Would you pay for this DLC?

+
No-one really wants that either, they just wanted a fleshed out world, plus some good driving, because lets be honest, the driving in Cyberpunk is not good. It's one of the most modded aspects of the game, and its one of the things that people gripe on about the most.

Sure, and I'd be fine to get a more fleshed out world and better driving but the OP's post isn't about either of these things.

All that's proposed is largely mayhem centered gameplay that very reminiscent of GTA or the older Saint's Row games (I haven't played the reboot). Being able to cause mayhem has nothing to do with fleshing out a world. In fact, some of the proposition, like the Maxtac one, go directly against the world's lore.

Though to circle back, adding optional content is not making the game like GTA, and I don't know why people think that it is, or could be.

Because resources are finite.

Creating a DLC drains some resources and means less resources are available for other stuff. That's just how it works.

If Activision decided to add top down strategic and resources gathering gameplay as an optional DLC for Call of Duty instead of guns or maps or... whatever gets added to Call of Duty... you can bet people who bought the game for the gunplay and more arcade competitive nature of the game wouldn't be happy and asking why the game is being turned into Command and Conquer. Because that means less resources will be available for the other stuff they originally bought the game for. It's normal.
 
Also, just as an aside, not in this thread necessarily, but several similar threads on the forums here. I've actually seen people straight up recommend mini-games and side activities that are ripped directly from saint's row or GTA.

Things like the insurance scams, business ownership, etc... Plus, the gang building proposed in this thread are very GTA esq, Infact if you combine the gang building to the "Chaos" mechanic they proposed, you basically have the gang-wars from GTA: San Andreas. Stir up enough trouble until the enemy reacts, kill enough waves of enemies, your gang takes over the territory.

SO again, it's not about having a better more reactive open world, I think most people would approve of that, I think it's about not taking stuff from other games just because you can, it needs to work in the context of the game and lore.

Now, would I play a gangs centric spinoff set in Night city yeah probably, Or would I like more mini-games and optional content in the sequel Yes 100%, stuff that really build on-top of what the game is meant to be.

I think the problem is some people see, "Modern Open world with cars" and think GTA/Saint's Row.... but this was really more First Person RPG plus cars, and sure CDPR's first attempt at driving and traffic was not great, I personally thought it was getting better with 1.6 and maybe went a little backwards with 2.0, the combat is great/cool, but the handling is a little worse IMO. But adding chop shops and gang wars and all sorts of chaotic stuff won't fix that or make the world feel more alive, it's just copying stuff from other games.

And sure some of that could be really fun in the next CP game, But it would need to be done in a way that fits into the core loop, something that adds to the game not just a distraction to keep you busy between main missions, it needs to be rewarding, especially if it's a paid DLC separate from the core game, it needs a reason to be done not just content for more content because we need content to keep people in the game. That's how you end up going down the games as a live service micro-transaction path, and I doubt anyone wants that in a CDPR/Witcher/CP game.
 
Sure, and I'd be fine to get a more fleshed out world and better driving but the OP's post isn't about either of these things.

All that's proposed is largely mayhem centered gameplay that very reminiscent of GTA or the older Saint's Row games (I haven't played the reboot). Being able to cause mayhem has nothing to do with fleshing out a world. In fact, some of the proposition, like the Maxtac one, go directly against the world's lore.

Yeah, and it would be optional .. :sneaky:

MaxTac was ciminally under used in the base game, they were basically a worthless addition given that the player nearly never saw them and the few times they turned up in missions could probably be counted on one hand .. or two or three fingers.

They, like Trauma Team should have had more stage time because they were so unique and an interesting concept.

Because resources are finite.

Creating a DLC drains some resources and means less resources are available for other stuff. That's just how it works.

If Activision decided to add top down strategic and resources gathering gameplay as an optional DLC for Call of Duty instead of guns or maps or... whatever gets added to Call of Duty... you can bet people who bought the game for the gunplay and more arcade competitive nature of the game wouldn't be happy and asking why the game is being turned into Command and Conquer. Because that means less resources will be available for the other stuff they originally bought the game for. It's normal.

Yeah, we all understand how game development works in general... however, you don’t need to pull a ton of people off the main project to start a DLC pack for minor stuff.

