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What annoying game design trends should Cyberpunk avoid?

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kofeiiniturpa

kofeiiniturpa

Mentor
#181
Jun 9, 2020
Mybrokenenglish said:
now more than ever that Arkane has dropped the immersive sim genre for pvp gaas multiplayer.
Click to expand...
Oh, they have?

Thanks Bethesda. It really is mindboggling how everything they touch turns to shit. Truly the reverse Midas’ touch.
 
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Mybrokenenglish

Mybrokenenglish

Senior user
#182
Jun 9, 2020
kofeiiniturpa said:
Oh, they have?

Thanks Bethesda. It really is mindboggling how everything they touch turns to shit. Truly the reverse Midas’ touch.
Click to expand...

"DEATHLOOP” | Official Website | First-Person Action from Arkane Lyon

The Official Website of “DEATHLOOP”- If at first you don’t succeed…Die, Die Again. Watch trailers and stay in the loop on the latest “DEATHLOOP” news.
bethesda.net bethesda.net

Multiplayer yes, GAAS? maybe, they were hiring someone with GAAS experience years ago.

If you wonder, Raphael Colantonio has left the studio to work on this:

 
kofeiiniturpa

kofeiiniturpa

Mentor
#183
Jun 9, 2020
Mybrokenenglish said:
”...deathloop...”
Click to expand...
Gahhh... yeah no...

If you wonder, Raphael Colantonio has left the studio to work on this:
Click to expand...
I knew about Weird West, yes.

What about Harvey Smith?
 
Bloodartist

Bloodartist

Senior user
#184
Jun 9, 2020
Rawls said:
Also, bullet sponges are indeed a problem in design to some extent.
Click to expand...
If a game contains a more sliding scale of "damage dealing ability" as befits a deep RPG character progression, then unfortunately bullet sponges are a side effect of that. Imagine that either you equip a slightly better weapon or increase your shooting skill by X points. -> Your dps increases by 1%. The enemies remain the same, which means that in order to have meaningful combat, the same enemies will be bullet sponges to characters on the lower end of the gear/skill spectrum. (Your damage output is so low that enemies appear as damage sponges)

Games that have levels usually have overarching effects of level gain as:
"you have gained 1 level! -> your hp increases by X, your damage increases by Y."
Conclusion: leveling can cause exact same effect. High level mobs appear as bullet sponges to a low level character. But thats okay cause..... you can go grind side missions to level up!

..... anyone notice how this "progression" has nothing to do with story or immersion? Game developers keep on treating this as something that they MUST do. People need to grind, right? Wait, 'grind' is a strong word! We can make leveling faster so its not a grind!

... but why have it in the first place? You can have progression that is solely based on skills/perks/gear. Take good old VtM:B for example. Xp from missions, no levels.
 
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Mybrokenenglish

Mybrokenenglish

Senior user
#185
Jun 9, 2020
kofeiiniturpa said:
What about Harvey Smith?
Click to expand...
According to wikipedia he's still in Arkane. There's still hope for future games. Anyway, maybe deathloop will be revolutionary, but I'm not the type of guy who plays PVP...
 
kofeiiniturpa

kofeiiniturpa

Mentor
#186
Jun 9, 2020
You could get away from damagesponges by combining weapon handling (actual handling by the player), accuracy factors (spread and recoil), and soft gate penalties to the afore (skill and stat prerequisites based on weapon caliber and weight), and enemy armor/evasion level.

Could... but of course you can’t make the player inaccurate if he isn’t himself, so...
Post automatically merged: Jun 9, 2020

Mybrokenenglish said:
According to wikipedia he's still in Arkane.
Click to expand...
Ah, ok then.
Perhaps there’s still some... hope.
 
Last edited: Jun 9, 2020
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Rawls

Rawls

Moderator
#187
Jun 9, 2020
Bloodartist said:
..... anyone notice how this "progression" has nothing to do with story or immersion? Game developers keep on treating this as something that they MUST do. People need to grind, right? Wait, 'grind' is a strong word! We can make leveling faster so its not a grind!
Click to expand...
Yeah it's not an ideal design IMO. I don't really need my character to feel significantly more powerful at then end of a game than at the beginning to feel like they've "progressed." Learning additional ways to deal with problems is always great, but keeping the character around roughly the same damage output level works fine. Joel in the tLoU is a good example, though it's not an RPG, and a linear game, so applying it to an open world level design is not 1 for 1. He improves some abilities over the course of the game, but the progression of the character is not dependent on him feeling significantly more powerful.
 
