small suggestions for immersion

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mbrto

Forum regular
i have a few small suggestions, that dont need additional animations or voice lines and should be easy to implement.

- place "dying night" on the counter instead of the vendor inventory, so V can pick it up with that nice inspect animation
- add a button that triggers the existing inspect animation (yes, i love that one)
- increase delays for subsequent phone calls and text messages
- remove padre´s introduction call
 
i have a few small suggestions, that dont need additional animations or voice lines and should be easy to implement.

- place "dying night" on the counter instead of the vendor inventory, so V can pick it up with that nice inspect animation
- add a button that triggers the existing inspect animation (yes, i love that one)
- increase delays for subsequent phone calls and text messages
- remove padre´s introduction call

They ain't doing anything. This so called "patch" never addressed important bugs and glitches. You better keep your expectations very, VERY low.
 
I like the idea of improvements to the immersion of- or the game as a whole using nothing but what's already in the game. It reminds me of clever ways modders use existing assets to improve upon the experience of a title.

I feel like in the quest log, when you expand a quest and get the information about the objectives etc. there should be shortcuts to any and all text messages/phone calls/shards/contacts(?) related to that quest.

On the topic of phone calls, I feel like, if they insist on using them as frequent and all encompassing as they do, some of them would be better left as voice mails to be listened to at the players behest? This would also allow for the player to listen to the recordings at a later time, again, if they choose to using the aforementioned shortcut.

It's been a while since I played but I remeber this bugged me when I was trying to get the complete picture of a quest I set out to do that I received many hours ago via a phone call and subsequent texts.
 
please stay on topic, this thread is for small suggestions that dont require additional assets etc.
if you are dissatisfied with the latest patch, there are other posts discussing this

Just advicing you so you can delete this and just stop wasting your time. If you want to suggest something, you can contact directly with CDPR as they don't read anything from this forum.
 
i have a few small suggestions, that dont need additional animations or voice lines and should be easy to implement.

- place "dying night" on the counter instead of the vendor inventory, so V can pick it up with that nice inspect animation
- add a button that triggers the existing inspect animation (yes, i love that one)
- increase delays for subsequent phone calls and text messages
- remove padre´s introduction call
Perhaps not small things, but it would be nice to be able to sit in chairs, on couches, lie down on beds... basically, interact with the world more. Night City feels like a huge museum. Lots to look at, little to touch. :)
 
Gameplay Immersion. Suggestion/Feedback
(The smallest changes that really change the whole outcome of the game)

- Health Regen limited to 1 with huge CoolDown rather than spam 100 drugs of inhalers every second. Like its not very hard anymore.

- Picking up items could have Instant massive pick up rather than one by one. A lot of my gameplay goes into picking up item rather than actually playing the game. Also if you say, don't pick it up, might as well don't even have a loot function in the first place.

- Its funny how on Keyboard, you can dodge by double tap on WASD while in controller, you can't. Makes melee boxing on controller with no dodge.

- Remove some skills. Like throwin knives and stealth underwater. Like, for knives, if you dont stock up tonnes of knives and make your weight damn heavy, its not useful. Stealth underwater ? no main missions go underwater at all !! only side missions and even in side mission, theres no point, cause theres no combat at all.

- Athletics ability is beyond grindy to level up. Like most of my abillity has reached lvl 15, mine is still at 5-6. Using natural progression and farming progression instead of just spamming with the berserk mod btw.

- Seriously, we need to fix shop vendors legendary craft mods. Kinda weird there is on first visit and then poof, gone forever WHILE the rest of legendary stuff could be found all the time. Mind Blowing.

- Prices of weapon increases based on dps damage. Please figure out a more reasonable method to priced them. Don't know what's the best one but it would be better than current. A Green nekomata at lvl 1, crafted. priced at 100. Once reached at lvl 50, the price is at 1000. Only difference was just the dps dmg was different. Weapon prices scales according to your level but not the cyberware ? and Clothes remain the same price all the time ? Not even AN economy that makes sense.

- I dont think u need to have that running wall mechanic but at the very least have something like jump off from the wall as a third jump or jump on the wall then dash forward. Or Jump on the wall, hang and dive like the spider skill but lethal. Whats the point of having martial art skills when u can only perform half of em.

- Can we actually an option to turn off head visual equipment only ? I like the hair to be literally the same as the character creation and not changing it to suited the hatwear or helmet. I have the half shaved side but suddenly i have long hair when wearing a beanie.
 
Game has some nice immersion aspects implemented, yet most of players dont even notice them... like for example if you defeat a cyberpsycho, usually police forensic team locks the area and starts collecting data.. (which also happens with some NCPD scan areas), or such details like finding body of NCPD officer Bill Adams, who framed Anna Hamill in one of gigs at Watson... looks like Anna took justice in her own hands...


or check this small easter egg:

 

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Well, honestly, just fixing the AI would bring a hell of a lot to that direction (on top of improving the game experience and the balancing of the game. Two...No, three birds, one stone).
I mean, I would feel much more immersed if...

...Enemies were not throwing their grenade 50 feet away from where I'm standing (I'm not asking them to be pin point accurate every time and can be generous with the AI but if they could at least realize you're standing out of their throw range by a long shot, that would be a good start).

...Enemies, running around without knowing what they do, ending up in an entirely different place and looking for you because they forgot who was the person they were fighting (you know, that phenomenon at the end of pretty much every quest that ends up with the player wasting 15 minutes of his/her life looking for them accross the entire neigborhood with the Benny Hill music playing in their head....

....Enemies taking aggro but not reacting to you at all. They're just casually standing here shouting "catch the b***!" or the like (Are they cheering their friends?). Usually happens when they're far away because this game also has a huge issue with managing detection and combat (enemies can detect you but fail to go in combat mode) but that's a story for another day.

