Some wishes for the next CP game.

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J_an

Forum regular
I really wish the new CP game get a permanent night mode. NC looks the best at night, and it is really annoying that the night is so short. I always have to go into the menu to change the time again to nighttime.

And please, some radio cyberware. Communication works, but radio does not. hmmm

And maybe
A "more to discover" open world would be nice. Not the new sign on the map, and now go there. I really like the style in which discovery works in Elden Ring.

I play CP 2077 without locations on the map, and it works, but the bad thing is that Cyperpunk is not a discovery game. There are so many locations everyone can find, but the problem is that they are empty or closed until the quest for them is triggered. That is my biggest problem with the game.


And thanks for the great game. I have a lot of fun since years.
 
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I really wish the new CP game get a permanent night mode. NC looks the best at night, and it is really annoying that the night is so short. I always have to go into the menu to change the time again to nighttime.

And please, some radio cyberware. Communication works, but radio does not. hmmm

And maybe
A "more to discover" open world would be nice. Not the new sign on the map, and now go there. I really like the style in which discovery works in Elden Ring.


And thanks for the great game. I have a lot of fun since years.
On discovery, I think they faced problems with content delivery because of the nature of the world. In something like Witcher 3, you KNOW the player will go to village X at some point so you can rely on content getting organically picked up. In Cyberpunk almost the entire world is a densely built up city, so you can't rely on players just walking down alleyway Y to trigger a quest. They may never find it (in my first playthrough I had no idea Skippy existed, for instance).

I don't know what the answer is. At launch, you were bombarded with huge numbers of phone calls whenever you walked near content and it was overwhelming. After the game was updated, fixers only give you a few gigs at a time and the whole hunt for content became more dependent on looking for markers on the map.

Both ways are imperfect and I can see why they switched to the second approach, but it made content delivery feel less organic and too structured to my mind. You lost a lot of the ability to just wander around without engaging with the game's back end and just stumble into true game content.

Then you have eg the approach of many games where content is picked up from central content delivery hubs (message boards, the local market, the town cryer, whatever). Personally, I absolutely hate that. It's very gamey and artificial. But I wonder if that wasn't what they tried out when developing the game before deciding it didn't work (hence, perhaps, the fixers having permanent physical locations).

It's a difficult thing to get right with a game world as physically intricate as this.
 
On discovery, I think they faced problems with content delivery because of the nature of the world. In something like Witcher 3, you KNOW the player will go to village X at some point so you can rely on content getting organically picked up. In Cyberpunk almost the entire world is a densely built up city, so you can't rely on players just walking down alleyway Y to trigger a quest. They may never find it (in my first playthrough I had no idea Skippy existed, for instance).
To be honest, that's exactly the problem Dragon's Dogma 2 have, if it can be called a "problem". If you check the reviews puclished around the release, quite a lot of them stated that the game did not offer a lot of quests/content outside of the main storyline (a dozen at best). While in reality, there are plenty but no marker on the map, nothing which can point out there is a quest here.
I was quite surprised to even discover new quests I wasn't aware about after several playthroughs. It didn't bother me, it's pretty nice to discover new stuff even after hundreds hours of playing, but I imagine that a lot of people who played the game once and normaly (i.e without checking a guide), completely missed 50% of the game's content at least. And Dragon's Dogma 2 map is not near as "complexe" and "maze-like" as Night City.
Not sure how it could be done, but I can't imagine a studio investing ressources in something that most of people will never experience :(
 
Updated my post. My problem with the discovery part has been a bit misunderstood.
Yes, quite a bit :)
There are so many locations everyone can find, but the problem is that they are empty or closed until the quest for them is triggered. That is my biggest problem with the game.
Yeah, quest areas are generally closed or empty, because if you access them "too soon", there are chance it will break the quest :(
 
Have a gang affiliation get to choose one, they leave you alone when in there territory maybe help in other areas etc , a tattoo shop be able to get Tyger claws tattoos and be able to store any vehicles from the street in your personal garage again the Tyger claws vehicles I love the looks of them. No storyline like this one, I felt the ending with v dying is disappointing and kind of effects the longevity of playing the game after completion. Would love an online mode to be able to quest with friends.
 
