What should Cyberpunk 2 (20xx) contain?

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The End of one game is the beginning of another one! If you want to influence it, you need to start now!

  • How big should it get, need it to be, or how big can it get!?
  • What should the development of Cyberpunk 20xx contain?
  • To make it straight, what is required to totally fuck a players mind? This is the variable in comparison of; "What can we do", to; "What do we want to do!"
    • Probable answer Fixer/Broker lifestyle as progression out of a mercenary lifestyle:
    • Probable answer Streetkid lifestyle:
    • Probable answer Corpos lifestyle:
    • Probable answer Nomad lifestyle:
    • Probable answer Trauma Team lifestyle:
    • Cop or MaxTac and TraumaTeam can be fused together if we use MaxTac and or later Corpo special forces in promotion of job qualification offer.
  • How to Integrate a Story, what are its baseline limitations, its destiny!?

How should or will Cyberpunk 2 looks like!?
  • Fist question:
    • How big should it get, need it to be, or how big can it get!?

  • Probable answer one:
    • Player is used to the actual size of "Cyberpunk 2077", this means, Cyberpunk will have min. this size. If we implement the normal linear growth by iteration of game in world map, maybe a little bit bigger.
  • Probable answer two:
    • Existing asset will be recycled and refined with new textures, which saves time, even asset can be rised in polygon level without touching it again, what allows to skip specific development processes for many asset elements, so we have some workload to redirect and make more.



  • Second question:
    • What should the development of Cyberpunk 20xx contain?

  • Probable answer one:
    • To reach the old game promised goal of game content, fast travel should be deleted, means, fully integration of Metra, Metro and AV travel, which would serve as fast travel mechanic.
  • Probable answer two:
    • To fully integrate environmental fast travel, size in representative detail level has to be estimated. Means, the city or cities have to be fill able and low or balanced in repetition of asset, or individual constructed. This means, it is a system required that allows to produce fast but not inflated of individual meaning. Examples of a total failure in this segment are "Starfield" and "No Mans Sky", maybe, they are in the genre they represent enough but this perspective apply not for a city detail level of experience.
  • Probable answer three:
    • Basically is most content, beside of story, random probability like, and of low integrity and interpersonal. The difference, which made the game for me, even after the technically broken state of early Cyberpunk the game worthwhile, the story, the intense inter-personality, which Starfield is nearly totally lacking, and out of this perspective a problematic approach to go for CD Project Red. It contains do much uncertainties of potential content and its playing out in the end, you need much time until you can run the first simulations to consider the potential outcomes.



  • Third question:
    • To make it strait, what is required to totally fuck a players brain? This is the variable in comparison to, what can we do, to what do we want to do!

  • Probable answer dependencies:
    • I believe that a Streetkid scenario can be created for gangs, as the the structure and mechanical surface are similar, I don't believe this is easily projected to lifestyles like Nomads and Corpos, as the system possibly divergence from each other and the random created content like missions or what to do in the world doesn't really overlap to recycle mechanics.
  • Probable answer Relationships:
    • A way to individually create relationships, player chosen partner, drive, walk and meet around with them in cars or locations to develop relationships etc.
  • How to:
    Likely to early for this development cycle to produce a satisfying experience.
    • AI voice production
    • AI inter-personality recognition and database
    • personalities database - to mirror a player a connectable surface to chose from.



  • Probable answer Fixer/Broker lifestyle as progression out of a mercenary lifestyle:
  1. How does a fixer lifestyle work?!
  2. How does a fixer/boker get jobs?
  3. General job progression and its problems, fixer/broker tasks meta:

  • The basic task of a Fixer is an intermediary, bring request and execution together of a problem defined by a subject of interests. Trades with Information and sells them, like a broker. Here is a syntheses between
    • legality, consistent, long term as Broker
    • illegality inconsistent short term as Fixer.
  • Builds a reputation and works over the limits of legality, the requestor gets excluded of the traceability or responsibility of execution.
  • Fixer can have an identification with their environment or are excluded from it as total neutral, just as an intermediary.
    • A relevant aspect of purpose or money driven:
      • This is a crucial element, as this is the syntheses of player game world and with this the amount of content, higher and more intense social experience is purpose driven, followed by in between driven and at last money driven.
      • Purpose driven - indicates bounding and limits potentially tasks in different districts, a ladder of "promotion" is limited in comparison to money driven. To fulfill a bounding responsibilities define focus, as such can this exists optional for the player as time is unlimited, but would be integrate able with time depending jobs and parallel line of jobs.

