The loot system is garbage

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Yeah, as a consequence of the loot economy, the crafting skill tree is pretty useless and if you ever get to use the system its to make spare ammo instead of something meaningful like a cool gun/clothes.
Good luck finding those iconic legendary weapons then without crafting :D I am full legendary on my V and every single Weapon was crafted and also some bits of clothes like Samurai Jacket in legendary
 
The difference here is: Fallout depicts a post-apocalyptic world, where collecting junk is required to survive. In that game, handling junk is very much in flavor.

Not so for a game like CP2077.
I agree the loot system in Fallout had a narrative/thematic justification that Cyberpunk does not. However, in Fallout 4 it quickly became a significantly more frustrating grind for anyone who roleplayed and delved into the settlement system. With little to no in-game reward for huge effort. In fact, the excessive crafting encouraged in both games leads to the game becoming less stable. TDLR: Fallout 4 was the worst. Utter toxic grind.
 
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Recently I finished Deus EX Mankind Divided and came to conclusion that they should take inspiration from that game, not Borderlands. In DE each enemy drop weapon with the same stats (pistol, machine gun are always the same etc.). The only difference between player's and enemies' guns are modifications. There is always too little ammo and there are different types of it. That would make CP more immersive, realistic and on par with PnP core version.
Totally agree, that's how good games work. If developers actually tried to make an RPG, they might try static weapons with damage based on dice throw result, but with a twist: based on player's level, stats, and perks, minimal dice result would climb higher and higher.
For example:
Pistol does 1d10 damage (1 dice throw with 10 sides, making the result between 1 and 10).
Level 1 player without any skills and penalties will do just that random damage between 1 and 10.
Level 20 player (+2 to minimal damage) with pistol skill 2 (another +2 to minimal damage) will do 5 to 10 damage, if dice output is lower than 6, the damage will be at least 5 points.
Such system has few benefits.
It makes huge sense to describe player's weapon expertise.
Even low damage should be enough to deal with low-level enemies.
For low level player it introduces implicit "pseudo-crit" mechanics, which is satisfying occasional bonus that should feel nice.

Of course, even plain static damage system might be good, anything that does not involve grind and numbers chasing.
And it doesn't involve any thinking! In RPG's to make a "perfect build", you have to do some build planning, but in cyberpunk2077 I just constantly pick up whatever is lying around me, and I hate it with all my anger - constant swapping weapons with identical looks but better stats.
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I agree the loot system in Fallout had a narrative/thematic justification that Cyberpunk does not. However, in Fallout 4 it quickly became a significantly more frustrating grind for anyone who roleplayed and delved into the settlement system. With little to no in-game reward for huge effort. In fact, the excessive crafting encouraged in both games leads to the game becoming less stable. TDLR: Fallout 4 was the worst. Utter toxic grind.
Oh no, I just installed some mods to get rid of junk collection crap and I had actual fun in the game without any need to constantly search for some adhesive. Checkmate.
 
You clearly never played Fallout, and if you did you've probably put it down quick.

First and foremost, you are not obliged to pick everything up.
What I do agree with to some extend is that the options its used for is slightly small and the UI may need a touchup.
But the reasoning that 'its too much' doesnt make it bad.
In Falout a rifle or a pistol was always the same in terms of stats. In CP each has different numbers and if you want the best you have to gether them and check. I personaly used Lizzie and Skippy through whole game and didn't care about all useless loot.
 
Totally agree, that's how good games work. If developers actually tried to make an RPG, they might try static weapons with damage based on dice throw result, but with a twist: based on player's level, stats, and perks, minimal dice result would climb higher and higher.
For example:
Pistol does 1d10 damage (1 dice throw with 10 sides, making the result between 1 and 10).
Level 1 player without any skills and penalties will do just that random damage between 1 and 10.
Level 20 player (+2 to minimal damage) with pistol skill 2 (another +2 to minimal damage) will do 5 to 10 damage, if dice output is lower than 6, the damage will be at least 5 points.
Such system has few benefits.
It makes huge sense to describe player's weapon expertise.
Even low damage should be enough to deal with low-level enemies.
For low level player it introduces implicit "pseudo-crit" mechanics, which is satisfying occasional bonus that should feel nice.

Of course, even plain static damage system might be good, anything that does not involve grind and numbers chasing.
And it doesn't involve any thinking! In RPG's to make a "perfect build", you have to do some build planning, but in cyberpunk2077 I just constantly pick up whatever is lying around me, and I hate it with all my anger - constant swapping weapons with identical looks but better stats.
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Oh no, I just installed some mods to get rid of junk collection crap and I had actual fun in the game without any need to constantly search for some adhesive. Checkmate.
You don't even need that, just make a static DMG vs enemy defense and "elemental" DMG that affects gameplay with weaknesses. But it needs to work, not like CP77 where it's just flavour.
Progression can go through sway, recoil, loading time and completely forget about DMG increase, which would also fix the balancing of the game, pretty easily actually (which is a total mess, oh boy oh boy how badly balanced the game is).

EDIT: anyway, we've been telling this here for over 2 years. They couldn't care less, they like looter games, so be it.
 
