PLEASE DO !!, I'd love a FPP game where the player character doesn't always hold out his weapons and hands in front on his face, in a generic FPS fashion, like a weirdo. Just imagine that pose in TPP (thats why i fear i wouldn't enjoy cyberpunk's TPP mod). The mantis blade pose would look especially atrocious in TPP.P.s.: At least I may be able to mod it for the community if combat doesn't meets player's expectations once again.
Bethesda Softworks are the laziest AAA developers, literally, the only reason we enjoy and play their games till now is purely because of its thriving modding community. I'd rather die than playing vanilla Skyrim again. (repeatedly playing bleak falls barrow quest has deeply traumatized me.)People loved Skyrim. They still love. I still enjoy it.
Did you see the 20 seconds of Katana gameplay footage yet? it looks and feels exactly like Skyrim. Looking and feeling the same way as a 10 year old game with bad combat, I'd definitely consider that as a bad thing.And you really must try exceptionaly hard to even get close to how bad the combat is in that game, and probably fail. So, I won't worry about combat.
Agreed.I hope that as our combat skills improves, it add diversity to the fights, a reviewer said they were very "down to earth" which isn't bad per say, but after 20hours, if we have to use the same tactics over and over again, it may feel boring/redundant.
In most Rpg with very basic combat mecanics, after a while, every mobs are more a waste of time than a "thrilling encounter".
Have you tried out the "unarmed combat" mod from steam workshop? That feels like 5x more fun and responsive than what Cyberpunk has right now.I enjoy Conan exiles, even though its combat system isn't really that much more detailed than Witcher 3 and it has next to no roleplay elements (like, cutscenes, characters and stories). Theres just loads of weapons, which all have like 2 different attacks (light and heavy). The combat is good enough and the sandbox is awesome, so conan is good.
The unarmed combat system of Cyberpunk isn't even halfway close to Mirror's edge, which is a parkour based puzzle platformer oriented game. Which is also the Battlefield team's side project, meanwhile Cyberpunk is CDPR's "Most Ambitious" title and main project.far better than any given title save dedicated melee simulator like Kingdom Come.
If the proficiency system of Cyberpunk brings in many distinguishable animations as we progress, it's its immersive and awesome. But if it only increases the animations speed and damage value, then its just as boring.I personally love the idea of animations becoming tighter as the character gains experience.
Especially when it has that generic FPS aesthetic.I will admit, all FPP is the same to me. I can't tell the difference between "good" and "bad."
YEA !!, we are here to play a cool game and have fun, not watch a movie (dialog and conversation) and do math (creating a build purely through computing stat boosts). I seriously hate it when people say "its an RPG, it doesnt need good combat".I don't like this idea that RPG's are not supposed to have good combat or mechanics. Since when was this a thing?
True, and we can clearly see its effects on the community now.Just because the game I'm playing happens to be an RPG doesn't mean it shouldn't be given the same attention to detail as other genres when it comes to combat! When you have to make excuses for combat being half-baked, or not fun due the genre, I think you're settling for less, and it begins to affect the genre as whole.
The "pacifist route" in Cyberpunk would still make you fight just as much. Its just the decision of "killing" the knocked out target at the end of the fight. Its not a "non-violence" route in cyberpunk, so combat is just as relevant there.And what if you want to roleplay the pacifist route? It was possible in Deus Ex: HR (after they remade the silly boss fights). Though, there was still combat. Well, in Fallout 1-2 you could talk/hack your way through the game.
This would also mean that CDPR hasn't improved at all in making combat systems. And this is CDPR we are talking about, who are well known for their rate of improvement in every AAA title they launched. That would just be disappointing as hell.Or to put it bluntly (and more clearly), if it's going to suck, then, at least, make sure it isn't annoying. Case in point, the Witcher 3's combat, which was mediocre, but still good enough to have an immersive fantasy RPG.
CDPR describes the game as "Action- Adventure" though.in a branching narrative RPG like CP2077
Dark Souls.Never understood why people say witcher 3 combat is bad. I don't know even 1 rpg that does third person action combat better than witcher 3
I fully intend to use guns in Cyberpunk2077, but I also want to play a game that for the first time, really gives me good fun with swords. I feel like Cyberpunk2077 COULD do this right. I guess I'm excited, and I'm hoping for amazingness, but I'm not expecting amazingness because I feel it will probably just be "okay" but not like "super amazing" just because I think swords in video games are difficult to do in a way that is actually genuinely fun. I guess, if Cyberpunk2077 swords were to be like skyrim in terms of how simple it were to use them, but maybe better somehow, I guess that would be okay. I don't know. I feel kind of lost, like I know what I DON'T want, but I find it difficult to imagine what CDPR will actually do with swords. The katana gameplay seemed like it had some things that needed work, but it was also cool, and seemed better than anything I would have expected from skyrim, which kind of makes me feel lots of hope and makes me kind of happy because it's already at least that good, or slightly better, but I kind of wonder if CDPR has already improved swords even further since then, but I don't know what to expect or what I would consider to be good or even amazing beyond what I have seen of the katana gameplay. I know for sure that I want to use the katana with the bullet blocking shield I heard a rumor of a long time ago, in combination with the kereznikov effect (almost time stop) and hopefully some perks and skills can greatly increase the length of the kereznikov effect to the point where I can actually stop time for over 10 seconds continuously, and just goYou've experienced some discomfort when trying to tell Geralt how to swing his sword. However, if you use guns, instead, then you just have to point and shoot. No dodge/sidestep, no parry, no riposte, no light swing or heavy swing; just pull the trigger.
Hence: "Well, in Fallout 1-2 you could talk/hack your way through the game." I think it should be possible to avoid fighting, if you want to.Its not a "non-violence" route in cyberpunk, so combat is just as relevant there.