  • How does a fixer lifestyle work?!
    • To intensify the lifestyle and offer different options for a player, it has to make decisions, limit accessibility, make them through this matter and give them consequences. A player fixer has to have a profile, an identification.
    • Ways to realize this:
      • A Job is only available for a specific time and will vanish if not taken inside this time frame to force player to be responsive and reliable. If a specific type or group of costumers aren't taken the reputation lowers.
        • This allows to define loyalty or a customer base, only in this way you can transport the purpose driven responsibility and localize your workplace.
          • Following desires are changing the world and having an effect in it.
      • Intermediary competitive groups can have effects on job offers.

  • How does a fixer/boker get jobs?
    • It is difficult do just get somewhere and state you are the real deal, to acquired the needed reputation normally someone needs to have experience in already familiar fields, like being a mercenary, the ability to offer Information and knowing people. In this case you shift from the executioner to the intermediary. Its just like V changing the approach of its job.
    • Alternatively can this be established out of a position by requiring people to do something for you, as you are already in some way in a position with problems and the funds to pay them. So you know people that can do a specific job and you start to solving other peoples problems too. This comes mostly with responsibility like being in a gang or corporation. In a corporation it is possible to quite the job and get self-employed. In a gang you can't, is purpose driven.
      • Reputation of a fixer
        • The reputation request isn't zero or can't start at zero, a fixer job is a progressive promotive job. Possibly the evolution of V's mercenary activity. A fixer needs a starting reputation.
      • Reputation of an already performing fixer
        • progresses normally linear.
        • Intermediary Jobs successful and you get more.
        • As higher the difficulty of a job more reputation etc.

  • General job progression and its problems, fixer/broker tasks meta:
    • As more districts as more jobs you get in rate.
    • As more jobs you get as more executioner you need.
    • As more executioner you have as more you need to search for professionals or train some to be able too satisfy your demand.
    • As more you need to search for executioner, as more you need to select/search the personalities, history and skill of new potential executioners.
    • As more you need to train executioner, as more diverged jobs difficulties you need.




  • Probable answer Streetkid lifestyle:
    • build affection with a specific gang, moral code of honer "Tiger Claw's", higher order like God "Valentino's", short, cultural dependencies, player origin real or fictional. I see this a good way to express in deep cultural analyses and extrapolations to rise intense player experience from it and tainted relationships in this sphere.
    • hierarchy in gangs, contend that doesn't end with the top, even starts there. Comparison Skyrim or Oblivion in Archmage position etc. Inconsistency is here, the players life isn't to be this life, he has divergent interests and breaks constantly his logical to expect behavioral patterns - breaks simulation partly stronger dependent on player.
  • How to:
    • Realize able through the already existing city, integrated with big towers in verticallity.
    • Micro-sphere in big towers to represent a specific hierarchically beginning rank in gangs - beginning of player horizontal progression. All done there.
    • Meso-sphere on streets to neighboring big towers gang area - medium of player horizontal progression
      • Most difficult to establish as it has a convergence with the city map and "redundancy" prevention, as observable in the actual city build high redundancy.
        • The integrate ability is based on the solution of city generation and speed.
          • An element that require for its realize ability prognoses thoughts in city construction!
    • Macro-sphere totally gang area, conflict with other gangs - end of player horizontal progression.
  • Mission:
    • Selling drugs
    • Collecting protection money
    • Defend regions against different gangs
    • Revenge transgressions
    • Money Laundering



