What would Fix the game for you?

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Many are saying that you can't compare Cyberpunk with GTA games but I find the assumption flawed. Rockstar has, for better or worst, introduced a standard to open world gaming upon which games can add their own particular flair while providing the basics to that worlds integrity. Rockstar has perfected that basic immersion and you don't need to reach that kind of level in all games - Horizon Zero Dawn and The Witcher 3 have basic NPC interaction that feel authentic for those worlds: I don't care if I'm not able to kill random NPCs as Aloy or Garold because the gameplay is designed in conjunction with those characters arcs, but Cyberpunk purports to show you that you can be anybody while not providing the basic gameplay for that promise. The game even makes you help the NCPD, it's not like there is an option that would open those activities after a player choice while other would help the criminals against the police - that would have been nice! CDPR need to go back to the basics and make the world more interactive or risk losing even more new players in the future. I wouldn't even mind if they copied GTA, just do something. CDPR sold an idea, they should have spent more time constructing the sandbox elements of the game for that idea to feel authentic. I would even say that GTA has more RPG element then Cyberpunk if you include its dynamic world that doesn't seem to be a separate thing from the story-elements - in contrast to Cyberpunk in which the story-elements feel like another game when compared to it's boring world.
 
In no particular order:

Expand the main questline.

3rd person option (PC Mods have made this work to an extent)

Broaden the post creation character customization options - barbers, tattoo parlors, visible cybernetics.

Expand the options at the ripperdoc for cyberware and cyberware mods, particularly for subdermal, limbs and optics.

Add more life to the city as mentioned by many others . Random events/encounters, interactable aspects and more happening in general in the city.

AI improvements in npcs and cars.
 
I remember seeing somewhere on the internet (dunno where) that a criticism that they levelled against Cyberpunk the RPG was that it was "just idiots with guns". Having read its rules and some of the flavour text and setting, I don't think that to be the case. Having never actually played, I don't know if the campaigns make a good or a bad use of the rules there are for it, but I think it has a lot of potential.

The tabletop RPG Cyberpunk 2020 can be played any way you like, from cerebral to idiots with guns. I'd love to see that sort of flexibility in a single-player computer game, but I don't see how it could be done.

I think you raise some great ideas for things that could be added, but I think that some of the problems you raise would be hard to deal with in a computer game. For instance,

I'm mostly mind-numbingly shooting my way through the game. Sure, forcing some doors open, blinding people and making them visible, trying to take down as many of them as I can silently or non-lethally, but I'm still being forced into combat a lot.

Can you think of games that offer plenty of combat, but which don't force you into combat a lot? Can you name some non-combat challenges you would like to see? It's hard to come up with missions that can be satisfyingly resolved in multiple ways.

Tabletop D&D can be a cerebral experience, but single-player D&D computer games tend to come down to combat after combat.

And what I expected this game to be was a much more cerebral experience, not a Far Cry game with Watch Dogs hacking and magical addons for guns that turn ammo nonlethal.

Are there similar games that you find more satisfying? Cerebral is hard to do in single-player games that offer action combat. I mean, they can tell us a cerebral story, but that's not the same as thinking for yourself.

I expected having to earn the favour of fixers, being betrayed by them or having them shout foaming through the vidphone when I got on their bad side. I wanted to feel paranoid that a corporation was going to send drones after me.

Cool ideas!

I wanted to feel like a professional carefully deciding about gear and planning: How do I get the plans of the building? Where can I enter? Oooh, is that depleted uranium ammunition compatible with my anti-tank rifle? Will the scanners detect the shotgun hidden in my cyberarm? Will I be able to do a pacifist run?

Can you think of any similar computer games that feel satisfying in this regard? I think that in a computer game, such planning can tend to devolve into a repetitive mechanical process. If you want to get plans for a building, for instance, the game has to give you clues about how it will let you do that. This tends to devolve into following the arrows.

but if police aren't even going to chase us

That one is tricky. I agree that it's easy to escape the police. On the other hand, it feels very easy to accidentally get a warrant and the penalty for everything is death, so the cops could become a real drag if they were more effective.
 
