changes were introduced even on previous version - for majority of guards movement range is increased and once they spot you they will come to your position to investigate (on 1.06 they would just wait for the detection bar be filled, then transition into attack mode, nothing in between).

Yup, just hope they keep expanding on it and make their suspicious state a bit wider instead of just drawing weapons and standing still shouting crap.
 
Biggest problem with stealth system is how trivial it is for netrunners.
Stealth is trivial for any character able to pick a "Reboot Optics" script. It's super-abusive and works on enemies without eye implants, lol.

Stealth really needs some details, like:
- Taking down a talking enemy should produce an alert (I've seen that only once in All Foods, IIRC)
- Enemies should correctly react on their comrade falling down after silenced shot
- Enemies downed non-lethally should be able to get up later and raise alert
- Enemies should be much more resistant to "Distract" script abuse, especially after alert
- Can add more

Hacking works as it works now, because a whole intermediate stage was cut. Previously, you had an access to quickhacks depending on how you hacked the local network by connecting to a downed enemy or an access point. Looks like it was replaced by an immediate full access, which is a broken design and a huge OP.
 
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Stealth is trivial for any character able to pick a "Reboot Optics" script. It's super-abusive and works on enemies without eye implants, lol.
Yes this is really bad reboot optics should only work on people with eye implants and there should be some enemy types without any implants that simply cant be hacked it would bring some variety and force netrunners to take them out first.
 

Guest 3847602

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Stealth is trivial for any character able to pick a "Reboot Optics" script. It's super-abusive and works on enemies without eye implants, lol.
And you can spam it without anyone finding anything suspicious about going blind every 2 seconds. Completely agree, I'm using reboot optics and system reset only when all other possibilities to maintain stealth are exhausted. Even ping combined with ability to tag multiple enemies is something I prefer to avoid.
 
And you can spam it without anyone finding anything suspicious about going blind every 2 seconds. Completely agree, I'm using reboot optics and system reset only when all other possibilities to maintain stealth are exhausted. Even ping combined with ability to tag multiple enemies is something I prefer to avoid.

I've completely done away with quick hacks this playthrough and it's like a different game, I have to come up with creative ways of distracting enemies (mostly silenced weapons) if I want to successfully stealth my way through a mission with no casualties.

It's interesting to say the least and I agree there are a lot of ways to improve the stealth gameplay.

Maybe the decision of what kind of cyberdeck one has should be somewhat more permanent or something tied up more closely with the skill tree, like a brawler cannot become a netrunner with the flip of a switch since the skill tree is not as flexible - when you commit to a certain build you cannot reallocate the points.

Perhaps have a perk that unlocks certain types of cyberdecks that reflects one's commitment towards a build rather than a somewhat arbitrary skill check and street cred.

I mean it's nice that you can kind of mix and match different builds, but I feel that, for the sake of balance that there should be more consistent consequences behind choosing certain build paths.

Perhaps a more refined skill tree with less clutter and more important and impactful choices reflecting certain character build archetypes more closely tied with the implant upgrade/swap system that doesn't just require certain skill levels but designated perks that need to be achieved.
 

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I've completely done away with quick hacks this playthrough and it's like a different game, I have to come up with creative ways of distracting enemies (mostly silenced weapons) if I want to successfully stealth my way through a mission with no casualties.

It's interesting to say the least and I agree there are a lot of ways to improve the stealth gameplay.

Maybe the decision of what kind of cyberdeck one has should be somewhat more permanent or something tied up more closely with the skill tree, like a brawler cannot become a netrunner with the flip of a switch since the skill tree is not as flexible - when you commit to a certain build you cannot reallocate the points.

Perhaps have a perk that unlocks certain types of cyberdecks that reflects one's commitment towards a build rather than a somewhat arbitrary skill check and street cred.

I mean it's nice that you can kind of mix and match different builds, but I feel that, for the sake of balance that there should be more consistent consequences behind choosing certain build paths.