  • Probable answer Corpos lifestyle:
    • Is a highly centralized play-style, you sit somewhere in Europe or in America and do stuff, as such to simulate it in any possible degree you need multiple cities. Only possible to integrate if you can fast create a city - Hierarchy jobs promotion, different tasks more responsibility, more travailing.
  • How to:
    With a layer based city construction system:
    • City environmental adaption (Topographic maps, Cities on world map, time date centralization degree - ghost towns)
    • City districts arrangement
    • District designation (shopping, industrial, housing, recreation)
    • District designation degree (housing: luxury, lifted, medium, low)
    • District internal orders
    • Block type

    • If you have build all asset, a dev only needs to respects cities environmental adaption and districts arrangement, the other stuff can be based on random complementary based block order.
    • Difficult elements are points of interests, like central gardens or shopping areas. I don't know! They possibly require additional random templates to generate a point of interest. This is a way of procedural generated environment, but much more complex.
    • Affordability defines the travel method, like Metro or AV. This should generate a travel pattern, means, where are AV landing places and where not. For example, will you likely find parkhouses next to them. Just this dependent questions. As a corpo means that, you won't find AV places in 666th Street district, maybe a central one, but not more. Mega-Buildings will have landing an starting port for them etc.
  • Missions:
    • Meetings
    • Undercover
    • Infiltration
    • transactions
    • coordination and responsibility of different peoples behavior



  • Probable answer Nomad lifestyle:
    • As the name says, much traveling, so means, player needs space to drive.
    • Convoy travel trips for defend and attack.
    • Highly relationship driven.
    • CHOOH2 mechanic or economy for cars
    • Proactive player tasks and responsibility in nomad family
    • Car construction
    • Recruiting, name and logo.
    • Morality, wraith or etc.
    • General equipment quantity and quality. Manufacturer selection for desert environment etc.
    • comfort rise in showers or living space etc.
  • How to:
    • External city generation, like wind farms, a repetitive appearance as this was a technological state wide solution.
    • Procedural generation of open travel environments, using topographic maps (MFS) - Microsoft flight Simulator.
    • Rest stops modularity
  • Missions:
    • Acquire new cars (tanks)
    • Modify or tune cars
    • Smuggling
    • Defend against wraith or other families



  • Probable answer Cop or MaxTac (Dredd) lifestyle:
    • From cop to MaxTac in job promotion; from MaxTac to potential Corpo hiring



  • Probable answer Trauma Team lifestyle:
    • Higher class clients (Platin) as job promotions and higher danger: from Trauma Team to potential MaxTax or later Corpo hiring



  • Cop or MaxTac and TraumaTeam can be fused together if we use MaxTac and or later Corpo special forces in promotion of job qualification offer.
    Questions are then:
    • Am I a Mercenary like V or Corop affiliated, which future reduce the question to:
      • Which corporation am I affiliated with?
        • There is an amount of competence required to get to this decisions, like street cred.
    • Cyberpunk, with Samurai circles around the point of with or against the system
      • against: only trough Mercenary and Nomads (I would say some gangs too. but depends).
      • with: Cops, MaxTac, TraumTeam and Corop intern.
    • This lead to a problem of: Meaning of action, or: Reach of action. This forced every sort of progression lead by dev. A player won't ever be in charge of creating his own story.
    • I mean, you will never be a Silverhand with an Atombomb and nuking Arasaka tower.
  • Player then need offers and locations for corpo, like:
    • NUSA
      • Militech
    • EEC
      • IEC
      • EBM
    • Japan
      • Arasaka
    • China
      • KangTao
  • Player needs offers and locations for mercenary and fixers, like:
    • Names of fixer entities
    • How to build something based on player creativity, only possible in a next generation game (NGG).