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The loot system is a hot mess. Not many guns to choose from. Clothes have very few styles. No way to change you looks beyond what you wear. Guns cant be fully customized. Needs more selections
 
Too much loot making anything related to economy or vendors utterly useless, Clunky inventory, Tons of stuff you don't care or need, unorganized, unexplained, unclear, messy, eyes hurting and , in the end, Cheap and gamey.
Exactly, and on top of that the inventory window seemingly reloads every time a change is made, which makes for an extra sluggish experience.

This is, in fact, what ultimately made me abort my first playthrough.
 
UI is fine. Everything is labelled. It's not unclear. It's very clear.

You don't need to loot if you're a netrunner.

Also loot in any given scenario has very few epic and uncommon drops to pick up in the first place. Legendary items are usually locked behind perk requirements rewarding your build. IE: I don't have Johnnies car because I didn't have the key based on my decision and didn't have the skill to compensate for that terrible choice. That's role playing baby lol.

If you're going around looting everything you're that guy I wanna freaking kill in Borderlands.

Don't blame the game because you're a kleptomaniac. Stores are relevant as they offer legendary items and crafting recipes.

With all of this said it's not perfect. It needs a little work, but some of you make it out like it's trash and cannot be fixed which I find highly dramatic.
 
I dont mind getting a ton of trash weapons and junk its good for dissamble what bothers me is huge amount of drink and food items that i never use and that i hate seeing them in the backpack
 
There is just simply too much. I dont want to even pick anything up any more because its overwhelming and I dont care about what im collecting - I mean the "junk section" it feels like im literally just scavanging garbage. And the guns - why does literally every guy drop a gun? I have to stop on literally every kill to see if maybe the dropped a gun stronger than one of mine, and of course I cant check as I pick them up everytime so end up with 10 identacle guns in my inventory I have to scan through to find out what ones I need to scrap. Yeah scrap, because vendors are useless. Why do they exist? There isnt any point in buying guns, or food or drinks. And the health boosters? I pick up to many to use.

And the clothing - why do I only pick up clothing items that enemies werent wearing? Why is there just a random chance for them to drop a seemingly random clothing item.

The whole entire system is just totally garbage and by far the worst thing bar the bugs.
im with there trying to remove fun out of this game
 
My favorite part is how, thanks to the constant need to clear junk items from my inventory, every so often I accidentally trash an ICONIC item I've been carefully avoiding trashing. So not only is the process gruelingly slow because I can't "lock" an item, but I end up junking something I wanted. Yay!
 

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if you're on PC, there's mods to quickly sell alcohol junk and food if you don't need the components (there's a mod for that too btw :p ),
about crafting, the fun part was upgrading weapons and pieces of clothes a bit like witcher armor sets in the witcher.
 
Are there any consequences to looting?

I started playing hoping there was a deep cause/effect system in place when it comes to decisions/appearance/reputation. I was hoping this also included the looting system, especially after finding so much cash attached to the Disasterpiece mission.

There is still plenty of room for this franchise to grow; if a mod will not incorporate this idea a sequel/prequel will be sure to cover it.

Does the AI/NPC system even react differently according to Items held/Appearance (or per class)?
 
Are there any consequences to looting?

I started playing hoping there was a deep cause/effect system in place when it comes to decisions/appearance/reputation. I was hoping this also included the looting system, especially after finding so much cash attached to the Disasterpiece mission.

There is still plenty of room for this franchise to grow; if a mod will not incorporate this idea a sequel/prequel will be sure to cover it.

Does the AI/NPC system even react differently according to Items held/Appearance (or per class)?
No.
 
Are there any consequences to looting?

I started playing hoping there was a deep cause/effect system in place when it comes to decisions/appearance/reputation. I was hoping this also included the looting system, especially after finding so much cash attached to the Disasterpiece mission.

There is still plenty of room for this franchise to grow; if a mod will not incorporate this idea a sequel/prequel will be sure to cover it.

Does the AI/NPC system even react differently according to Items held/Appearance (or per class)?
I don't think that there are any consequences to looting. You can steal things from an NPC desk while.talking to him and nothing will happen. The only thing I noticed that alarms NPCs and makes them attack you is hacking into access points.
 
Meh... anyone recall Morrowind 3?

... I almost do not want to ask my other questions now... I think I'd rather just find out.
 
I don't think that there are any consequences to looting. You can steal things from an NPC desk while.talking to him and nothing will happen. The only thing I noticed that alarms NPCs and makes them attack you is hacking into access points.
This is true as far I have noticed. Looting is not like in a Fallout game (or maybe others) where is would be stealing, all loot is 'free to take'.
 
I think people are exagerating the loot dynamics here. Yes it s a lot. Mainly the junk loot. But noone is forcing you to loot all of it. Just leave them all on the ground. I m sure some bum will find their way to the spot and clean the mess for you later. :)
You can only focus on epic and legendary loots and keep your backpack clean. For this you don't even need to click or approach to the loot itself.. Minimap and the Scan show all those worthy-to-loot items. Also, there is a simple perk turning the entire junk loot to craft material automatically. The only upgrade could be increasing the frame of this perk from "turning all junk to crafting material" to "turning any item with specific quality to crafting material" and giving this choice to the player.
 
Maybe interesting the view of a game developer (from minute 58 is relevant):


PS: always good to remember, that in all videos is trying to "don´t bitch too much, but I did it better"... but interesting to hear his comments nevertheless.
 
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