[MEDIA = youtube] DvVjkqB3LH0 [/ MEDIA]

I know it's just a teaser .... but it should have been that with this theme I found a lot of "GTA" producers should have done looking at the teaser
 
i know this won't happen, but a complete overhaul game will fix game for me like FFXIV or No Man's Sky rejuvenation
 
What would fix the game for me? An ending where my character's mind is not replaced by Johnny and he/she actually survives the ordeal to live freely again.
 
Nothing could fix this game for me. My biggest problem are neither the bugs, nor the missing features. It is the disconnection of story and gameplay. Why are there so many side missions when V has actually not time for them? It's either the worng story for a game like this or the other way around. It just doesn't fit. Biggest immersion breaker!
The reveal of V's condition comes way too early. V is just wasting time by doing any of the side activities.

The story itself is good. I like it. But plots like this don't work for me in open world games.
The gameplay simply does not support the story. Your character gets stronger until the end but the story makes it clear that you are getting weaker.

Eh, I just had my V believe he has to raise a shit ton of cash in a very short amount of time because he needs the money to possibly pay for doctors and other things he doesn't know if he needs or not. It's a simple fix but one that works very well.
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What would fix the game for me? An ending where my character's mind is not replaced by Johnny and he/she actually survives the ordeal to live freely again.

So Nomad or Legends, huh?
 
Eh, I just had my V believe he has to raise a shit ton of cash in a very short amount of time because he needs the money to possibly pay for doctors and other things he doesn't know if he needs or not. It's a simple fix but one that works very well.
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So Nomad or Legends, huh?
Yep. Of all the endings the Nomad one is by far the one that gave me hope. But the Arasaka ending where V gives his/her mind to the corporation is a good ending too, because it also allows CDPR to make a sequel with V again.

I actually have a small letter I want to give to the developers, stating my experiences with the game, but I need 7 more posts to be able to create a thread here haha
 
Can you think of games that offer plenty of combat, but which don't force you into combat a lot? Can you name some non-combat challenges you would like to see? It's hard to come up with missions that can be satisfyingly resolved in multiple ways.

Tabletop D&D can be a cerebral experience, but single-player D&D computer games tend to come down to combat after combat.


Are there similar games that you find more satisfying? Cerebral is hard to do in single-player games that offer action combat. I mean, they can tell us a cerebral story, but that's not the same as thinking for yourself.


Can you think of any similar computer games that feel satisfying in this regard? I think that in a computer game, such planning can tend to devolve into a repetitive mechanical process. If you want to get plans for a building, for instance, the game has to give you clues about how it will let you do that. This tends to devolve into following the arrows.

That one is tricky. I agree that it's easy to escape the police. On the other hand, it feels very easy to accidentally get a warrant and the penalty for everything is death, so the cops could become a real drag if they were more effective.

Well, I mean, you seem to be open to a debate, but the thing is I think you're trowing the ball to somebody else entirely's roof, that being "other games", "other developers". And if other games aren't doing it right, and if others aren't pushing the boundaries, then why are we asking CDPR to do it.

Well, we've been doing a ton of brainstorming in this community for years, and I know we're not game devs and I know we can go crazy with expectations, and we can be not very realistic at times.

The thing is, just because game making has come a long way, we seem to assume that you can put all the best elements of a thing in a blender and make it work. We think that diamonds in the rough such as Bloodlines and New Vegas could be done with today's tech, perspective, hindsight and insight and they will just work. And now you can add a bit of GTA, and you can look at Divinity Original Sin and how they're doing RPGs, and the Witcher 3 gives you hope...

Whatever I answer will come down to personal preference and how dated it is. If I say Deus Ex you may say something about choosing your ending at the end of the game, clunky gameplay and anecdotal reactivity. If I say it about DE:HR you'll say something about there being two clear cut paths: guns blazing and stealth, and mandatory boss battles in the regular version. If I say something about GTA, you'll say something about its mission approach not being really sandbox. If I say something about New Vegas and its factions, same thing...

And I'll understand that and agree to a point. But the thing is that, if we want to call games art, we need to stop conforming to this state of things.