It is possible to release the game in different stages, like:
  • Streetkid
    • Detail intercity development
  • Nomad
    • City external environment or city connection development
  • Corpo
    • Schemata and system development for city mass production
      • based on "Detail intercity development" and "City connection development" (Light rail lev trains, planes and AV). A topic to be answered.

  • Streetkid: As I earlier described is Streetkid environmental limited to a single City and can that-for relatively insulated developed.
  • Nomad: Nomads aren't nomads in game experience, if you can't travel, min. you need much space to express a story of progression, and for a focused game play the night city outscird is by far to small.
  • Corpo: Corpo requires different cities, or in extreme, different federal stats. Without you don't represent the growing centralization and population exodus from smaller towns to bigger cities.



  • Fourth question:
    • How to Integrate a Story, what are its baseline limitations, its destiny!?
      • Every intensive story requires limitation in optionality, without this limitations the elements will be lose together, and if ignoring this fact still realized, with request of intensity and quality of a story, the amount of work rises in unpredictable amounts. This suggested me that the three lifestyle decisions are too much, and are main reason for this over expectations, with the thrust of CD-PR has, the people believed it.
      • As the first game was made around Samurai and the player discomfort with the world are here furtherly main decisions to be made. Is this the core massage of the IP, or is this variable!?
      • Do we do the Story in an open sandbox, means the world get open after story completion!? In this way it is possible to not contaminate the Story by allowing different player perspectives on the world. But even then we have the problem, that a Corpo, Streetkid or Nomad bring different baseline personalities, illusions or prejudices with them, and to higher the intensity of experience the integrity of purity in chronological origin has to be preserved. Every alternation is a shrink in intensity.
      • As such I would recommend an general starting on the bottom approach on all aspects.
        • Means in short:
          • Young character 20 until 30, to represent flexibility and only a low base development in life progression to support changes.
          • Fix apartment seed or origin for compatibility in animation and relationships or partial story connections from other story strains (missing Relic for forced psychological speed story progression)
          • Player decides in progressing game which route he is going.
          • Later, with main decision made, can the seed origin travel and adapt to story, Corpo, Streetkid and Nomad. To make a independent e.g. nomad start, it would required, as made in 2077, an convergence point to synchronize asset and story to limit production elements.
          • It would be logical to craft a story or missions that contain the same elements to pass though, only the perspective changes, if you approach it with N, S or C. This would allow to save workload.
      • If differently made, means an own strain for all (possibly addon saled), will be the effect based on reduction in highness or bigness of the general story. No, exploding Arasaka tower, only a branch office, result will be at the end an open sandbox world, or again the same approached from different perspectives, resulting in end game state without open world at the end.

  • Game end state (Sandbox)
    • Open world vs Closed world
      • Open world
        • This way allows you to build a bigger world!
          • allows to build production methods and systems for other IPs
          • verifying and preparing tech for other IPs
          • foundation work for multiplayer
          • just a bigger scale for orientation
          • this solution is an addon one, there will be an unified story for all routes and addons will enlarge this baseline stories, and further individualize them. (difficult to find a fitting setup)
          • First rule: Stories must not corrupted for sales, there is a quality and quantity balance set by own standard. To rise this standard it is the primary goal.
            • In an open world the game doesn't end, or the players main decision C, N or S aren't played out full and can afterward brought to an end. It is open for the DEV to define how far this can go, A point in which player can't progress further. in C means that a job position which can't get a promotion.
            • This concept allows to go down the route of addons. For CD-PR its relatively obvious, sell bigger or more expensive addons as to go the cheap ones route as the story will get a hit.
            • In my experience with Skyrim an Oblivion it is problematic. I reach the end of the hierarchy ladder in a profession and basically the game stops, I reach everything and I am the big fish without goals and stuff, the most depressing moment ever, like in the series of the "Vikings", character "Ragnar Lothbrok". It is from utterly importance to prevent this moment, if not possible to simulate don't offer it. The whole game world integrity hangs on it, all illusions and want to haves.
            • I think it is important to build a "legacy", you do some stuff in the earlier game but you can progress your goals only limited, you can make a vacancy and the applicant you select is "YOU", or den next you, the player. Normal stuff starts, trust, loyalty and prove yourself, earn yourself your place.
            • Then questions starts, two way, change the world for the "better", or go with the corruption maybe a balancing act, you do this and that, to reach your goal. A good goal required corruption, a constant self adapting process, where inner conflicts are required to decide.
      • Closed world
        • World end where story ends.

