Yes, very much this.Gwydden;n10946309 said:Now that news may be approaching at last, my biggest hope for this game is that it fulfills the promise Bloodlines chickened out on and lets you play someone who is not primarily a combatant.
Yes, very much this.Gwydden;n10946309 said:Now that news may be approaching at last, my biggest hope for this game is that it fulfills the promise Bloodlines chickened out on and lets you play someone who is not primarily a combatant.
This is also my greatest wish. For too long have RPGs taken the path of forced combat encounters.Gwydden;n10946309 said:Now that news may be approaching at last, my biggest hope for this game is that it fulfills the promise Bloodlines chickened out on and lets you play someone who is not primarily a combatant. I can be a badass in pretty much every game, but I struggle to think of any who let you suck under fire and make do otherwise.
Gwydden;n10946309 said:Now that news may be approaching at last, my biggest hope for this game is that it fulfills the promise Bloodlines chickened out on and lets you play someone who is not primarily a combatant. I can be a badass in pretty much every game, but I struggle to think of any who let you suck under fire and make do otherwise.
Sardukhar;n10946324 said:Yes, very much this.
Agreed.Meccanical;n10946330 said:This is also my greatest wish. For too long have RPGs taken the path of forced combat encounters.
Yeah, this is also my hope for the game and since they already named DX one of their main inspirations and in job offers they mentioned various playstyles, including stealth, I think it's definitely a possibility. Of course, just like Snowflakez, I do believe that there will be some forced combat encounters, I mean even original Deus Ex had couple of them, but if at least 90-95% combat encounters are purely optional, I would already consider it a huge success on the game's part.Gwydden;n10946309 said:Now that news may be approaching at last, my biggest hope for this game is that it fulfills the promise Bloodlines chickened out on and lets you play someone who is not primarily a combatant. I can be a badass in pretty much every game, but I struggle to think of any who let you suck under fire and make do otherwise.
CDPR pretty much has to make combat an option because that's what most people expect.Snowflakez;n10946357 said:My guess is that forced combat encounters will absolutely be in, but not because CDPR is trying to make the game an action title. But simple because, sometimes your actions will have violent consequences. Sometimes, you'll be backed into a corner and have no choice but to fight or die.
But they shouldn't be the majority, not by any means.
There's also something to be said about the core combat design.... Working like any other shooter out there to set an easy entrance to the wiiiiide mainstream audience that might not have any brand loyalties or interests, or risking with different design methods to underline the want to push the envelope and the game intentionally not being 'an every saturday combat game' even when combat is as valid an option as any other.Suhiira;n10946507 said:The challenge is going to be: Typical video game combat where one character can take on small armies? Or CP2020 combat where it's a last resort because it's realistically dangerous?

I felt the same!kofeiiniturpa;n10948220 said:What a disheartening and unimaginative article that is.
There's that... BUT... There's always room for flavor skills (as in, a skill that does not have (nor require) the same impact or density as the more relevant and more frequently used skills, but still carries its load where it is relevant). Teaching and geology - as per your examples - might be something you only have a few instances of use in the game, but that's ok, it's all the more rewarding to find out that your seemingly unusual picks paid off. That's your character - a geologist teacher - and if the game responds to those choices in some way, it's good, and it's enough. The game is only richer by the inclusion.Sardukhar;n10948256 said:there are some skills that could use a trim and aren't likely to feature in a CRPG. Teaching, Geology, etc.
I think there is an argument that the game is less Cyberpunk if you're playing a geology teacher, frankly. Those skills also take time and effort and, let's be frank, appeal to only the hardest of hard-core RPers. Not even I need them in a CRPG, or really want them. And a certain kind of RPer, too. Games like Unknown Armies use skills like "Drive Really Well" and "Science is Great!" to embrace a less-crunch approach.kofeiiniturpa;n10948280 said:I can't even begin to pick it apart. It's frankly a bit depressing to read even.
