I know they reworked the gig progression a while ago, but if you ask me, it's still a pretty bad system. In some ways, it's even worse than the original, open-ended system at launch.
Say what ya want about the original launch system, but at least it was an open-ended system, meaning the player is never forced to do gigs they don't want to do just to do gigs they do want to do. Sure, the "Ubisoft syndrome" this caused all over the map was an issue, but the reworked system doesn't exactly solve that problem either, just cuts down on it. They just took the open-ended, player-choice of the original system and turned it into a more linear progression system, which you could argue is a downgrade for an open-world game.
Not to mention that it practically removes the one and only functionality the fixers had in this game, which was talking to them to at least reveal what kind of gig the icons on the map were before activating them. Now that gigs are served up piece-meal style, talking to fixers to find out what type of gig it is before activation is inconsistent at best. Exhausting all of Regina's dialogue revealed every gig in every wave of her progression for me, (save for the new ones they added post-launch) while talking to someone like Dakota did jack-sh**. Other fixers like Wako only revealed the current wave I was on and not the next wave, so something is clearly not right or consistent between the fixers. And that was literally the only FUNCTIONAL reason you'd ever actually want to talk to any of them. Now that that's borked, they literally serve as little more than talking heads on the map that the player could give less of a damn about, which is a step backward if you ask me, especially if you have to keep engaging in the same dialogue we've had since launch for multiple waves of jobs just to reveal the gig type each wave.
What really confuses me is that I think there is, and always has been, a much better way to handle the gig system, and it's always been to let the player call/talk to the fixer for work. It still baffles me that they went through the trouble of turning the system into a linear progression system but still have the fixers just randomly call you up every time you walk into the trigger. Sure, they added the function to just ignore the call with a hold of a button, (even more so added a switch in the menus to just auto-ignore it all together, which I find laughable) but that doesn't really solve the issue of how unimmersive a sequence of events like that is in the first place, and it still doesn't get rid of the text message the fixer sends you right after.
Why even have phone calls/dialogue of the fixer explaining the details of the gig to you in the first place if they're so sloppily implemented like this? To the point where players find the phone call for the gig details more annoying than immersive that you felt the need to add an auto-skip phone call function? Having the player call/talk to the fixer to ask for work would literally solve all of these issues.
1. It would remove the need of having to uselessly engage in small talk with fixers just to find out what type of gig the icon on the map is. I really don't know why this is even a thing in the game, to be honest. Fixers like Reyes and Mr. Hands CLEARLY state to you that they don't really do small talk, only Biz/work talk. So why is V going to them just to talk about the freaking weather? Or Wako's multiple husbands? Or the state of what ever borough they oversee is in or whatever? Why would V or the player care about this? If V instead called them for work first, none of this would even have to be a thing.
2. It brings more functionality to the fixers themselves. Especially with those damn phone calls. Instead of the fixer calling you out of no where for simply walking into the area, which makes it feel like these people are straight up stalking your location, how about V just gives a verbal agreement to the fixer that this is the job they want to take and THEN they give V the deets? Imagine every fixer contact point having a "cork board" of sorts of jobs that haven't been taken yet and V can just peruse through them. This could be a supplement to the texts fixers send you after the phone call currently in the game. The details in the texts can just be on the paperwork, which I honestly think would be much more immersive than a freakin' text message since paperwork can be definitively destroyed. Deleted text messages could still be floating around the net somewhere though. (Not that V deletes any of the texts they get from fixers anyway... but you get my point.) This would also bring some functionality to their contact points on the map which are still functionally useless all these years later.
3. It ACTUALLY solves the Ubisoft syndrome problem. If the player first has to select and accept the job from the fixer first, this means that the markers on the map don't have to appear until the player has done that, meaning less overall markers on the map at one time, meaning less of a "forced" feeling of exploration for the player and locations where gigs take place can have more dynamic states without them all having to activate their "gig" state all at once with other gigs.
4. This system would work with or without the level-scaling added in 2.0. And I'd argue it would work even better WITHOUT level scaling, because then that means gigs could be scaled by level appropriately, and the player would actually be able to see this BEFORE taking the gig, creating a more dynamic-feeling sense of restriction for the player without straight up telling the player 'no, you can't do this right now'. The level of the gig could be listed next to its selection prompt, and if a gig happens to be too high level for the player, the fixers could ask if they really want to do this one, because it might be a rather tough one for them, but the player can still choose to do it if they want to challenge themselves like that.
The level-scaling added in 2.0 wouldn't exactly ruin this, but it would make the system that much more boring, as level-scaling in games like these usually do, but I digress.
5. This system could also still work with the more linear system they added, making it so there's only so many gigs available to take from any particular fixers during any particular juncture in the game, but I recommend turning it back to the open-ended system like before for reasons I've already gone over. The more linear system could work better with the level-scaling they added, but again, I digress.
All-in-all, I'm honestly surprised that such an obviously superior system in just about every way was never implemented in a rework. It probably wouldn't even have taken any more effort/resources to implement it then the actual rework. Nothing "new" would really need to be added, just a little repurposing of things that already exist in the game, like the phone call dialogue/audio and the text messages. You wouldn't even have to write out those new texts fixers send you when you move onto the next wave of gigs. All you would need is maybe a small, new set of assets here and there for that "cork board" idea for every fixer. Some small, reworked dialogue for V that probably already exists in the game as well, and boom, you're done.
Not really sure why they went the route of limiting the open-world engagement even more instead of just repurposing it for a much more immersive experience. What do you guys think though? And please, be civil. No smart aleck comments. Either read the full post and give a good faith response or move on.
