Summary of the Polish Q&A with developers (during Polish Community Gathering 23.11.2019)

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- about difficulty settings: while they would want to include as many differences as possible between each difficulty level beyond just stronger/tougher enemies, due to the huge scope of the game, it might be pretty difficult, so they can't promise anything

This info and the rather poor enemy AI we've seen in videos released to date doesn't sound reassuring. Enemies being just bullet sponges to a varying degree? Quite a bummer :(
 
- about difficulty settings: while they would want to include as many differences as possible between each difficulty level beyond just stronger/tougher enemies, due to the huge scope of the game, it might be pretty difficult, so they can't promise anything

I've been trying to push (for some years now) for a system where difficulty affects not toughness of the enemies, but impact of the skills to the gameplay across the board, starting skills/stats, rate of skill and level progression, and the availability and prices of items and gear.

And also, utilizing the above, dividing the difficulty setup into two different 3-step categories (combat and general gameplay, both with easy, normal and hard stages) to allow the player to tailor his experience by mixing and matching from easy storydriven action adventure to HC difficult RPG where skills/stats really matter, and everything in between.

But this would require certain skillchecks to be RNG based, and the skillsystem in general to make a REAL gameplay difference (like accuracy in combat for one example).
 
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This info and the rather poor enemy AI we've seen in videos released to date doesn't sound reassuring. Enemies being just bullet sponges to a varying degree? Quite a bummer :(
To be more specific, the question was about if there will be some other differences between difficulty settings other then usual gist with enemy strength and endurance, which prompted the response about the desire to include as many differences as possible. Devs themselves didn't say that's all there is or even about how the difficulty will exactly differ, other then the fact there will be Easy/Story Mode.

As for AI, developers said that the build that the most recent demo (and Deep Dive video) comes from is more then six months old by now, so of course a lot of things already changed, hopefully for the better.
 
- player will be able to craft pretty much any usable item, with exception of clothes and cyberware

Oh the irony, when you know that clothing customization is something the punks did (customization is part of the "cyberpunk" spirit too). But I'm just pointing that out with a light tone, the devs are doing an amazing job already ! There will be plenty of options to express our (cyber) punk attitude, I'm sure of that :p
 
This info and the rather poor enemy AI we've seen in videos released to date doesn't sound reassuring. Enemies being just bullet sponges to a varying degree? Quite a bummer :(
AI's are VERY MUCH a specialty field, like say network coding (why MMOs are so time consuming to create).
Sure any programmer can put together a basic AI, but that's what you get "basic".

If you want good AI you need to hire specialists AND give them the time needed to create it.

I've been trying to push (for some years now) for a system where difficulty affects not toughness of the enemies, but impact of the skills to the gameplay across the board, starting skills/stats, rate of skill and level progression, and the availability and prices of items and gear.
I'd VERY much like to see this used ... but *sigh*

Oh the irony, when you know that clothing customization is something the punks did (customization is part of the "cyberpunk" spirit too). But I'm just pointing that out with a light tone, the devs are doing an amazing job already !
As I currently understand it you can "transfer" stat/skill bonuses from one piece of clothing to another in CP2077.
This is GREAT news!!!
Because we won't be forced to wear an item dislike simply because it's the only way to get the stat/skill bonus.
 
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As I currently understand it you can "transfer" stat/skill bonuses from one piece of clothing to another in CP2077.
This is GREAT news!!!
Because we won't be forced to wear an item dislike simply because it's the only way to get the stat/skill bonus.

If that's true, I'm going to like this game VERY MUCH :p
 
As I currently understand it you can "transfer" stat/skill bonuses from one piece of clothing to another in CP2077.

Wha...?!

That’s the first I’ve heard of this.

How does that happen or make any sense? o_O

Or am I not reading you right?
 
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Wha...?!

That’s the first I’ve heard of this.

