Clothing should change the interactions of NPCs thowards you, as it was supposed to be from the start, opening/locking vendors, fixers, quests. Stats like armor should've been reserved for cyberwares and actual military equipment.
You wanna hear a secret? This might blow your mind so be ready.
You don't have to use yellow clothes. The mods are complete overkill. I don't even wear a hat, at all, ever. The motto of the PnP game is "style over substance"
Obviously, the current costume system is very inconvenient.
I would like to separate the ability and appearance that can have with clothes into different slots.
This is the only mask with goggles I've found.Another option other than all the great suggestions mentioned and albeit a minor option, but important to me...
Seperate glasses / goggles from face masks etc... Why this wasn't an option from the start is confusing to me.
NPC's & enemies can obviously wear both at the same time, yet we as the player are limited to one or the other..?
Now i have seen & tried the glitch trick to have both worn at the same time, but firstly this doesn't always work + secondly at times it can glitch it so you are unable to switch those pieces again / ability to remove them (had to reload previous save and have not tried since) + thirdly why should we have to glitch this in the first place..?
I'm starting to see this trend as well. It feels like they talked to Mike Pondsmith and were like, "Ya, Cyberpunk!!! We can do it!!. Thanks for the Title and city to our next game Mike" Turning to other employees, "Anyone know what Cyberpunks about?"It's like different systems were developed by different teams who never communicated between each other.
Also the level gating...it was bad in The Witcher 3, but it's even worse in Cyberpunk because of the whole "style" theme. You just want to buy a piece of clothing you like, but you can't equip it becase your level is not high enough. It's bad, it makes no sense.
It's like different systems were developed by different teams who never communicated between each other.
Personally, I would just remove stats from clothes entirely. With maybe the exception of street cred.
Clothing upgrade slots could just be attached to the clothing slot itself or you could make it some kind of cyberware upgrade....doesn't really matter how you implement it.
Every standard piece of clothing should be purchasable or craftable and it would be nice if shops had consistent and appropriate stock for where they are located. I shouldn't be finding street kid/nomad clothing at a high-end boutique in downtown Night City for example. Plus It is not at all fun having to save scum or time skip 24hrs a dozen times just in hopes of getting the shop to spawn what you want.
I just don't wear the clothing that isn't my style. Besides you don't have to wear it. Your not a prisoner to it. Using a perk on "skill tree" is much better or place armor in a slot. You can also just kill a gang member that you know has some nice fashion and the armor will just scale to your level. Some won't depending on the drop. Cdpr's attention should be spent elsewhere personally.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.