Good news for you, then - it is _exactly_ as W3 was at launch. See, for example, https://www.thegamer.com/cyberpunk-2077-bugs-issues-witcher-3/ - in particular, this paragraph (i quote):I wish...only if...
Good news for you, then - it is _exactly_ as W3 was at launch. See, for example, https://www.thegamer.com/cyberpunk-2077-bugs-issues-witcher-3/ - in particular, this paragraph (i quote):
Let’s recount some of the main issues that plagued The Witcher 3 at launch: it had a dodgy frame rate, all kinds of objects arbitrarily clipped through each other, it crashed constantly, and the control system was so unintuitive that movement functionality received a complete overhaul. A quick look on Reddit will show you that people remember characters randomly T-posing while bandits - for some weird reason - often became totally invincible. It took a few months and several post-launch patches for The Witcher 3 to become the world-renowned game we know today.
I think it would be a cool idea to label the style of the clothes in the description (e.g. Kitsch, Neokitsch, Neomilitarism, Entropism, Gangs, etc.) and it would be easier to implement the NPC interaction about your look.
I'm frankly astounded by the clothing system (or lack thereof) in this game. In the dark future, in a city plagues by rampant consumerism, I should have every option available to me for stylizing my V. What I have instead is the equivalent of getting a luck find at the local goodwill store.
Armor rating should not be inherently tied to clothing.
The problem, at its core, is that there is an inherent armor system tied to the clothing. What this (very poorly designed) clothing system does is limit the player to choosing clothing options not for their style, but rather for their armor rating and "gem" slots, i.e. You're playing along, dressed like a Thrift Store clown, when you find a really cool looking jacket. Unfortunately, that jacket has a very poor tier/rating, and/or does not have gem sockets, so you discard it and just opt to continue looking like a circus clown. This may have been (barely) acceptable in The Witcher 3, but it is completely unacceptable in Cyberpunk 2077.
I am going to fix this for you, CDPR. It really is very simple.
That's it. This very simple redesign of the clothing system solves the existing issues.
- Except for a few iconic items, all clothing items can be purchased at clothing and gun shops (body armor style options for the latter).
- No clothing item mentioned above has an inherent armor rating. It is literally zero.
- Clothing items instead have "slots" that can be used for upgrades (Armadillo, Resist!, etc) based on their tier level (see below)
- Clothing tier availability for purchase can still be tied to street cred or player level.
- All of the aforementioned clothing items can be purchased in all of the five tiers and have attributes as follows:
- White Tier (Common) - Lowest Cost/Cred - 0 Slots
- Green Tier (Uncommon) - Low Cost/Cred - 1 Slot
- Blue Tier (Rare) - Medium Cost/Cred - 2 Slots
- Purple Tier (Epic) - High Cost/Cred - 3 Slots
- Orange Tier (Legendary) - Highest Cost/Cred - 4 Slots
P.S. Don't get me started on the fact that I have to save and reload my game to "try on" store items.
- Allows players to dress their characters in the style of their choosing, and is not based on chance
- Crafting recipes for these items can still be looted out in the world
- Higher tier items locked behind street cred can still be found and looted out in the world (thereby preserving that "game of chance")
- Clothing mods and their blueprints can still be bought, looted, and crafted.
Good news again!The same things happening again would be devastatingly sad. Because this would mean, they didn't learn anything, and in their hubris, they just thought, "It worked once, so why not again?".
This is so disrespectful towards all their customers and employees.