Not sure how it could be done, but I can't imagine a studio investing ressources in something that most of people will never experience :(

LOL that is Bethesda game in a nut shell. Most people miss a lot of what is actually in their open world games. This is one of the reason there are so many you tubes clips about the content of their games.

But the point about how to get players to the content is interesting. I just do not have too much longer on this planet so I LIKE quest arrows myself. But "awarding" the quest arrows by overhearing conversations in the streets and in taverns is one of the places games like oblivion shine. But they need to use a trick we use in games like Dnd of have multiple sources drop the SAME quest to the player. For example I will have my players over hear about 3 rumors, find 3 job listings at the guild, and have three people interact with them directly for jobs/quests. The trick is that ALL of them sound like different quests that they must decide on what way to go but they all end in the same quest I just spent 2 weeks writing up. The job of finding a missing adventurer, the job of retrieving a ring buried with an ancestor in a mausoleum the job of blessing a location that has strange effects on spell casting are all the same location. er... hope my players dont read this :LOL:
 
Not sure how it could be done, but I can't imagine a studio investing ressources in something that most of people will never experience :(
To be honest... This is essentially FromSoft's entire schtick.

The incredible detail that goes into their worlds is insane, yet the vast majority of it won't be seen by most people and some of it won't be seen by anyone (There's a reason there's entire YT channels dedicated to looking behind the scenes at FromSoft games, finding all the little lore details and designs that exist but are impossible to experience just playing the game)

Heck, they even do the "Lmao markers are for suckers" thing with all their quests. Not one of them is indicated anywhere in any of their games (Which, can be a bit annoying in Elden Ring where you have to find the NPC... Somewhere... With literally no indication of even a general area to look in)

Besides that... It wouldn't be particularly difficult to implement things organically in Cyberpunk. Consider the beginning of the game in 2077. Viktor gives you your brand new Kiroshi's and downloads bounties into your system so you can scan people and see data about them.

So... Why not just adapt that into more things.

Quest NPC's can be highlighted when you see them, explain it away as they're emitting a signal that alerts mercs which can be processed by eye cyberware. (If I recall correctly, the Delmain missions essentially do this. Only Delmain is actively searching for the taxis and then updates your software to spot them when you're close enough as opposed to the targets themselves making their presence known).

Or maybe YOU get flagged down because someone is looking for a merc nearby and they scanned you (Sort of like how Fixers contact you when you enter their region). Or maybe you get contacted because you're getting close to a high value target and the various agencies that are monitoring them notice you (For example, if you wandered into the vicinity of the Grand Imperial Mall... Netwatch and Placide would both contact you which would start I Walk the Line, just with an alternative initial step of meeting with either Netwatch or Placide to negotiate how the scenario unfolds)

Technology in Cyberpunk literally can facilitate easy organic quest discoveries, what with long distance direct calls, hacking into specific people's cyberware, eye cyberware that literally provides the game's HUD... There's many options for allowing things to work via "Close enough" unlike your traditional fantasy RPG where quests require you literally go up to and talk to some random person who may not have any distinguishable appearances.
 
Stop the auto leveling world to your toon... I would love it like it was in 1.5?? i mean some random bum would just own you hard and raw..
 
I'd like to see the following:

♣ A more interactive game world. If you see a store door that says "Open", you can go in there. If you are in a park and you see a bench, you can sit on it. If you are talking to a girl on the street who says "I can warm you up, honey", there should be further options.
Otherwise, it feels like a dead, scripted game. You're walking down the street of Night City, which is full of stores and various interesting locations, but you're actually walking down a maze tunnel with a solid, non-contact wall instead of doors. Until a certain script starts, nothing happens, there is no interaction between the player and the world.