....Drivers actually brake when needed...Instead of just honking like a lunatic thinking it's gonna magically stop their car if they do it for long enough.

....Drivers were at least capable of driving around your car when you stop in the middle of the way....In fact, it would also do a lot to immersion if they could quit stopping in the middle of the road (preferably the highway) for no reason whatsoever (are their optics rebooting?).

Bonus round and fun fact: Bugs also affect immersion
-Making NPCs and cars spawning off screen, not right in front of the player, would also help a lot in term of immersion. It would also contribute in making the game experience better, as they can absolutely spawn right in front of you....Which is a problem while driving. I rolled a few citizens over like this, the game suddently spawned them under my wheels while the coast were clear a split second ago.

-Making cars, including yours after you call it in, stop in a normal way, with the braking effect and everything...Not just suddently freezing in place, like it happens sometimes.

Both lists could go on and on.

What I'm trying to point out here is that, before adding new immersion related stuffs (even if they're easy to include and/or their animation already exist in the game), it would be better if CDPR fix what is currently damaging the immersion to at lerast an acceptable level and then, they could start thinking about details and things to add.

Don't get me wrong, those ideas that are brought in this topic are great, they would indeed improve the immersion quiet a bit but in my opinion, CDPR should take one thing at a time, fix the AI/bugs because they also damage the immersion on top of the game experience and then, once it's done, start thinking about new features.
 
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What I'm trying to point out here is that, before adding new immersion related stuffs (even if they're easy to include and/or their animation already exist in the game), it would be better if CDPR fix what is currently damaging the immersion to at lerast an acceptable level and then, they could start thinking about details and things to add.
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Very true. It would be better - much, much better.
 
another small suggestion: if you approach meridith stout via the stairs, dont spawn V´s car behind the militech vehicle.
thats probably for players who approached her from the tunnle, so it doesnt block her way out
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CDPR as they don't read anything from this forum.

i wonder why that is

Well, honestly, just fixing the AI would bring a hell of a lot to that direction (on top of improving the game experience and the balancing of the game. Two...No, three birds, one stone).
I mean, I would feel much more immersed if...

only small suggestions here please.
the ai doesnt need to be "fixed" since its working as intended. its just very basic.
id like to see more complex npc behaviour as well and id love to discuss this topic, but its not the scope of this thread.

What I'm trying to point out here is that, before adding new immersion related stuffs (even if they're easy to include and/or their animation already exist in the game), it would be better if CDPR fix what is currently damaging the immersion to at lerast an acceptable level and then, they could start thinking about details and things to add.

dont worry. priorities are set by management, not the forum.
obviously bugfixes will be adressed first
 
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I want to add an animation of drinking a cocktail in honor of Jackie to the afterlife. Like you can choose the dialogue option from Claire, but there is no animation / drink itself. Also, the bars themselves must have animations of drinks, otherwise these menu windows themselves kill immersive. The animations themselves are already in the quests, but in a regular game this cannot be done. There will also be a very cool opportunity, there will be the ability to wear clothes over armor so that it does not affect the stats, but at the same time you do not look like a clown.

Also, a cool opportunity will be to make changes to the appearance of weapons. Like changing the color of the handle, the barrel itself, the engraving, even the stickers can look cool. Another very important thing is the changes in the perk with knives, because after the throw, they disappear forever and cannot be picked up. I remember in the old trailer on the wall I saw slots for shurikens, it's a sad that they are not in the game, in general, adding new weapons - atypical and suitable only for certain passing styles, would be cool. By the way, the game has a lot of different types of weapons that can be picked up from Tiger's Claws, etc. And it seems to me that the ability to change the appearance of the weapon will not be so difficult.
Other little things:

-Billiards in El Coyote Cojo (yes I miss gwent)

-Animation of petting a cat in our apartament (we can do it near the Vic`s clinic, but not with our cat)

-More dialogues in gigs and choices based on skill / path checks ( gigs need more interactive)

-adding animation for the ripper when we implant something to ourselves

-Remove purchases of cars from the map, the player may confuse them with the quest icon

- More opportunities to waste money - races without linking to side quests, small quests where you just go to the bar and after a couple of glasses you start random funny events. You can also use pochenko machines, of which there are a lot in japan town (in the wakako building for example) In general, there is a whole underground casino, which you can go to one of the gig. But you can't interact with him. Casino introductions will be a cool way to spend Eddie.

-Adding the ability to wear jewelry, like that amulet with a bullet that misty gives us (Rings, etc.).

-Ability to change the appearance in the middle of the game.
 
Id like to be able to sit and eat/drink at bars and food stalls as well as sit on benches and seats. Lay in bed properly, lean on railings interact more with my apartment, a toggle walk button instead of walking with scanner active, which is not bad but if you scan something sometimes you slow right down. Inspect items that you find in your travels, a preview mode when trying on new threads at clothing shops. Having more than one announcer on tge radio, introductions to selected songs with punchy lines, This is what I can think of atm I am sure there are many more ideas that would give an even greater sense of immersion.
 
Id like to be able to sit and eat/drink at bars and food stalls as well as sit on benches and seats. Lay in bed properly, lean on railings interact more with my apartment, a toggle walk button instead of walking with scanner active, which is not bad but if you scan something sometimes you slow right down. Inspect items that you find in your travels, a preview mode when trying on new threads at clothing shops. Having more than one announcer on tge radio, introductions to selected songs with punchy lines, This is what I can think of atm I am sure there are many more ideas that would give an even greater sense of immersion.

Toggle walk button, yes please!
 
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