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What annoying game design trends should Cyberpunk avoid?

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vyvexthorne

Senior user
#241
Dec 1, 2020
Fast respawns. I hate respawns, especially really fast ones.. I cleared the area and now that it's clear either a faction that I'm friendly with should take it over or an entirely new faction takes an area over but at least for a certain amount of time it should just be a cleared area. Having the exact same enemies appear in the exact same positions that they were before is simply annoying, especially when you almost immediately get another quest or mission which sends you right back to an area you just cleared..... "What? I was just there a minute ago!!.. I have to clear the whole area again!? Fuck you game!"

What I'd like to see someday is open world games having a set population with a certain amount of that population being dedicated to certain careers, factions and groups and once that set number of the population has dwindled you'd see the effects of that in the game world. .. I mean, Night City is supposed to have a population of around 6 million.. so if it was like New York that'd mean there'd be around 30,000 cops. It'd be doubtful that you'd be able to wipe out 30,000 cops in a game (unless you were extremely dedicated to doing so.) but it'd be cool to see their numbers affecting the game world in some way.
 
Bloodartist

Bloodartist

Senior user
#242
Dec 1, 2020
Secretz said:
Instead of glowing weak points or having to scan for a weak point, there should be obvious visual cues.
Click to expand...
Why would an enemy highlight their weak point? Its more believable that a scanner does it.
 
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kofeiiniturpa

kofeiiniturpa

Mentor
#243
Dec 1, 2020
doktor_fleck said:
Check out those games mentioned ... you will see that this kind of combat is 20 years out of date in FPS setting.
Click to expand...
In FPS setting yes. In RPG setting, no, probably not. Don't assume that since the examples are 20+ years old, what is being asked for is also 20+ years old.
 
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doktor_fleck

doktor_fleck

Forum regular
#244
Dec 1, 2020
kofeiiniturpa said:
In FPS setting yes. In RPG setting, no, probably not. Don't assume that since the examples are 20+ years old, what is being asked for is also 20+ years old.
Click to expand...
Even for RPG this kind of mechanic is obsolete.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#245
Dec 1, 2020
doktor_fleck said:
Even for RPG this kind of mechanic is obsolete.
Click to expand...
Nah. Obsolete is such a vague word here. Obsolete how, exactly?

It's not an answer that a lot of people like FPP to equal FPS either. And it's kinda creatively bankrupt not to be able to figure out anything for an FPP game than FPS.
 
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doktor_fleck

doktor_fleck

Forum regular
#246
Dec 1, 2020
kofeiiniturpa said:
Nah. Obsolete is such a vague word here. Obsolete how, exactly?

It's not an answer that a lot of people like FPP to equal FPS either. And it's kinda creatively bankrupt not to be able to figure out anything for an FPP game than FPS.
Click to expand...
Obsolete as "no modern, successful game in last 10 years used this kind of combat system" - seriously: the fact that something can be done does not mean that it's a good idea to do that.
 
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kofeiiniturpa

kofeiiniturpa

Mentor
#247
Dec 1, 2020
doktor_fleck said:
Obsolete as "no modern, successful game in last 10 years used this kind of combat system" - seriously: the fact that something can be done does not mean that it's a good idea to do that.
Click to expand...
Correction, no modern game has done it at all in the past 10 years. Or, in the case of what I've been talking about, no game has done it. Why? It's either because no one has thought of it, or because trying something else than the tried and true is risky.

There's no saying whether this or that "if done today, with todays technology and knowhow" would or would not be succesful. Though it would be a fair assumption, that if a game is good - regardless of what design it uses - it would be succesful.

I would say that there's no design that is inherently obsolete (what might be, is the tech and how it was used for it in the past) and suggesting that because something hasn't been done in a while means it's obsolete, is ignorant.

ISO/TB games suddenly jumped out in the mainstream in 2014 and onwards after being more or less ”obsolete" for about a decade and a half, and they are doing well now.

seriously: the fact that something can be done does not mean that it's a good idea to do that.
Click to expand...
Nor is it a good idea to discard interesting prospects outright due to a misguided notion, that every concept made in the past is now bad, worn out or unworkable.
 
Last edited: Dec 1, 2020
doktor_fleck

doktor_fleck

Forum regular
#248
Dec 1, 2020
kofeiiniturpa said:
Nor is it a good idea to discard interesting prospects outright due to a misguided notion, that every concept made in the past is now bad, worn out or unworkable.
Click to expand...
There are plenty of old concepts still working in modern day games. This one does not.

Hell, even V.A.T.S in F3 and F4 is sooooooo bad and immersion breaking it's not even funny.
 