How does that happen or make any sense? o_O

Or am I not reading you right?
What Suhiira said is that we will be able to use modifications to personalize not just the stats, but also the look of our equipment, which is true, because developers themselves stated as much that they wish to use that solution to solve this issue of disparity between how the player feels about the look of the item and it's actual stats.
 
What Suhiira said is that we will be able to use modifications to personalize not just the stats, but also the look of our equipment, which is true, because developers themselves stated as much that they wish to use that solution to solve this issue of disparity between how the player feels about the look of the item and it's actual stats.

Ah, ok. That (modifications) makes more sense.

For a minute there I thought you could just freely swap stats between apparel... like transfering the protective stats of your kevlar vest to your underpants just so you wouldn’t need to wear that ugly vest.
 
Also good to hear. It rather strongly implies procedurally generated content.
No, it doesn't, Witcher 3 had that and there was zero procedural generation not to mention they are against that and have stated all quests will be handcrafted.
 
No, it doesn't, Witcher 3 had that and there was zero procedural generation not to mention they are against that and have stated all quests will be handcrafted.
The main game.
There's no way you can handcraft unlimited post-game content.
 
The main game.
There's no way you can handcraft unlimited post-game content.
Who said anything about post-game content? the fact that you can play after the ending just means you can finish stuff you haven't done.
No one mentioned any post ending content yet...
 
- about modding: they want to add modding tools to the game, but they are not ready to make any declarations about it yet
Bah, this is one of two things I find outright negative with the game. A game this amazing and big needs (not really) modding because of the enormous amount of possibilities involved. If they had a development kit similar in scale to Bethesda's or at the very least the ease of modding, then the game would be pretty much perfect.

The game will be phenomenal regardless and it's not like modding adds anything to the game itself, it just allows for an entirely new and different experience.

The other thing being their "monetization" comment. It's one thing I'll never get behind regardless of being attached to just the multiplayer or if it has inconsequential material. It has never been done in a way that hasn't been negative in the long run. It will absolutely, without question, hurt the customers in the long run and the quality of CDPR's work in the long run (as evidenced by every single studio that does it).
 
Who said anything about post-game content? the fact that you can play after the ending just means you can finish stuff you haven't done.
No one mentioned any post ending content yet...
If you go back to my original post on the subject of procedurally generated content is was specifically post-game content I was talking about, not during game content.
 
"- about modding: they want to add modding tools to the game, but they are not ready to make any declarations about it yet "

This is really good to hear.

I know I've been a bit harsh on them about mod support in the past, but it really is important to me. Arguably more important than most other aspects of the game. It's why I have 1200 hours played in Skyrim and "only" 300 in the Witcher 3. Not that I wasn't more than satisfied with the latter, but if you want me to keep supporting your game, buying it on a bunch of different platforms, share it with all my friends, etc., mod support is the best way to get that done.

If you're unsatisfied with the RPG elements in Skyrim, no problem, because talented modders have added really high-quality content that fixes it. New weapons, armor, a third person camera perhaps, lots of other stuff can be added in with mods.
 
If you're unsatisfied with the RPG elements in Skyrim, no problem, because talented modders have added really high-quality content that fixes it.

I found that mods don’t really ”fix” anything. Mostly they feel like they’re crudely taped over the original content, and oftentimes, when they’re big and comprehensive, they tend to boil down to feature hunts that wear off fast and then get you back to the ”crudely taped over” feeling of ”this game wasn’t built to work this way”. That’s not even touching the problems they tend to cause, like instability, weird glitches and balance and compatibility inconsistencies.

This is a personal experience, of course, but ever since I tackled with Oblivion and Fallout 3 mods in a desperate attempt to get something out of them, and all it resulted to was way more stress than fun, I gave up on mods entirely.

If a game is bad from the get go, and ” in need” of mods to ”fix it”, it can’t be helped...or, it being actually improved by mods is more unlikely than not. Plus, nowhere will I find mods tailormade for me, so I would need to make them myself.
 
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