There's that... BUT... There's always room for flavor skills (as in, a skill that does not have (nor require) the same impact or density as the more relevant and more frequently used skills, but still carries its load where it is relevant). Teaching and geology - as per your examples - might be something you only have a few instances of use in the game, but that's ok, it's all the more rewarding to find out that your seemingly unusual picks paid off. That's your character - a geologist teacher - and if the game responds to those choices in some way, it's good, and it's enough. The game is only richer by the inclusion.
Agreed. It's well and good to let the player have an infinite number of roleplaying possibilities, but video games have budgets, and ultimately, it's just not feasible (or probably even possible, unless you make a text-based RPG) to introduce every little thing everybody wants.Sardukhar;n10948301 said:I think there is an argument that the game is less Cyberpunk if you're playing a geology teacher, frankly. Those skills also take time and effort and, let's be frank, appeal to only the hardest of hard-core RPers. Not even I need them in a CRPG, or really want them. And a certain kind of RPer, too. Games like Unknown Armies use skills like "Drive Really Well" and "Science is Great!" to embrace a less-crunch approach.
And in PnP, they were a skill point sink in a dangerous world, forcing Refs to hand out more skill points if they wanted well-rounded players, but then limit skill maximums because silly.
In context, I don't think a trimming of the 1-in-100-used skills is bad at all - but if PCs want them, fine. I'm not, as a Ref, likely to use certain skills. I have enough on my plate without trying to make the botanist carpenter feel suitably used in a session.
I don't think it's worth the effort to make the geology teacher feel great about his skill picks in CP2077. Not really the setting for that. Feel great about picking Crytank operation or Forgery or Personal grooming, yeah, very Cyberpunk. But landscaping or Modify Ski-doo or whatever estoric skill exist IRL but isn't reasonably needed in Cpunk? Nah.
Well and again, in terms of flavour, I think it does the game no favours to encourage non-cyberpunk-type characters. At least for the first game, where theme-setting is so important.Snowflakez;n10948334 said:Agreed. It's well and good to let the player have an infinite number of roleplaying possibilities, but video games have budgets, and ultimately, it's just not feasible (or probably even possible, unless you make a text-based RPG) to introduce every little thing everybody wants.
I don't think that way. If it so happens that those are the only skills the player picks, it's his loss when he notices how severely limited his options are. I think geology and teching would be a good for a Nomad, for example, or a slightly eccentric Corp. Or... whoever. I mean, in the context of the game, they appear more as hobbies or other kind of similiar sidelines, but variety is a good thing. Not everyone needs to be a gun toting, self grooming, mechanist.Sardukhar;n10948301 said:I think there is an argument that the game is less Cyberpunk if you're playing a geology teacher, frankly.
Everything takes time and effort. I'd say - unsurprisingly perhaps - that gameplay variety is the most important one for a gamelike this, and a game in the first place. It doesn't matter whom they appeal to or not, nor does it matter if you or I want or need them, or not. The crux of the point is that 'they are there' for people who do wish or by chance end up with them and that they work to their end where their application is relevant (which might be scarce, but nonetheless).Sardukhar;n10948301 said:Those skills also take time and effort and, let's be frank, appeal to only the hardest of hard-core RPers. Not even I need them in a CRPG, or really want them.
I think that's a fair trade. Unconventional characters should be an option, even if they make the game more difficult in general. They don't require IP bloat, just consideration from the player on what he wants to pursue. The key, I suppose, though, is to communicate what those skills are used for more thoroughly than just the basics. The player can do the math from there.Sardukhar;n10948301 said:And in PnP, they were a skill point sink in a dangerous world
Not to you. And perhaps not to me either in the first run. But it's not really a loss to either of us if they are there; although, when we do decide to pick them and find out that they actually pay off in certain places... what could go wrong?Sardukhar;n10948301 said:I don't think it's worth the effort to make the geology teacher feel great about his skill picks in CP2077.
