@Eagle707 this is solid feedback work. CDPR should hear from different types of consumers. However, and it is not in any way an insult, it is obvious from your feedback that despite your extreme attention to detail and organized mind you are a casual gamer with limited understanding of how games work in depth. I believe that CDPR in its very commercial approach to game development already overemphasized this segment of the market. If to overlook the bugs and glitches, the game is already close a masterpiece of different aspects of storytelling and environment design as well as the music and the visuals - the qualities anyone enjoys. Following the storyline with little attention to the details of game mechanics, character progression and the metagame - as long as you're lucky to own a platform that does not bug it to unplayability - this brings about a very fine experience already.
It is from the point of view of more "dedicated" gamers, especially those with background in different forms of rpg, that this game simply cannot be described as anything else but trash. The game uses make-believe mechanics and false information to create an illusion of rpg depth. This is unbecoming of a game developer. There are character statistics and character progression elements that simply do not have any effect on the game by design.
What's more, the game system is unbalanced to the point of unplayability. Unless you make optimization errors in core aspects of character development or gimp your char on purpose, you get so massively overpowered between levels 20 and 30 that further progress loses all meaning. But this is not only due to the inability to balance the math, it is BY DESIGN. Operating Systems are core elements of the game which dictate gameplay. And 2 out of 3 of them - Sandevistans and Cyberdecks - are beyond the scope of what any serious game maker would consider a functional game element. They are overpowered by their very design. They are like making every default shot in Asteroid (the retro arcade game) be the nuke killing everyone on screen. There is no combat where you "play the game" anymore, there is only "observing" what happens when player damage can exceed enemy health up to 100 times, and most game mechanics strip the AI of the ability to even react. Many long time fans of action games agree that the game is nonsensically trivial. To me, it is braindead even with a mod that increases enemy health tenfold.
And then there is the AI... Let's not get there at this point.
So please excuse me when I stick my nose in a thread about something else. But I can't help but point out that there are other areas that deserve, no, demand dev attention than making the game more pretty and cohesive. The latter might bring them more money, though.
Excellent and highly detailed critique with detailed solutions.
My main observation, given the veritable deluge of post launch observation we have all seen online, ranging from articulate balanced review to raging vitriolic resentment and anger following the launch of this game is:
Why would any creative global company aiming to realise a huge ambitious multi faceted, hugely hyped and massively anticipated 'ground breaking' multi platform game NOT include experienced game players, users, and modders in its creative team?
Given that within days, let alone a couple of months now, literally hundreds if not thousands of users and reviewers were able to come up with 'mile-long' lists of deficiencies, omissions, lost expectations, missing features, imaginative improvements and simply 'better' ways of realising the huge dream of a cyberpunk world.
And yet, were any of these voices, intellects and imagineers in any way utilised as consultants, focus groups, creative contributors or 'reality-check' sources.. err.. no don't think so!
I've read far better ideas and suggestions here from the playing audience, and from modders and mod users and feature requests on nexus and on social media than even the sum total of what CDPR's developers did over YEARS !
Ok it's still in many ways a superb achievement and a great vision in a game that many have loved despite its flaws, BUT how come almost the entire audience is able to see easily where it all was lacking and where it all 'went wrong' when the supposed 'experts' with market leading games under their belt and a world of technical wizardry could not?
If the idea truly was to create ' a world of cyberpunk in a visionary game the likes of which we have never seen before' and beat every game that had come before to create a stunning visual and technical and gameplay masterpiece, ..blah blah... what exactly were they all doing over those years, given how many flaws and missed opportunities the world at large can now list which they somehow just didn't see or failed to imagine or deliver and which were in many cases done better by games a decade ago? Did internal politics and commercial greed rule over integrity and creativity? Many think so.
Next time I think a game provider company should tap the brains of its paying audience a lot more before releasing their product and involve testers, not just shove out demos and PR - we would all benefit.
Thank you for eloquently writing up what a lot of users are hoping for.
I would like to chip in an idea:
While walking around Night City I have overheard a lot of conversations between NPCs about one problem or another. It would be great to be able to strike up a conversation with them and offer your your services leading to a gig. These could be quite simple, like helping the food vendor with the punks touching his bike, or lead to a multi-gig quest like the Vending Machine. these could also be used to introduce new Characters into Vs life.
It would increase the replayabilty and give you an incentive to explore more.
I'll agree with that. Its not underutilized imo, it's cluttered and messy, no order to it and no reason for half of it. What is the point of using the message system on the phone if it just takes you to journal section of the pause screen? so dumb. GTA 4 had a better phone system.You lost me here.
CDPR had those types of Quests in the Witcher 3, so I see no reason that they wouldn't be able to implement it in CP2077. They should receive a marker, and journal entry, if you get it - like when you get a telephone call from a Fixer.
They just wouldn't be on the Map until you discover them. It could be a DLC/Expansion which would be optional for those who like that sort of thing.
I'll agree with that. Its not underutilized imo, it's cluttered and messy, no order to it and no reason for half of it. What is the point of using the message system on the phone if it just takes you to journal section of the pause screen? so dumb. GTA 4 had a better phone system.
To answer you without being off topic, I've been playing video games since the 90s.
Well I might have come across a bit too strong with calling you a casual gamer. I apologize. What I meant is this. From the point of view of game system design, genre compatibility* and other stuff that seems obvious to "well versed" rpg gamers, CP is just horrible. The game - not as in "immersive environment and cool cutscenes" but as in "activity involving skill and following a designed set of rules" - is beyond bad. So hardly a mention of this in such a long and detailed feedback smells a little bit like too much emphasis on casual gamer experience.
* I mean it's supposed be a looter-shooter but 1) it has no endgame to grind and 2) game mechanics - weapon stats, how they interact with builds, how the char interacts with the environment (the godmode thing), etc. - are totally incompatible with the genre, extremely shallow and look like they're designed by total amateurs (100+% crit chance on items, errors and inconsistencies in descriptions, etc.) and/or game design conmen (fake stats to create an illusion of depth).
I mean craft a golden weapon with a max lvl char and tech perks, upgrade it once and this is it for the "looter" part. The system is designed so that no loot can get better than this. And what I described is accessible to anyone after two dozen hours in the game. So you get absolute BiS items in two dozen hours? This is an example of what I mean as genre incompatibility. But in fact the whole system is so shallow and erroneously designed that what I described isn't even relevant in the whole messed up picture.
Well if nothing else CDPR created a very solid launch platform for future content.
They invested a lot in creating Night City and it shows, it wouldn't make sense to me for them just to drop it completely.
I believe, especially with plans for multiplayer, that there's a chance for them to completely overhaul the whole game systematically with new content for years, new stories, new activities etc.
The backbone is there they just need to fix the inconsistencies in the gameplay and the way they approach gameplay loops, there needs to be more to this open world.
the game is completely unbalanced, it will take a lot of work to make this work with multiplayer.
maybe in 2025 (I'm not joking) a great single player and decent multiplayer could be available, but in the state the game is in right now, I cannot even imagine a multiplayer.
some games are the epitome of development mess and incompetent management, this one is on the top now along with Anthem.
All critique I have read is founded. Critique is good. Without critique nothing improves. If this product would be as promised and finished there would be far less critique.