Schematics, crafting, dismantling and junk - how will it be handled in Cyberpunk compared to Witcher 3?

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We know of the following things regarding crafting;

1. Crafting was disabled in the 4 hour demo, there is a crafting bench in V's armoury in the Watson megabuilding (only apartment you can own in the game by the way)

2. There is a dedicated crafting skill tree under 'Techie attribute'.

3. Supposedly according to Tost (a while back so who knows if it has been changed), crafting weapons is better than acquired weapons. We know you can upgrade your weapons to 'Legendary' status via a perk. NC2 states you could only get legendary weapons via bosses or loot caches so what is with the discrepancy?

4. There is a Kiosk dedicated to disposing junk, as well as selling junk to vendors



This tweet is outdated by the way, so who knows what has been changed


In Witcher 3, you could only brew potions/decoctions/bombs by yourself, provided you had the manuscript/ingredients. Whereas weapons/gear, Geralt had to visit a specialist Blacksmith/Armourer with the relevant Diagrams/crafting material.


I'm guessing schematic will just be a shard you pick up that has the following information you need to then be able to craft an item?

Hopefully we can sell items at full price to vendors as opposed to Witcher 3 where we got ripped off from vendors thanks to CDPR woeful ingame economics.

Also remember how alchemical/crafting ingredients had weight capcity but was patched out eventually, leaving only junk (that has yet to be sold/dismantled), glyphs/runes and weapons/gear/ Roach items such as saddlebags/blinders/monster trophies carrying weight.

We know that there is a perk that allows V to carry more weight under BODY attribute. No mention if we can increase that via Cyberware.

Hopefully navigating through the inventory/storage system won't be as buggy as Witcher 3 was.
 
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@Rawls

Investing in Technical in general would be wise since it allow you to improve Tech weapon efficiency and stealing vehicles (along with high Body).


Hopefully in game economy won't be awful.
 
I think there is a difference between "legendary" and "unique" weapons: legendary can be found, bought or made while there are unique weapons carried by bosses like Royce's pistol and Sasquatch's sledge. These unique weapons will have special bonuses that can't be found elsewhere. This is what they said in NCW2 I believe and elsewhere.

I am very anxious about the crafting system and I hope it is rewarding, useful and fun.
 
Thinking about this: I hope that it won't be possible to craft branded equipment, like from Arasaka or Militech, but only self-made stuff. It would be stupid to read in lore that Araka makes the most advanced weapons just to be able to craft one from some junk.
 
Wonder how much stuff ill carry around just in case i need it or save it for special use and never use the entire game.

Witcher was the worst for me because i had no concept of what half of the misc items were for. Some colourful stone or 'fairies ectoplasm' ??
As setting is real world, not fantasy, I assume that CP 2077's crafting material will be a lot more self explanatory.





Also if i cant bulld this then im not buying the game.
 
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I have always been very wary about crafting in any game. I am old and sometimes have a hard time wrapping my brain around the more elaborate crafting systems. I hope cyberpunks level of crafting is set up up in such a way that it is intuitive.
 
Having different ammo types for each weapon would definitely be quite interesting. Deus ex does exactly that, as you have to manage your ammo wisely and think about whether or not to use your gun, or just knock the target out using hand to hand combat.

Deus ex is much more stealth orientated, but having that mechanic in CP2077 could bring on some more challenging and rewarding fights.
 
Having different ammo types for each weapon would definitely be quite interesting. Deus ex does exactly that, as you have to manage your ammo wisely and think about whether or not to use your gun, or just knock the target out using hand to hand combat.

Deus ex is much more stealth orientated, but having that mechanic in CP2077 could bring on some more challenging and rewarding fights.
As a huge Deus Ex fan, who is replaying DX HR right now, I would be interested to see this too, but I have seen opinions that ammo will be universal. Dead enemies drop those little cardboard boxes, which all look the same, so people are speculating that ammo is not unique. It would be cool to craft unique ammo.
 
I think there is a difference between "legendary" and "unique" weapons: legendary can be found, bought or made while there are unique weapons carried by bosses like Royce's pistol and Sasquatch's sledge. These unique weapons will have special bonuses that can't be found elsewhere. This is what they said in NCW2 I believe and elsewhere.

I am very anxious about the crafting system and I hope it is rewarding, useful and fun.

Regarding Royce, I'm sure we can pick it up based on 2 scenarios.

1. You kill him instead of handing him the chip, Militech will storm in by this point ?

2. You kill him as a boss battle

I do hope crafting won't be a chore and tiresome. Witcher 3 buggy UI was a slog to get through.
 
It would also be good consider crafting materials. Last I checked, encumbrance was a thing which means materials will probably weigh us down. Not too bad if there is storage at our apartment. I love crafting gear in games (when done well) and the fact that crafted gear may be better than bought gives me hope for my planned build. I too am nervous on how the in-game economic system works. While I'm hoping I can just go around hacking ATMs for quick cash, I would also like to spend that cash on crafting materials, craft decent equipment, then sell what I make for a profit.

I really just hope I can bring my "gunsmith RP" to life in this game.
 
Overall I hope crafting is more versatile and cheaper than the TW3. In the TW3 I felt money was hard to come by and the exotic materials of the higher level gear were either very rare or very expensive. Paying people to make them was even more expensive. This dovetails into other topics about the economy in game but I hope we can craft some cool stuff.
 
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