Okay but I don't consider Dark Souls an RPG.
You sure your keyboard/controller wasn't broken? LolNo no no I am not a button masher. witcher 3 combat was so broken that at times it made me feel like a button masher because of how unresponsive the controls were. I felt like at many times w3 outright completely ignored my inputs even if I was being calm about it. The game would ignore my inputs so badly that it would create very tense and frustrating situations where geralt would just stay sitting there and get attacked while I tried to maneuver and attack and block, and the game just didn't care what I wanted to do. Instead of fighting the enemies, I was fighting the game.
If the combat is bad like that in Cyberpunk2077, I might possibly ask for a refund.
Yeah and? We all have a different conception of what an RPG is and Dark Souls isn't one of them in my opinionHence: "Well, in Fallout 1-2 you could talk/hack your way through the game." I think it should be possible to avoid fighting, if you want to.
Nooooo my keyboard/controller wasn't broken.... *sigh* as you know I disagree it was just so awful, I could not handle the stress it gave me... I didn't like fighting the game constantly. but whatever.You sure your keyboard/controller wasn't broken? Lol
Seriously though, I never had problems with Geralt in fights. You just had to keep an eye on every ennemy and time your moves right.
The only annoying thing to me were the crossbowmen which I always took out first because they would ruin my attacks.
The combat wasn't the best ever made but was far from bad.
Therein lies a challenge for the devs. Convention dictates that every play style should be balance. This means that swords should roughly be as powerful as guns. However, that's not realistic. Yet, most games still try to compensate by giving melee weapons an edge of some kind. I disagree with that premise. The melee route should naturally be more challenging.I fully intend to use guns in Cyberpunk2077, but I also want to play a game that for the first time, really gives me good fun with swords.
I agree with everything you said, which is why I think that the bullet blocking shield in the special katana in combination with speedy cyber legs, in combination with kereznikov is going to be an excellent combination. I feel like the cybernetics are going to help support the melee weapons by allowing V to utilize their usefulness faster and better, resulting in something that can actually counter and defeat many ranged weapon wielders if V is fast and smart enough. Of course I'm also going to use a gun as well, but I really want to have huge amounts of fun with the katana and other melee weapons. Now I'm thinking I might go with bullet blocking shield katana for close to medium range + sniper rifle for anything further. I don't know if it will be very comfortable, but I hope CDPR does not go with the rout of "nerfing" everything, essentially making everything overly weak and "balanced" (balanced like as in a buzzword, not as in real balance, which is in many ways subjective anyway) I would rather CDPR go the "Everything is completely overpowered rout" so that no matter what the player uses, it's effective and very very fun, and also the NPC's all have the same overpowered gear as well.Therein lies a challenge for the devs. Convention dictates that every play style should be balance. This means that swords should roughly be as powerful as guns. However, that's not realistic. Yet, most games still try to compensate by giving melee weapons an edge of some kind. I disagree with that premise. The melee route should naturally be more challenging.
I really like the guns, A LOT. I really really do. I will be using them for sure, but I really want to do lots of katana kereznikov za warudo stuffI'm sure CP2077 will be better, at least the gunplay
Stealth is still non-trivial. GTA5 for example has many things going for it, but stealth isn't one of them.I'll give a simple example. Stealth is usually an option in RPGs, which means such a mechanic must be implemented. Usually, it's just a simple indicator of how well hidden you are. This is enough for a normal RPG
To be honest, one of the better things CDPR could add to the gun play in CP2077, would be the ability to lean around corners and shoot (the way rainbow 6 siege does it). It wouldHowever, if you use guns, instead, then you just have to point and shoot. No dodge/sidestep, no parry, no riposte, no light swing or heavy swing; just pull the trigger.
You sure your rig wasn't getting nailed with FPS drops or something?No no no I am not a button masher. witcher 3 combat was so broken that at times it made me feel like a button masher because of how unresponsive the controls were. I felt like at many times w3 outright completely ignored my inputs even if I was being calm about it. The game would ignore my inputs so badly that it would create very tense and frustrating situations where geralt would just stay sitting there and get attacked while I tried to maneuver and attack and block, and the game just didn't care what I wanted to do. Instead of fighting the enemies, I was fighting the game.
At this point I haven't seen anything I'd consider much of an improvement. It's probably premature to make this statement before playing the game. I can't help it. If anything it looks like a regression. I think comments suggesting it looks more like a TES title are spot on for the melee. TES titles had a lot going for them but combat never felt like one of them. It always seemed like flashy animations and effects but very little mechanical depth.If the combat is bad like that in Cyberpunk2077, I might possibly ask for a refund.
Isn't it though? It's even worse in Kingdom Come because you can't turn it off completely. Worst of all the pull of the lock on is absurdly strong. You end up locked on a target and can't reliably switch off of it. I've avoided using similar functionality like the plague in every ARPG. I certainly did in the Witcher.That auto lock on, though, more annoying than the combat of the Witcher ever was.
For some games, but not all.Stealth is still non-trivial.
I just remembered one hands-on demo video where the player was distraught that he wasn't detected when he was crouching in plain sight about 10 meters away from an enemy before he ducked behind cover.
They've already said that you need to hurt people in the game even if you don't kill them. So yes it's a combat game.And what if you want to roleplay the pacifist route? It was possible in Deus Ex: HR (after they remade the silly boss fights). Though, there was still combat. Well, in Fallout 1-2 you could talk/hack your way through the game.
I understand if you have to shoot/fight your way out of a situation and it's not possible to avoid it. However, if you can actually hurt people as a dialogue option, there should be other alternatives too (e.g. bribery).They've already said that you need to hurt people in the game even if you don't kill them. So yes it's a combat game.