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kofeiiniturpa

kofeiiniturpa

Mentor
#249
Dec 1, 2020
doktor_fleck said:
This one does not.
Click to expand...
How do you figure? Because you can’t imagine it workin the way you generally prefer to play?


doktor_fleck said:
Hell, even V.A.T.S in F3 and F4 is sooooooo bad and immersion breaking it's not even funny.
Click to expand...
VATS is bad because of how it is made, not because the core idea behind it is bad.
 
doktor_fleck

doktor_fleck

Forum regular
#250
Dec 1, 2020
kofeiiniturpa said:
How do you figure? Because you can’t imagine it workin the way you generally prefer to play?

VATS is bad because of how it is made, not because the core idea behind it is bad.
Click to expand...
Then describe how it should work "properly" in FPS setting.
 
Rfb_28

Rfb_28

Fresh user
#251
Dec 1, 2020
doktor_fleck said:
No it won't. Check out those games mentioned (you can get them for pennies) and you will see that this kind of combat is 20 years out of date in FPS setting.
Click to expand...
Well, I meant it would be fun for me...
Post automatically merged: Dec 1, 2020

doktor_fleck said:
Then describe how it should work "properly" in FPS setting.
Click to expand...
He already referenced his views here, in case you want to check them out.
 
Last edited: Dec 1, 2020
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kofeiiniturpa

kofeiiniturpa

Mentor
#252
Dec 1, 2020
doktor_fleck said:
Then describe how it should work "properly" in FPS setting.
Click to expand...

Rfb_28 said:
He already referenced his views here,
Click to expand...
Thank you. Another one in the sig.

Both are few years old, so there’s that, but the core idea should come about. If not, ask.

Also, I don’t think about it as ”FPS setting”, but ”FPP setting”. A 1st person shooter can be as much a 1st person shooter as it wants. My perspective is always about how it could be a better RPG, and a RPG in the first place.
 
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doktor_fleck

doktor_fleck

Forum regular
#253
Dec 1, 2020
Rfb_28 said:
Well, I meant it would be fun for me...
Post automatically merged: Dec 1, 2020


He already referenced his views here, in case you want to check them out.
Click to expand...
This has nothing to do with Daggerfall-like combat.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#254
Dec 1, 2020
doktor_fleck said:
This has nothing to do with Daggerfall-like combat.
Click to expand...
Not physically, no. Only character skill based to-hit-chances (and other systems) in FPP combat and the relatively slow pace.

I said earlier not to take the examples "literally", because that's not why I made them.
 
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Suhiira

Suhiira

Forum veteran
#255
Dec 2, 2020
I know LOTS of people are going to disagree with this, some violently.

But many of the recent 16 hour gameplay reviews have been disappointed CP2077 isn't more of an FPS/Action Game.

Personally I think this is a good thing. It's an RPG not a shooter. If you go into the game wanting/expecting a shooter you're going to be disappointed. The animations, and perhaps controls aren't up to that, and your characters skills will effect your ability to shoot/melee accurately. So many games these days seem to feel they need to appeal (cater?) to the twitch crowd.
 
Last edited: Dec 2, 2020
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jay_dvrden

jay_dvrden

Fresh user
#256
Dec 2, 2020
I hope they don't end like ea games lmao
 
doktor_fleck

doktor_fleck

Forum regular
#257
Dec 2, 2020
kofeiiniturpa said:
Not physically, no. Only character skill based to-hit-chances (and other systems) in FPP combat and the relatively slow pace.

I said earlier not to take the examples "literally", because that's not why I made them.
Click to expand...
Then why are you arguing, when I just said to a different person that Daggerfall-like combat is crap and there is a reason why nobody implemented it like this in any modern game?
 
Suhiira

Suhiira

Forum veteran
#258
Dec 2, 2020
doktor_fleck said:
<clip> Daggerfall-like combat is crap and there is a reason why nobody implemented it like this in any modern game?
Click to expand...
Like most game Daggerfall was limited by the technology of the time.
And if you look Minecraft is pretty much the same 8-bit graphics Daggerfall was.

Games VERY rarely limit themselves in terms of graphics and sound etc. because they want to, they do the best they can with what they have to work with. You might as well ask why no one drives Model T's anymore.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#259
Dec 2, 2020
doktor_fleck said:
This has nothing to do with Daggerfall-like combat.
Click to expand...
Because he was referring to my post.
Post automatically merged: Dec 2, 2020

Suhiira said:
Personally I think this is a good thing. It's an RPG not a shooter.
Click to expand...
This is agreeable. But then, combat not being forced fed to the player like in a regular shooter, kinda needs to be accounted for somehow in other aspects of the game.

I.e. what will you be doing while not in combat?
 
Last edited: Dec 2, 2020
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Bloodartist

Bloodartist

Senior user
#260
Dec 2, 2020
kofeiiniturpa said:
I.e. what will you be doing while not in combat?
Click to expand...
From what we have heard, there is a LOT of game outside of combat. The game takes a really slow burn approach. One previewer said they spent several hours without being in combat once.

Even more emphasized by lack of "wandering monster"-type enemies. You can apparently travel around the city freely without fear of random combat..
 
Last edited: Dec 2, 2020
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