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The loot of Cyberpunk 2077

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K

kilravok

Rookie
#61
Jan 22, 2013
The most valuable loot in the game should be information. Diaries, letters, ledgers, blueprints,.....and they would be accordingly diificult to find. Important is that the risk of getting is always there, no matter where it is. Sometimes the risk is great, sometimes low, but it always is there. Of course the most chunks of information is in the net, but with all those hackers around, the most valuable information would be on paper, in a safe with dumblock.
 
P

p45k

Rookie
#62
Jan 22, 2013
i would like a shit-ton of loot, hahaha!

i'd love a hacking system, as i believe within a decade even cash will become intangible, we'll have PIN numbers and captcha codes to access/trade online, even in-store when purchasing goods, so pickpocketing will be relegated to stealing non-cash items like food, jewelery, cloting, weapons, augmentations, vehicles, etc.

i'd like loot to be relevant to the person or location it was found, rather than just a random collection of generated loot-style offerings irrrelevant the environment like many RPG's do. As for items, i'd like to loot all the items listed in my previous paragraph, but also possibly hacking secret files, and maybe even drugs from crime lords to sell on the black market or to key players in the political or criminal scenes, either expanding your standing for better or worse in the city, or primarily for financial or strategic gain.

in short, i'd like the loot to be more useful than just to make extra cash, i'd like it to have a real impact on the way i play the game, enhancing certain choesn paths and play-styles.

as for inventory sizes, i think it should be size and weight based, relevant to the type of person you are in terms of size, strength, augmentations, and also whether you are traveling on-foot or by vehicle (whereby a vehicle will have extra storage space), but when jumping off/out of the vehicle you must choose which loot/items to take with you on your body, and which to leave behind until you return.

i'd also like the option of lockers, drop-boxes, safehouses etc. where you can stash loot and items you don't currently need, but are holding on to for future use or sale later down the line.
 
C

ChaosWolf1982

Rookie
#63
Jan 22, 2013
Kilravok said:
The most valuable loot in the game should be information. Diaries, letters, ledgers, blueprints,.....and they would be accordingly diificult to find. Important is that the risk of getting is always there, no matter where it is. Sometimes the risk is great, sometimes low, but it always is there. Of course the most chunks of information is in the net, but with all those hackers around, the most valuable information would be on paper, in a safe with dumblock.
Click to expand...
Now this would fit wonderfully into the context of the game.
 
P

p45k

Rookie
#64
Jan 22, 2013
^^
agreed :)
 
gregski

gregski

Moderator
#65
Jan 22, 2013
ChaosWolf1982 said:
Now this would fit wonderfully into the context of the game.
Click to expand...
Indeed. And it could be intertwined with the story too, so this type of "loot" becomes also very important and satisfying to find/obtain.

Great idea overall!
 
K

kilravok

Rookie
#66
Jan 22, 2013
As for cash loot, there still is paper currency going around, but is mainly used only for illegal transactions, due to it being untracable. Credsticks can be stolen but need their encryption cracked to access, and of course cracking it only has value if you also got a credstick to put the money on, otherwise sell it to your fixer for paper money...
 
Z

zeithri

Rookie
#67
Jan 23, 2013
If anything, guns, ammo, and armour that wasn't shredded beyond repair.
Money, cards and such small stuff.

Absolutely no random "You pick up a Wired spine!"
 
K

kilravok

Rookie
#68
Jan 23, 2013
Just remember, those things can't be used unless they fit. Size needs to be important.
 
blank_redge

blank_redge

Rookie
#69
Jan 23, 2013
Kilravok said:
Just remember, those things can't be used unless they fit. Size needs to be important.
Click to expand...
What are you talking about? One size fits all! Did Austin Powers teach you nothing? =p

(I *do* wonder if they'll include certain stat / 'borg minimums for specific gear. I've no problem with a lad running around in a corset and garters, but I'd expect a 'borg weapon to only be useable by a 'borg.)
 
C

ChaosWolf1982

Rookie
#70
Jan 23, 2013
blank_redge said:
What are you talking about? One size fits all! Did Austin Powers teach you nothing? =p

(I *do* wonder if they'll include certain stat / 'borg minimums for specific gear. I've no problem with a lad running around in a corset and garters, but I'd expect a 'borg weapon to only be useable by a 'borg.)
Click to expand...
I'm quite sure they'll have stat limitations on weapons/armor just like in the PnP - there's weapons, for example, that require you to be partly chromed-up to even lift, and even further chromed to keep the recoil from tearing you in half.
 