Main question stays, for what so much game!? I have to think about it, there are some suggestions in the old source link. I want to finish this, I stay already to long at it!



Older Source:
CYBERPUNK 2077 - FEEDBACK NACH 1.5/NG-UPDATE
 
Last edited:
No matter what you do, just wait for expansion for cyberpunk 2 to be actually what CDPR wanted to give.
Witcher 3 - HoS and BaW
Cyberpunk 2077 - Phantom Liberty
 
Update:
  • Fourth question:
    • How to Integrate a Story, what are its baseline limitations, its destiny!?
      • Every intensive story requires limitation in optionality, without this limitations the elements will be lose together, and if ignoring this fact still realized, with request of intensity and quality of a story, the amount of work rises in unpredictable amounts. This suggested me that the three lifestyle decisions are too much, and are main reason for this over expectations, with the thrust of CD-PR has, the people believed it.
      • As the first game was made around Samurai and the player discomfort with the world are here furtherly main decisions to be made. Is this the core massage of the IP, or is this variable!?
      • Do we do the Story in an open sandbox, means the world get open after story completion!? In this way it is possible to not contaminate the Story by allowing different player perspectives on the world. But even then we have the problem, that a Corpo, Streetkid or Nomad bring different baseline personalities, illusions or prejudices with them, and to higher the intensity of experience the integrity of purity in chronological origin has to be preserved. Every alternation is a shrink in intensity.
      • As such I would recommend an general starting on the bottom approach on all aspects.
        • Means in short:
          • Young character 20 until 30, to represent flexibility and only a low base development in life progression to support changes.
          • Fix apartment seed or origin for compatibility in animation and relationships or partial story connections from other story strains (missing Relic for forced psychological speed story progression)
          • Player decides in progressing game which route he is going.
          • Later, with main decision made, can the seed origin travel and adapt to story, Corpo, Streetkid and Nomad. To make a independent e.g. nomad start, it would required, as made in 2077, an convergence point to synchronize asset and story to limit production elements.
          • It would be logical to craft a story or missions that contain the same elements to pass though, only the perspective changes, if you approach it with N, S or C. This would allow to save workload.
      • If differently made, means an own strain for all (possibly addon saled), will be the effect based on reduction in highness or bigness of the general story. No, exploding Arasaka tower, only a branch office, result will be at the end an open sandbox world, or again the same approached from different perspectives, resulting in end game state without open world at the end.

  • Game end state (Sandbox)
    • Open world vs Closed world
      • Open world
        • This way allows you to build a bigger world!
          • allows to build production methods and systems for other IPs
          • verifying and preparing tech for other IPs
          • foundation work for multiplayer
          • just a bigger scale for orientation
          • this solution is an addon one, there will be an unified story for all routes and addons will enlarge this baseline stories, and further individualize them. (difficult to find a fitting setup)
          • First rule: Stories must not corrupted for sales, there is a quality and quantity balance set by own standard. To rise this standard is the primary goal.
            • In an open world the game doesn't end, or the players main decision C, N or S aren't played out full and can afterward brought to an end. It is open for the DEV to define how far this can go, A point in which player can't progress further. in C means that a job position which can't get a promotion.
            • This concept allows to go down the route of addons. For CD-PR its relatively obvious, sell bigger or more expensive addons as to go the cheap ones route as the story will get a hit.
            • In my experience with Skyrim an Oblivion it is problematic. I reach the end of the hierarchy ladder in a profession and basically the game stops, I reach everything and I am the big fish without goals and stuff, the most depressing moment ever, like in the series of the "Vikings", character "Ragnar Lothbrok". It is from utterly importance to prevent this moment, if not possible to simulate don't offer it. The whole game world integrity hangs on it, all illusions and want to haves.
            • I think it is important to build a "legacy", you do some stuff in the earlier game but you can progress your goals only limited, you can make a vacancy and the applicant you select is "YOU", or den next you, the player. Normal stuff starts, trust, loyalty and prove yourself, earn yourself your place.
            • Then questions starts, two way, change the world for the "better", or go with the corruption maybe a balancing act, you do this and that, to reach your goal. A good goal required corruption, a constant self adapting process, where inner conflicts are required to decide.
      • Closed world
        • World end where story ends.
 
