The I LIKE WHAT I'VE SEEN Thread

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Will find out on release.

My only wish in the thread where they asked for what we want, was having randomly seeded physical and personal traits on enemies to make enemy encounters more dynamic and to make us feel like these are actual people.

E.g. an enemy can have the trait "Strong, +2STR" and "Coward, will prioritize standing in the backline in combat" while one enemy can have the traits "Fragile, -3CON" and "Fast reloader, +33% reloading speed" etc.

By randomly seeding enemies with both positive and negative traits combat becomes more dynamic and the enemies you fight feel more like actual people.
You mean like the weaknesses and strengths of uruks in the nemesis system from Shadow of Mordor and War? That would be dope!
 
You mean like the weaknesses and strengths of uruks in the nemesis system from Shadow of Mordor and War? That would be dope!

I haven't played that game so I wouldn't know :) But it sounds very similar. These traits wouldn't be seeded based on enemy type (though different enemy types could have different pools of traits). The idea being that enemies have a base/core class and stats, and that 0-3 traits (which can be negative or positive) are seeded on each enemy.

This way you could fight a bunch of enemies in a room in one game, and on a replay, the same encounter could be vastly different because both their weaknesses and strengths and their AI behaviour would play out differently.
 
So to compile/archive general "this looks great!" and "So far so good!" threads we see pop up and also so you can continue those sentiments, voila.

That's French for, "Pastry is delicious."
 
This thread is for team appreciation.

**I still need help with 7, 10, 15, 16, 17, 20, 21, 22 and maybe 8**

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01) Łukasz "LUq" Wnęk | Ex CS 1.6 Pro / Gameplay Designer / Game Demo Player
02) Mateusz Kośmider | IT & Events Support Specialist | https://twitter.com/pjcezaq
03) Robert Malinowski | PR/Communication | https://twitter.com/rob_malinowski
04) Stanisław Święcicki | Writer
05) Maciej Pietras | Lead Cinematic Animator | https://twitter.com/m_pietras
06) Peter Gelencser | Level Design Coordinator | https://twitter.com/peetdesign
07) ???
08) Michal aka MPG | Communication Director | https://twitter.com/michalpg
09) Kyle Rowley | Associate Design Director | https://twitter.com/TimePirateNinja
10) ???
11) Paweł BANAN Panasiuk | Senior Event Manager | https://twitter.com/pawpanasiuk/media
12) Radek Adam Grabowski | Senior PR Manager | https://twitter.com/gamebowski
13) Max Pears | Level Designer | https://twitter.com/MaxPears
14) Honma Sensei | CDPR Japan Country Manager | https://twitter.com/homma_force
15) ???
16) ???
17) ???
18) Patrick Mills | Quest Designer
19) Miles Tost | Level Designer | https://twitter.com/MilezZx
20) ???
21) ???
22) ???
23) Marcin Momot | Community Lead | https://twitter.com/Marcin360
 

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I haven't played that game so I wouldn't know :) But it sounds very similar. These traits wouldn't be seeded based on enemy type (though different enemy types could have different pools of traits). The idea being that enemies have a base/core class and stats, and that 0-3 traits (which can be negative or positive) are seeded on each enemy.

This way you could fight a bunch of enemies in a room in one game, and on a replay, the same encounter could be vastly different because both their weaknesses and strengths and their AI behaviour would play out differently.

Sounds exactly like the nemesis system. So let me explain what it is really quick. Basically, you've got this dude (Talion) who doesn't really die as your protagonist in those games, and he fights Sauron's orc (uruks) army to keep them at bay and not advance further into the civilized world. The orcs themselves have individual personalities (they fight amongst themselves for power and with you as well). They all behave uniquely and depending on their encounters with you they either grow stronger (if they used their srengths to defeat you and kill you/humiliate you in public, or they remember the type of trauma that you caused them (based on their weaknesses) and become extremely vengeful toward you (enough to try and ambush you with a small horde of orcs, or just catch you off guard while you're fighting another unique orc to try and team up with them and take you down). It's really immersive. They remember what you do them. Sometimes the ones you've killed come back from death and tell you how painful death was but they're back (pieces together with magic) to make you pay. None of it is scripted either. There's an RNG (random number generator) for these events and it feels like the AI is actually a real, living, breathing entity who's interacted with you. I'm telling ya, if CDPR implements anything like this in the game, we're in for a sweet, immersive ride!
 
In terms of aesthetics and tone they NAILED IT. Couldn't have asked for anything better than this. I just hope they keep it.
 
We sort of have this thread already for appreciation. Gonna merge them, I think - they tend to crop up a bit. Not that CDPR isn't grateful! Blame us mods. We are -bastards-. Tee hee.
 
correction on earlier post: i trust they will nail the FPP dialogue system they have which everyone seemed to like, but I still do hope across a 100+ hour playthrough we will still have several 3rd person cutscenes where we see V. I still want CDPR to design it like they have planned though. Its just quite different than w3, hope they nail it.
 
correction on earlier post: i trust they will nail the FPP dialogue system they have which everyone seemed to like, but I still do hope across a 100+ hour playthrough we will still have several 3rd person cutscenes where we see V. I still want CDPR to design it like they have planned though. Its just quite different than w3, hope they nail it.

You can check the Dev answers thread but you see V a lot apparently.
 
Hey, I think it looks awesome so far. I have always sucked at playing games in the first person, but I'm more than willing to give this one a shot...Pardon the pun...Please forgive me, I couldn't help myself.
 
Hey, I think it looks awesome so far. I have always sucked at playing games in the first person, but I'm more than willing to give this one a shot...Pardon the pun...Please forgive me, I couldn't help myself.

The calibre of your humour, King..Jeez.
 
You guys are designing YOUR game. Not others' game, YOURS!

You guys knew there would be some blowback from the game being mostly first person perspective going from the witcher series to this but you revealed it anyways. You wanted to show cyberpunk could be shown off in a trailer during mostly daytime and it being bright and sunny and knew this might not be what people expected but you did it anyways. You ended an amazing trilogy with a legit game of the generation all-time great game and you said "no milking. time to do something new and fresh."

You guys said cyberpunk is much bigger and much more ambition than said great game, the witcher 3, and you know what, I believe it now! I'm so tired of the negativity and I'm glad you guys are designing what is yours and pondsmith's direction. Do not be phased by all of the negativity because the internet will get riled up over everything and anything. What you're doing seems to be working compl I still think you have the single most viewed trailer of E3 and also because apparently the media were absolutely jaw-dropped floored at what they saw in that 50 min behind closed doors demo today.

I'm quite pleased with this showing from e3 from you guys.



Well said! I agree completely!
 
I'm 99% sure I don't need to tell you this, but please don't bow to the pressures of a vocal segment of your fanbase re: play perspective. Aside from a smal minority of those who have physical issues with first person games (with whom I sympathize), the complaints of the rest of the pro-3rd person folks boil down mostly to things like "I liked the Witcher, and it was 3rd person" and similarly shallow arguments.

Bottom line, I trust YOU to make the game you want to make, and make the choices that will make it the best possible experience. The tidal wave of angry fans has never been louder than it is these days, and I worry about that 1% chance that even a company as confident as yours might consider caving to what seems like a majority. I'm sure it's not.

I have never anticpated a game more in my 47 years. I look forward to playing YOUR vision of this game. In a landscape in which Bioware is making Destiny 2.0 and Bethesda is making Fallout Rust, I could not be more grateful that a company with your priorities and your talents exist.


Totally agree,and I say this as one of the 17%,who is legally blind to boot. Stick to your original artistic vision CDPR ! Its not a majority,ITS 12 to 17%, at best.
 
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