Perhaps a more refined skill tree with less clutter and more important and impactful choices reflecting certain character build archetypes more closely tied with the implant upgrade/swap system that doesn't just require certain skill levels but designated perks that need to be achieved.
I think easiest solution is to tie possibility of using of stealth-related quickhacks to investment of skill points to cool attribute. As you said, level design (placement of guards, their movement, availability of covers and alternate routes) already supports stealth playstyle even without hacking guards, just remotely disabling cameras, mechs, turrets etc is enough in most cases.
 
Realistically:
- AI cars mastering the technique of bypassing vehicles parked on the street
- pedestrians having more complex movement pattern (more complex than walking 50m back and forth)

Anything they manage to accomplish beyond that would be a bonus for me.
Yes THIS and for chases the ability to expand the bubble around the player right? Is it the reason the minimap doesn't zoom out further? It represents the bubble!?
Taking from the original post, what I think could be a little more realistic:
- No NCPD in pacifica or the badlands;
- Randomizer for police spawn. When you commit a felony they might or might not spawn;
- Randomizer for npcs to turn into enemies, since it's a tough armed populace that lives in NC (I don't know if this would be more demanding on the system though, the latent nature of enemy type to any npc). The spawn percentage could be influenced by street rep and area of the map.
- timer for going off alert status for non-fighting npcs after combat is done
 

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I would like to see a mix of both in the future. Generally as Jackie said when MaxTac arrives everyone is fucked so no chance fighting against them or enormous police forces.
Yeah, I'm surprised they didn't go with something like that. Have a drone chase you until the MaxTac arrives and kills V, you wake up with a huge "fine" deducted from your money. Sure, you reload the save, but you'll know it's just not worth it and try to avoid the trouble.
Done - no more whining about the police thing. Because they can't and won't make the police chase after you GTA-style: too much scripting, animating, the streets aren't fitted for that, too many obstacles and so on. It's too much work for the kids to go "weeeee", while better things can be done.
 
Yeah, I'm surprised they didn't go with something like that. Have a drone chase you until the MaxTac arrives and kills V, you wake up with a huge "fine" deducted from your money. Sure, you reload the save, but you'll know it's just not worth it and try to avoid the trouble.
Done - no more whining about the police thing. Because they can't and won't make the police chase after you GTA-style: too much scripting, animating, the streets aren't fitted for that, too many obstacles and so on. It's too much work for the kids to go "weeeee", while better things can be done.
I'm sure CDPR can see what the players want,but it just takes time. I think it's in the work,it's just a serious job that requires more time and effort. I think there will be more patches,big and important, and in one of them they will make a good, interesting police force for us.
 
I hope not, it's a waste of time.
Or, at least, it's somewhere in the lowest priorities.
In fact, this is not a particularly huge problem that needs to be solved first. I agree. But people complain quite often. I would like more features in the game world itself
 
Reasonable expectations depends on what you mean by "expectations".

If it means things that they should fix, then I agree with everything on your list.

If it means things that we have any hope that they will fix, then I don't think that much of anything on the list is a reasonable expectation. I don't think that they will fix any of it, because I don't think that they can fix any of it, bogged down by last-gen consoles. Maybe driving will improve a bit more, but that's about it.
 
How did you get the suit BEFORE The Heist?, if you used some mod/exploit to explore the world probably you broke something and its not a bug from the game and you should restart from a save before breaking it.
Easy! as soon as you are allowed, go explore the world. I am playing with Stadia btw.
I run around and found the house by the Laguna Bend Lake, and a box containing Neoprene Diving Suit. When pickup its automatic equipt you cannot remove it as it a quest-item.

Visit webpage for more information for more how / when / where questions I have already answered here.

"Do not equip prior to the mission listed above or you wont be able to remove it.
 
Clearer UI and tool tips information in game. For example, when you hover over a skill it could give a breakdown of which actions level up that skill. This info is already available on wikis but I don't see why it shouldn't be in game.
 
Streetcred based on factions. So if you do mox missions you get more cred with them, get access to unique items or quests from them. All the factions already exist.
Alternatively reactions to your char based on your street cred. If you've just done 10 missions killing Tiger claws they could be more hostile to you.
 
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