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L

Lady_Yuno55

Fresh user
#188
Jun 10, 2020
DinSnide66 said:
Confusing cover and concealment.
Click to expand...
Also wanna add cyberpunk should avoid instant mission failure for screwing up a 'stealth' mission. Those types of missions just suck all the enjoyment from a otherwise decent game.
Post automatically merged: Jun 10, 2020

zix3001 said:
Getting extremely rich very quickly.
Click to expand...
Fable 3's Rent Xbox calendar Exploit.....
 
Last edited: Jun 10, 2020
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Secretz

Secretz

Senior user
#189
Jun 10, 2020
Looks like Death Loop and Weird West will be two games I might check out on a deep sale instead of picking it up immediately. I can't tell which kills my excitement for a game more, first person or isometric top-down, :facepalm:
 
Last edited: Jun 13, 2020
L

Lady_Yuno55

Fresh user
#190
Jun 10, 2020
Also wanna add i hope they avoid overtuning the enemy AI. Nothing is more irritating then being mowed down by Busted AI goons that attack like you are playing on the hardest in game difficulty when in reality you aren't.
 
Eddrick_Martin

Eddrick_Martin

Fresh user
#191
Jun 13, 2020
I usually play games with inverted cameras(unless they're already inverted), but the thing I hate the most is that some games only give you the option to invert one camera control, usually Y. I'd want the option to invert both vertical and horizontal. If not, don't just do one. It is hard to get into the standard camera controls though.
 
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Spockprime

Spockprime

Forum regular
#192
Jun 15, 2020
Pulling a Bioware (of the past decade -- not old Bioware) and wrapping up the game with a big baddie that hoses you in what's basically a cut scene, doesn't give you the chance to face off against him, and expects you to accept it as something other than a cheap, cowardly attempt at setting up the next game in the series.
 
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L

Lady_Yuno55

Fresh user
#193
Jun 16, 2020
Spockprime said:
Pulling a Bioware (of the past decade -- not old Bioware) and wrapping up the game with a big baddie that hoses you in what's basically a cut scene, doesn't give you the chance to face off against him, and expects you to accept it as something other than a cheap, cowardly attempt at setting up the next game in the series.
Click to expand...
That's Very lazy imo.
 
Secretz

Secretz

Senior user
#194
Jun 18, 2020
Neuronin said:
I just don't want a lot of crafting in the game. It's silly how many games allow you to craft ten potions in the middle of a fight and then just spam-heal over and over again. It's too gamy and it breaks immersion. When a game relies heavily on crafting mechanics I get bored.
Click to expand...
I was watching a video discussing Cyberpunk 2077's loot and how we'll be able to loot items to either sell or use for crafting... so, whoops? :shrug:
 
HellKnightX88

HellKnightX88

Forum veteran
#195
Jun 18, 2020
That's an easy one: quick time events.
 
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Poison19

Poison19

Forum regular
#196
Jun 18, 2020
kofeiiniturpa said:
enemy armor/evasion level.
Click to expand...
Oh god, please no. The most hated thing by me is RNG hit chance, provided only by numbers and not AI behavior.
 
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kofeiiniturpa

kofeiiniturpa

Mentor
#197
Jun 18, 2020
Poison19 said:
Oh god, please no. The most hated thing by me is RNG hit chance, provided only by numbers and not AI behavior.
Click to expand...
I bet you wouldn’t even notice it among all the action, if it was done right. (Meaning, nobody would do or want it to be such, where you keep shooting a stationary target and dicerolls make you miss 7 out of 10 rounds.)

AI is always either stupid, or ”smart” enough to be a cheat, i.e. conspicuously ”too smart”. It’s easier to provide these sorts of effects through clever systems design.

It’s also much more satisfying to score a hit that actually counts for something among few misses, than always hitting but doing minuscule damage because your enemy is a couple of levels above you.
 
drache

drache

Fresh user
#198
Jun 18, 2020
Annoying game design trends i'd like to see CP2077 avoid..
I would like to add, "Postponing the release date" to the list please..
</joking> ;-P
 
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harzeckz

harzeckz

Forum regular
#199
Jun 19, 2020
To many "loot" gametype, its boring
 
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Ramzah

Ramzah

Forum regular
#200
Jun 19, 2020
It might sound stupid/unimportant... But i really HATE when a game doesn't have customized input icons according to your device (ex: xbox icons while using ps4 controller or kb+mouse) and i instantly assume the developer was lazy for not taking the time to work on such a simple feature.
Another thing i HATE is when the game is clearly a port of a console game (ex: Hold button to use item from a menu, unable to select menu options with mouse but have to use ARROW KEYS instead). Same as above, i instantly assume the dev were lazy and couldn't be botered to make an effort to differentiate console vs pc release.
 
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