D

daddy300

Mentor
#71
Jan 23, 2013
Weapons/ammo, cash drops perhaps, sure why not. Don't force player to loot every body for junk material and rate items? Our younger community members shouldn't base their ideas on recent Offline mmo games they love so much.
 
P

PafetkBazerka

Rookie
#72
Jan 23, 2013
Sorry this is Cyberpunk we're talking about isn't ?. You'd be lucky if the guy you just killed in self defense had more than a polymer one shot and some used gum.
Sure you might steal from the corpses of your victims (if you were cool with leaving even more evidence behind), but the concept of loot (as in dungeon bash loot) is sooo inapropriate for Cyberpunk I don't know where to begin.
 
blank_redge

blank_redge

Rookie
#73
Jan 23, 2013
Pafetik Bazerka said:
Sorry this is Cyberpunk we're talking about isn't ?. You'd be lucky if the guy you just killed in self defense had more than a polymer one shot and some used gum.
Click to expand...
Haha. =D

Sure you might steal from the corpses of your victims (if you were cool with leaving even more evidence behind), but the concept of loot (as in dungeon bash loot) is sooo inapropriate for Cyberpunk I don't know where to begin.
Click to expand...
As mentioned earlier in this thread, I'm all for a logical loot system. Key word: logical. If I just croaked some weeflerunner with a nice autoshotgun, I should be able to retrieve that autoshotgun, as well as any other gear that would be logical for the NPC to be carrying on them. If I pop someone, I want the gun out of their hand, the armor off their back, and whatever loose change is in their pocket.

As also mentioned earlier, if I wanna harvest that Boosterganger for their cyberware and any good organs they might have, if I have a way to discreetly drop off their corpse at a questionable ripperdoc, I want to be able to get eurobucks for 'em.
 
P

PafetkBazerka

Rookie
#74
Jan 23, 2013
blank_redge said:
As mentioned earlier in this thread, I'm all for a logical loot system. Key word: logical. If I just croaked some weeflerunner with a nice autoshotgun, I should be able to retrieve that autoshotgun, as well as any other gear that would be logical for the NPC to be carrying on them. If I pop someone, I want the gun out of their hand, the armor off their back, and whatever loose change is in their pocket.

As also mentioned earlier, if I wanna harvest that Boosterganger for their cyberware and any good organs they might have, if I have a way to discreetly drop off their corpse at a questionable ripperdoc, I want to be able to get eurobucks for 'em.
Click to expand...
Yep, cool, but I think there should be... no there must be some sort of risk or consquense or too many will turn into physco meat vendors. Butchering at every opportunity for a few a quick bucks. Sure this stuff happens in the cyberpunk universe, but its still illegal and often traceable when doing so, that is investigating, isn't an inconvenience.
 
blank_redge

blank_redge

Rookie
#75
Jan 23, 2013
Pafetik Bazerka said:
Yep, cool, but I think there should be... no there must be some sort of risk or consquense or too many will turn into physco meat vendors.
Click to expand...
100% agreed.

Drop off the occasional "retired" Boosterganger, no big deal.

If you're coming in like clockwork every Friday and Saturday night, SOMEone should be tipped off to your actions and should start looking for you, including, but not limited to, the cops, and associates of those former 'gangers.
 
S

sympathy4saren

Rookie
#76
Jan 23, 2013
I agree 100% with what blank_redge spelled out as far as a logical loot system. Not being able to obtain those precise things, logically, could result in a destruction of a sense of realism in the game world. Additionally, a system like that is indeed just plain fun. This does, however, require careful balancing of the economic system itself then. Or it may be easy to get wealthy...simply by farming. Which can be good and bad, depending on your perspective.

Items dropped, such as armor, weapons, etc should be obtainable immediately if meeting inventory requirements but it doesn't necessarily mean you can use them right away if you don't meet the parameters of skill requirements, etc. Also, consumables should be placed and dropped at random, too.
 