TL;DR : Interviews for world designer are that way. I passed mine years ago, good luck to you, OP. --->

Answering to topic title: more cyberpunk PHB, less edgerunners cartoon.
 
I think it should contain less of this:

abstract_painting.jpg


Military containers with abstract paintings and cheese knives randomly placed around the city.
 
New CP should contain no references to Catholic Cross and faith in general (and any other religion from real life).
Now the game depicts Catholic Cross in a lots of different, but mostly wicked or even fetish manners.
Personally I am shocked that CDP allowed in final game the posters depicting satan raping a woman dressed like catholic nun.
It's significant that she wears a veil typical for Christian nuns.
CDP very much abuses also how gang members (killers) wear shiny catholic cross like some ordinary jewellery, or paint it on their bodies as fancy tattooes.
I hope in new game the symbols of faith from real life will be completely removed or at least will not be presented in a way like they are in this game, harming a good name of believers and their faith. Thats my opinion, also a kind of silent protest.
 
I'd like to see more direct involvement with the various corporations and gangs. There are quests in 2077 where you can choose sides between Militech and Malestrom or the Voodoo Boys and Netwatch, but for the most part it doesn't have very much impact on the larger story or world state. It would be cool to have longer and deeper quest lines involving these groups and more incentives for picking one side or the other.

I'd also like to hear some Duke Nukem style puns and one liners during shootouts.
 
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I think the sequel should be a continuation of V's story, as I feel it's not over yet. But the other points given on here are good too. Also, MORE to the relationships, romantic and plutonic.
 
I'd like to see borgwear, cybernetic customization, cyberphycosis as a punishment, more dialogue options for stuff like romance, have street cred do something, and I want more cyberwear variety.
 
More verticality.

Bigger skyscrapers, three times the size of the highest in the actual NC (why not also a gigantic structure like the pyramid in Blade Runner ?).

The streets that we know would be the old city. Darker streets, backalleys, lit only by neons even on day Time. No "pizza like" structure like in FF7 or Deus Ex Human Revolution: you must feel and see the size of the skyscrapers from the bottom of a backalley. You have to see your objective when you look up: climb the social ladder.

So we may visit places that we already know but with a twist, a change of atmosphere. For the upper part of the City: bridges that connect the buildings and the aerial streets next to them (like in Japan Town, but bigger).

Because of that new structure, flying cars become an option for the player, but not at the beginning. You must make a lot of money to get one of those. At first, you must pay for flying taxis (that feels like home, with different atmospheres inside), or elevators.

Parkings on top of the skyscrapers and garages next to your apartment bought later in the game (like in the Fifth Element movie).

That's what i'd want in term of worldbuilding.

For the gameplay, same thing but with more side activities and immersion (eat, drink, sit in a shop/cafe next to the windows, at 1200m of hight , and look at the Aerodynes flying between the buildings). More explorable interiors too.

Finally, more gangs (Bozos, Brainiacs,..), more Corporate missions, more Police, MaxTac and Trauma Team involvement.

That's for me, the dream come true Cyberpunk experience.
 
Last edited:
Update:
I would like an option to not only save drafts as more to save projects and load them later, it is even possible on twitter! If not you have to live with portions!