♣ A greater proportion of cyberspace and hacking in the game.
What does netrun look like in Cyberpunk right now:
1. The ability to mine components for viruses from routers, computers, and vending machines.
2. Some video clips of Alt Cunningham or Mama Brigitte.
3. Quick hacks in addition to the use of basic weapons in combat or stealth missions.
Is that really it? Well, if the game's lore says that netrunners are able to spend most of their lives on the Net, then the protagonist should be able to do the same, right?
What I'd like to see:
The beautiful landscapes of cyberspace. The abandoned databases, the war-torn digital fortresses, the inaccessible parts of the Net where evil maddened AI lurk. The attacks by monsters from the beyond on the protagonist through the Black Wall.
The hacking of corporate networks, the decryption challenges, the password cracking, the puzzle solving, the security countermeasures. The ability to pump up the netrunner's abilities to the stage where the protagonist will be able to create complex software products like Soulkiller on his own.
Where is Black Ice after all?! I want to see what Ice looks like in cyberspace, Gibson himself saw it, imagined it in his mind! Otherwise how could he write his books, right?

♣ Interrelation between lifepaths and the game's story.
It's already been written many times that there's really almost nothing depending on the lifepaths, just some differences in dialogs. Well, if it is not possible to give importance to lifepaths, maybe then it makes sense to make a specification, to introduce subclasses of the character, which will be as if constructed during the entire game?
Well, for example, if the protagonist is a streetkid, how does he typically interact with the police? If he kills cops, then he falls into the "thief" or "gangster" subclass, if he is loyal to the police, then he's an "affiliated mercenary". In the former case, he may not get some gigs requiring hostage rescue or elimination of criminal activity, but is more open to communication with street gangs, say. In the second case, on the contrary, at the top of his career he may receive gigs directly from MaxTac or the Night City Police Department, etc.
If say he's a nomad, how does he feel about the idea of family? Is he a loner or is he looking for a new alliance? Violent tendencies - if high then Raffen Shiv specialty, if not, peaceful drifter. Is he inclined to attack corporate convoys, say Militech ones or not, etc.

That is, to summarize: let lifepaths define the further specification of the character, that in it's turn would give a certain range of situations, unavailable in some part to other "versions of the protagonist", while his career in this or that sphere, reputation, some unique skills, options for interacting with a number of key characters and new game events will depend on his behavior in the these proposed situations.
Then, each played situation will leave some trace in the character of the protagonist, somehow reflected in his reputation. This will help in turn to escape criticism that protagonist is flat, that he does not develop over time. (This is a situation I'd like to avoid in new games)
 
Not a Cyberpunk 2 wish per se but I would like to have this game before another Witcher, I feel like I've been satisfied in the The Witcher department but we haven't had enough Cyberpunk yet, it's such an unique setting.
 
Not a Cyberpunk 2 wish per se but I would like to have this game before another Witcher, I feel like I've been satisfied in the The Witcher department but we haven't had enough Cyberpunk yet, it's such an unique setting.

While I love the Witcher's world, both books and games, I agree that we have plenty of the medieval fantasy setting around us and very little representations of the cyberpunk genre. I would love to get another CP2077 sequel sooner rather than later.

With that said, you can squash any hope right away on this. It's already confirmed the Witcher sequel is next and considering they're both going to be on the Unreal Engine, it's very likely that the work on the Witcher sequel is also absolutely crucial to the CP2077 sequel.
 
While I love the Witcher's world, both books and games, I agree that we have plenty of the medieval fantasy setting around us and very little representations of the cyberpunk genre. I would love to get another CP2077 sequel sooner rather than later.

With that said, you can squash any hope right away on this. It's already confirmed the Witcher sequel is next and considering they're both going to be on the Unreal Engine, it's very likely that the work on the Witcher sequel is also absolutely crucial to the CP2077 sequel.
Yeah I know we're getting the next Witcher before anything Cyberpunk but I wish they had done more games before going back to The Witcher, we've had 3 very nice Witcher games but only one Cyberpunk. And my love for Edgerunners is certainly not helping, I just don't wanna leave that setting just yet.

I'm very curious to see both games in Unreal Engine though. If I remember correctly it's the same engine used in the Mass Effect trilogy.
 
Yeah I know we're getting the next Witcher before anything Cyberpunk but I wish they had done more games before going back to The Witcher, we've had 3 very nice Witcher games but only one Cyberpunk. And my love for Edgerunners is certainly not helping, I just don't wanna leave that setting just yet.

I'm very curious to see both games in Unreal Engine though. If I remember correctly it's the same engine used in the Mass Effect trilogy.

It is the same engine. More or less.

Mass effect was on UE3, their current work is with UE5. It's the same engine but it is also massively different.
 
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