C

ChaosWolf1982

Rookie
#77
Jan 23, 2013
sympathy4saren said:
Also, consumables should be placed and dropped at random, too.
Click to expand...
This is probably one of the few settings where random appearances of stuff like healing items and ammo could actually make sense in-setting instead of just as a part of game mechanics - you're taking them from some other dude's hidden stash!
 
wisdom000

wisdom000

Forum veteran
#78
Jan 23, 2013
blank_redge said:
Haha. =D


As mentioned earlier in this thread, I'm all for a logical loot system. Key word: logical. If I just croaked some weeflerunner with a nice autoshotgun, I should be able to retrieve that autoshotgun, as well as any other gear that would be logical for the NPC to be carrying on them. If I pop someone, I want the gun out of their hand, the armor off their back, and whatever loose change is in their pocket.

As also mentioned earlier, if I wanna harvest that Boosterganger for their cyberware and any good organs they might have, if I have a way to discreetly drop off their corpse at a questionable ripperdoc, I want to be able to get eurobucks for 'em.
Click to expand...
This, very much this...
 
Terralventhe

Terralventhe

Senior user
#79
Jan 23, 2013
In context of 'damaged goods' and whatnot.. there is a way around that: Localized damages.

That is to say, you set a particular damage ratio for each individual bodypart of the characters and targets, while leaving the target with a general 'total hit point' quota; in essence, this means that if the enemy target has enough hit points, you could technically blast both their arms off, leaving them with flailing, bleeding stumps (while taking bleeding damage), but still very much alive - and their delicious organs or face/chest implants fully intact.

It's not a very 'new' system, all things considered, Fallout has always had concepts of limb/bodypart damages, even back to the very first game. The original Deux Ex had this brilliantly implemented to the point where even the main character could be crippled to the point of crawling around all over the place. Hell, this sort of damage/organ/localized damage system is sort of present in the upcoming Metal Gear Rising game, where you can slice off a cyborg soldier's legs and he'll crawl around, trying to get at you before eventually succumbing to injuries. Similarly, with that particular game's design around being able to aim where you slice, you can pin-point a slice that lets you tear out a cyborg's spine for the game's designed 'nanomachine absorbing' gameplay (not required here).

Basically it would mean that if you just spray-damage an enemy, you're causing steady damage to everything on the enemy's person, from their armor, to their implants and so on (you could put a particular damage quota ratio for drops as such: chest area is down to 75% of its total Hit Point quota? Chest implants are degraded to a lower quality drop), whereas if you focus all your damage on one particular area (such as a headshot), the target won't have any viable head-implants for you, but it does leave the rest of the body with lots of undamaged, delicious organs, augments and more for you to peel off of the bastards.
 
wisdom000

wisdom000

Forum veteran
#80
Jan 23, 2013
Terralventhe said:
In context of 'damaged goods' and whatnot.. there is a way around that: Localized damages.

That is to say, you set a particular damage ratio for each individual bodypart of the characters and targets, while leaving the target with a general 'total hit point' quota; in essence, this means that if the enemy target has enough hit points, you could technically blast both their arms off, leaving them with flailing, bleeding stumps (while taking bleeding damage), but still very much alive - and their delicious organs or face/chest implants fully intact.

It's not a very 'new' system, all things considered, Fallout has always had concepts of limb/bodypart damages, even back to the very first game. The original Deux Ex had this brilliantly implemented to the point where even the main character could be crippled to the point of crawling around all over the place. Hell, this sort of damage/organ/localized damage system is sort of present in the upcoming Metal Gear Rising game, where you can slice off a cyborg soldier's legs and he'll crawl around, trying to get at you before eventually succumbing to injuries. Similarly, with that particular game's design around being able to aim where you slice, you can pin-point a slice that lets you tear out a cyborg's spine for the game's designed 'nanomachine absorbing' gameplay (not required here).

Basically it would mean that if you just spray-damage an enemy, you're causing steady damage to everything on the enemy's person, from their armor, to their implants and so on (you could put a particular damage quota ratio for drops as such: chest area is down to 75% of its total Hit Point quota? Chest implants are degraded to a lower quality drop), whereas if you focus all your damage on one particular area (such as a headshot), the target won't have any viable head-implants for you, but it does leave the rest of the body with lots of undamaged, delicious organs, augments and more for you to peel off of the bastards.
Click to expand...
You really should post this as its own thread, because its important.

Individual location damage is a very important part of Cyberpunk 2020 mechanics, and it needs to be presented in the game...
 
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