PnP RPG makers know this: if you want to make an RPG set in this setting, you need to make mechanics that reflect that. Why is it so difficult for videogame devs to understand that all the artistic merit we should care about in a videogame is that of its mechanics? Acting, cinematography, emotions, writing, music, art assets... all are artistic elements with their own merits from the perspective of their craftsmanship. But all of those are done better in their respective fields, being literature, cinema, music and visual arts.

If you're making Cyberpunk into a videogame, and you and everyone has assumed that the story and setting can be awesome regardless of how derivative they are (and they are and they're awesome in part precisely for how derivative they are, because what we want is the pure distillation of the genre)... then what you have to justify artistically is your commitment to game mechanics that reflect that.

Preproduction should have been more than running in circles with concept art, concept trailers and 45 minute CGI trailers of pretended demos that only used ingame assets but were pre-recorded as recent leaks suggest. They should have been about prototypes of mechanics:

Start making small scenarios, programme interactions and AI: reactions, pathfinding, ways in which they react... programme collision, programme driving AI, programme the NPCs responses... And please, how uncreative is it that you have to use fantasy game shorthands for weapon and item ratings like "epic" and "legendary" and I don't even have different ammo types.

You can't just start building a house from the roof down and that's what happened with this game.
 
The first few weeks i played this game i was amazed by the graphics and i loved the city they have created.

Now finished main story (which was way to short). I have a few sidequestt left to do and now this city is so boring because you Cant do anything Fun , like minigames (poker or something like gwent. So many criminals live in this city but none of them own casino's.

List is very large of possible pass times that should have been in this game.

Also Buying property , visit barber, customize vehicles, bar games , plastic surgeon for appearance etc...

this game feels a lot like any just cause game but with a Well written storyline.

and fix those damn bugs but i don't think it's possible on PS4 because the graphics demand all the possible juice a PS4 van offer.


IM Lucky that i can overlook any bugs and i love graphics and story in video games... I still play this game but 80% of the other players are having a nightmare and they even paid money for that.

DO it for them.


Fyi the witcher 3 is my number 1 game ever played.
 
true 3rd person option(i know this is super unlikely, but they could help modders who are already making headway)

finishing/fixing the ai responses and behaviors, they're quite half baked and buggy. this alone makes will make this an endlessly replayable sandbox

after this is done, and the annoying little bugs are all ironed out, maybe add more content. though like i said, not really necessary if the ai system becomes robust enough to not break down and retain immersion in the open world
 
I think what will fix it for me is if CDPR can sort out the stuttering that I'm experiencing on my base PS4. Especially in the market places or rather the more denser environments in the game. It sometimes happens that I have to like tip toe :LOL: my way around because when I try to move normally, my game stutters so bad that it sometimes crashes. I believe the cause of this may be related to the streaming of game assets by the console so yeah.
I do admit that I'm encountering some bugs and other technical issues along the way but thankfully in my case they are not many or serious enough to hinder my progress so I can live with them right now.
Also, if CDPR could somehow bump up the resolution a bit then that would be appreciated as well. It is a good looking game but I feel that if this can be achieved then the game's presentation will be elevated greatly. :)
 
fix answers options, in some quests i can't change other options answers, its stuck.
fix objects stuck between floor or stuck in middle space and cant be take
fix waked npc they go to "a" point at "b" point and back
well have a lot to fix.
I believe can be fixed.
I take prints screens off bizarre bug.
be health, be safe.
 
I've enjoyed the game despite its flaws.
Quality post ending expansions, with more choice/consequence than in main game. Really need a solid focus on SP story once initial bugs are quashed. As part of this it could also really do with additional content for key friends/love interests of V.
Think Cyberware could do with a whole rejig as its very underwhelming but at the very least more visual customisation.
Easier ways to upgrade clothing you like to make it easier to keep an aesthetic. Paying a vendor to replicate a piece at your current level.
 
200 hours, beat the game 3 times and looking for more content.
Love the game, dislike the crowds AI but I do enjoy the shooting and looting since I've nothing left to do.
Level increase and more content.
Once you've beat everything the game world feels lonely and empty, at least for me.
TW3 never felt that way, couldn't get everything done because the game was soo big which is great!
 
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More history after the endings
 
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