I agree with you in spirit, but temper your idealism with a bit of realism.kofeiiniturpa;n10948367 said:I don't think that way. If it so happens that those are the only skills the player picks, it's his loss when he notices how severely limited his options are. I think geology and teching would be a good for a Nomad, for example, or a slightly eccentric Corp. Or... whoever. I mean, in the context of the game, they appear more as hobbies or other kind of similiar sidelines, but variety is a good thing.
What I'm saying, is that there is true calling for skills and interactions in cRPG's that are not among the obvious picks.
Everything takes time and effort. I'd say - unsurprisingly perhaps - that gameplay variety is the most important one for a gamelike this, and a game in the first place. It doesn't matter whom they appeal to or not, nor does it matter if you or I want or need them, or not. The crux of the point is that 'they are there' for people who do wish or by chance end up with them and that they work to their end where their application is relevant (which might be scarce, but nonetheless).
I think that's a fair trade. Unconventional characters should be an option, even if they make the game more difficult in general. They don't require IP bloat, just consideration from the player on what he wants to pursue. The key, I suppose, though, is to communicate what those skills are used for more thoroughly than just the basics. The player can do the math from there.
Not to you. And perhaps not to me either in the first run. But it's not really a loss to either of us if they are there; although, when we do decide to pick them and find out that they actually pay off in certain places... what could go wrong?
This isn't really a case for specifically "geology" and "teaching", but more on embracing the variety and the unconventional. Those simply were the skills you picked as examples, and it wouldn't take long to figure out some subtle use for them (teaching street kids something for rep gain or something else; recognizing certain minerals and metals that could be refined for great value by some homebrew blackmarket manufacturer; narrative-specific use for either in some branches... for example).
It's all purely theoretical and making a general point. I'm not expecting them to implement all the 100 or so skills.Snowflakez;n10948376 said:I agree with you in spirit, but temper your idealism with a bit of realism.
You'll have to be a bit more specific here. What do you mean with "all those mechanics"? What mechanics specifically? The two skills that were used as examples are just two skills and were just examples.Snowflakez;n10948376 said:How could CDPR feasibly introduce all of these mechanics, no matter how small they may seem to you, in 2077?
They have to do that with all of the skills, why should these (suggested as smaller ones) be the ones breaking the camels back? And more over, if the application of the skill is practical, rather than vocal, it's already a different situation.Snowflakez;n10948376 said:Obviously, not having voiced dialogue is one option, but then they have to code entire scenarios (even small scenarios) designed around the consequences of those decisions
Oh no, that's not the case. Little bits of dialog is not enough and it depends greatly on the skill at hand. In fact, dialog could well be on a lesser note here. Teaching, for example, might be a 'blank' dialog check that says nothing, but implies action: [Teach the kid to tie a noose 67%], or it could be straight applied to a situation where someone is trying to accomplish something (i.e. the kid is trying to make a card trick, you point there at the cards and the default action is to [Teach trick 80%].Snowflakez;n10948376 said:If all you want is extra dialogue options...
That's not a reason to say "Ok, just skip it, there's plenty enough with the obvious stuff like locks pick and terminals to hack." There's plenty of stuff that will take a lot of time and effort, and plenty of it more than this stuff whilst being of lesser impact on the game. It doesn't need to be a piece of cake to implement this stuff, and the customer shouldn't feel "pity" for the developer in the same manner a mom would try to restrain a demanding dad over the kids household chores.Snowflakez;n10948376 said:it's going to take a hell of a lot more time and effort.
I'm not asking for anything that I wouldn't think fits with the core, though. Not as per our current knowledge of the game. I don't think I'm talking about stuff that would feel "outrageous" or "totally off the mark".Snowflakez;n10948376 said:It simply makes business, and probably game design, sense to include a few unconventional elements, but largely stuff that fits the core of the game and fits a more specific design direction.