Say what ya want about the original launch system, but at least it was an open-ended system, meaning the player is never forced to do gigs they don't want to do just to do gigs they do want to do. Sure, the "Ubisoft syndrome" this caused all over the map was an issue, but the reworked system doesn't exactly solve that problem either, just cuts down on it. They just took the open-ended, player-choice of the original system and turned it into a more linear progression system, which you could argue is a downgrade for an open-world game.
Not to mention that it practically removes the one and only functionality the fixers had in this game, which was talking to them to at least reveal what kind of gig the icons on the map were before activating them. Now that gigs are served up piece-meal style, talking to fixers to find out what type of gig it is before activation is inconsistent at best. Exhausting all of Regina's dialogue revealed every gig in every wave of her progression for me, (save for the new ones they added post-launch) while talking to someone like Dakota did jack-sh**. Other fixers like Wako only revealed the current wave I was on and not the next wave, so something is clearly not right or consistent between the fixers. And that was literally the only FUNCTIONAL reason you'd ever actually want to talk to any of them. Now that that's borked, they literally serve as little more than talking heads on the map that the player could give less of a damn about, which is a step backward if you ask me, especially if you have to keep engaging in the same dialogue we've had since launch for multiple waves of jobs just to reveal the gig type each wave.
What really confuses me is that I think there is, and always has been, a much better way to handle the gig system, and it's always been to let the player call/talk to the fixer for work. It still baffles me that they went through the trouble of turning the system into a linear progression system but still have the fixers just randomly call you up every time you walk into the trigger. Sure, they added the function to just ignore the call with a hold of a button, (even more so added a switch in the menus to just auto-ignore it all together, which I find laughable) but that doesn't really solve the issue of how unimmersive a sequence of events like that is in the first place, and it still doesn't get rid of the text message the fixer sends you right after.
Why even have phone calls/dialogue of the fixer explaining the details of the gig to you in the first place if they're so sloppily implemented like this? To the point where players find the phone call for the gig details more annoying than immersive that you felt the need to add an auto-skip phone call function? Having the player call/talk to the fixer to ask for work would literally solve all of these issues.
1. It would remove the need of having to uselessly engage in small talk with fixers just to find out what type of gig the icon on the map is. I really don't know why this is even a thing in the game, to be honest. Fixers like Reyes and Mr. Hands CLEARLY state to you that they don't really do small talk, only Biz/work talk. So why is V going to them just to talk about the freaking weather? Or Wako's multiple husbands? Or the state of what ever borough they oversee is in or whatever? Why would V or the player care about this? If V instead called them for work first, none of this would even have to be a thing.
2. It brings more functionality to the fixers themselves. Especially with those damn phone calls. Instead of the fixer calling you out of no where for simply walking into the area, which makes it feel like these people are straight up stalking your location, how about V just gives a verbal agreement to the fixer that this is the job they want to take and THEN they give V the deets? Imagine every fixer contact point having a "cork board" of sorts of jobs that haven't been taken yet and V can just peruse through them. This could be a supplement to the texts fixers send you after the phone call currently in the game. The details in the texts can just be on the paperwork, which I honestly think would be much more immersive than a freakin' text message since paperwork can be definitively destroyed. Deleted text messages could still be floating around the net somewhere though. (Not that V deletes any of the texts they get from fixers anyway... but you get my point.) This would also bring some functionality to their contact points on the map which are still functionally useless all these years later.
3. It ACTUALLY solves the Ubisoft syndrome problem. If the player first has to select and accept the job from the fixer first, this means that the markers on the map don't have to appear until the player has done that, meaning less overall markers on the map at one time, meaning less of a "forced" feeling of exploration for the player and locations where gigs take place can have more dynamic states without them all having to activate their "gig" state all at once with other gigs.
4. This system would work with or without the level-scaling added in 2.0. And I'd argue it would work even better WITHOUT level scaling, because then that means gigs could be scaled by level appropriately, and the player would actually be able to see this BEFORE taking the gig, creating a more dynamic-feeling sense of restriction for the player without straight up telling the player 'no, you can't do this right now'. The level of the gig could be listed next to its selection prompt, and if a gig happens to be too high level for the player, the fixers could ask if they really want to do this one, because it might be a rather tough one for them, but the player can still choose to do it if they want to challenge themselves like that.
The level-scaling added in 2.0 wouldn't exactly ruin this, but it would make the system that much more boring, as level-scaling in games like these usually do, but I digress.
5. This system could also still work with the more linear system they added, making it so there's only so many gigs available to take from any particular fixers during any particular juncture in the game, but I recommend turning it back to the open-ended system like before for reasons I've already gone over. The more linear system could work better with the level-scaling they added, but again, I digress.
All-in-all, I'm honestly surprised that such an obviously superior system in just about every way was never implemented in a rework. It probably wouldn't even have taken any more effort/resources to implement it then the actual rework. Nothing "new" would really need to be added, just a little repurposing of things that already exist in the game, like the phone call dialogue/audio and the text messages. You wouldn't even have to write out those new texts fixers send you when you move onto the next wave of gigs. All you would need is maybe a small, new set of assets here and there for that "cork board" idea for every fixer. Some small, reworked dialogue for V that probably already exists in the game as well, and boom, you're done.
Not really sure why they went the route of limiting the open-world engagement even more instead of just repurposing it for a much more immersive experience. What do you guys think though? And please, be civil. No smart aleck comments. Either read the full post and give a good faith response or move on.
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