Probable answer Streetkid lifestyle:
  • Meso-sphere on streets to neighboring big towers gang area - medium of player horizontal progression
    • Most difficult to establish as it has a convergence with the city map and "redundancy" prevention, as observable in the actual city build.
      • The integrate ability is based on the solution of city generation and speed.
        • An element that require for its realize ability prognoses thoughts in city construction!



Probable answer Fixer/Broker lifestyle as progression out of a mercenary lifestyle:
  1. How does a fixer lifestyle work?!
  2. How does a fixer/boker get jobs?
  3. General job progression and its problems, fixer/broker tasks meta:

  • The basic task of a Fixer is an intermediary, bring request and execution together of a problem defined by a subject of interests. Trades with Information and sells them, like a broker. Here is a syntheses between
    • legality, consistent, long term as Broker
    • illegality inconsistent short term as Fixer.
  • Builds a reputation and works over the limits of legality, the requestor gets excluded of the traceability or responsibility of execution.
  • Fixer can have an identification with their environment or are excluded from it as total neutral, just as an intermediary.
    • A relevant aspect of purpose or money driven:
      • This is a crucial element, as this is the syntheses of player game world and with this the amount of content, higher and more intense social experience is purpose driven, followed by in between driven and at last money driven.
      • Purpose driven - indicates bounding and limits potentially tasks in different districts, a ladder of "promotion" is limited in comparison to money driven. To fulfill a bounding responsibilities define focus, as such can this exists optional for the player as time is unlimited, but would be integrate able with time depending jobs and parallel line of jobs.

  • How does a fixer lifestyle work?!
    • To intensify the lifestyle and offer different options for a player, it has to make decisions, limit accessibility, make them through this matter and give them consequences. A player fixer has to have a profile, an identification.
    • Ways to realize this:
      • A Job is only available for a specific time and will vanish if not taken inside this time frame to force player to be responsive and reliable. If a specific type or group of costumers aren't taken the reputation lowers.
        • This allows to define loyalty or a customer base, only in this way you can transport the purpose driven responsibility and localize your workplace.
          • Following desires are changing the world and having an effect in it.
      • Intermediary competitive groups can have effects on job offers.

  • How does a fixer/boker get jobs?
    • It is difficult do just get somewhere and state you are the real deal, to acquired the needed reputation normally someone needs to have experience in already familiar fields, like being a mercenary, the ability to offer Information and knowing people. In this case you shift from the executioner to the intermediary. Its just like V changing the approach of its job.
    • Alternatively can this be established out of a position by requiring people to do something for you, as you are already in some way in a position with problems and the funds to pay them. So you know people that can do a specific job and you start to solving other peoples problems too. This comes mostly with responsibility like being in a gang or corporation. In a corporation it is possible to quite the job and get self-employed. In a gang you can't, is purpose driven.
      • Reputation of a fixer
        • The reputation request isn't zero or can't start at zero, a fixer job is a progressive promotive job. Possibly the evolution of V's mercenary activity. A fixer needs a starting reputation.
      • Reputation of an already performing fixer
        • progresses normally linear.
        • Intermediary Jobs successful and you get more.
        • As higher the difficulty of a job more reputation etc.

  • General job progression and its problems, fixer/broker tasks meta:
    • As more districts as more jobs you get in rate.
    • As more jobs you get as more executioner you need.
    • As more executioner you have as more you need to search for professionals or train some to be able too satisfy your demand.
    • As more you need to search for executioner, as more you need to select/search the personalities, history and skill of new potential executioners.
    • As more you need to train executioner, as more diverged jobs difficulties you need.
 
More one-night stands.

Romances that continue after the sex scene (the Romance Hangouts update helps but new dialogue is needed).

Major quests are initiated by you calling the character, not the other way around (with certain exceptions to account for genuinely urgent situations, such as when Saul is captured by the Wraiths). That way it does not feel like the game is discouraging you from exploring the open world.
 
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