I think your example is a bit ott, all people wanted was more stuff to do, to have fun, spend money, more customisation etc. Even in the base game prior to major updates, you couldn't even change you hairstyle after you character was made. :ROFLMAO:
 
Yeah, and it would be optional .. :sneaky:

MaxTac was ciminally under used in the base game, they were basically a worthless addition given that the player nearly never saw them and the few times they turned up in missions could probably be counted on one hand .. or two or three fingers.

They, like Trauma Team should have had more stage time because they were so unique and an interesting concept.

I think I would have enjoyed many of the CP77 missions more if they had the scenario design and narrative punch of the first mission with Jackie. Where you have a list of objectives to complete and you go in. Things may or may not go sideways, you have to deal with that along with any narrative curveballs that are thrown your way, and get out before TT or MaxTac shows up. Or if they do then you have to fight your way out or find some alternate escape route. That first mission really grounded me in the Night City world, and really sold me on the narrative and RPG promise of the game. And seeing Trauma Team show up was amazing. It's a shame that many missions after that felt like they could have been from any number of 3D shooters, to me anyway.
 
I have an idea for some DLC. DLC I would personally pay $30 for. this DLC would have the following content:

  • Multiple repeatable quest types specialized for cars
  • new car stats. Not new cars, but existing cars get roles and stats
  • An order regional takeover meter. Killing an enemy in japantown would give cred for that area, and assist with the takeover of japantown for order and the ncpd.
  • A chaos regional takeover meter. Killing an ncpd in japantown would make the local gang more friendly to you, and replace beat cops with gang members.
  • A permanent wanted/not wanted meter that is influenced by killing cops/killing gang members globally.
  • A build your own gang minigame. This would allow you to induct people into your gang, and station them in place of normal gang members on the streets. They would fight with the existing gangs, and if enough of them died, the normal gangs would retake control.
  • A civilian reaction menu. This allows you to pickpocket civilians from stealth using F while undetected, (like 10-20 eddies) and talk to civilians and convince them to join your gang using F while not in stealth and the civilian is just walking around. Convincing civilians to join your gang costs eddies, and might require increased stats or certain backgrounds. For example, a person who starts corpo cant easily recruit badlands civilians, but a country boy start can recruit them easily.
  • A civilian crash response. If a civilian crashes their car (or even dings it) they become hostile to the player, they become an eligible target, and they open fire on other eligible targets. Killing an eligible target wont rouse the NCPD. This means that if two civilians crash, they will get out of their cars, and have a gun fight. Possibly with you.
  • Limited MAXTAC. If you beat maxtac, the police will shift to a mitigation response instead of sending more cops. They will run from you, and engage with netrunners and snipers, while at the same time an AV will fly around warning everyone of an omega level cyberpsycho on the loose, and asking everyone to go inside and lock their doors. The streets will be deserted, and police drones will attempt to shadow you and chase you to prevent you from hiding. To successfully hide, you need to eliminate all of the drones watching you. They don't fire on you, but netrunners on the ground can reflect hacks through them to you.
Car types:
  • A netrunner car. This is specialized at following enemies, and gives you an ai that engages while you are scanning. The AI will more or less drive straight while you scan and hack. In addition, while in this car, your vehicle hacks cost 15% less. Its also good at follow and shadow quests where your asked to tail a target car for 1-2 minutes, and then hack it when the enemy parks it and steps out. Most cars that are armed with only machine guns get this.
  • A hauling car. This is specialized at hauling goods from A to B. You require one of these cars to accept these missions. Trucks like the tanishi T400 fit this car class.
  • An armed escort car. All armed cars with rockets fit this class. They are required to do missions picking up VIPs and delivering them safely through hell to their destination. You will face multiple attacks on these missions.
  • A racing car. This is of course for rayfields and the like, but they are used for speed delivery missions.

No new guns, vehicles, story, or cutscenes are added.
No.
 
I think I would have enjoyed many of the CP77 missions more if they had the scenario design and narrative punch of the first mission with Jackie. Where you have a list of objectives to complete and you go in. Things may or may not go sideways, you have to deal with that along with any narrative curveballs that are thrown your way, and get out before TT or MaxTac shows up. Or if they do then you have to fight your way out or find some alternate escape route. That first mission really grounded me in the Night City world, and really sold me on the narrative and RPG promise of the game. And seeing Trauma Team show up was amazing. It's a shame that many missions after that felt like they could have been from any number of 3D shooters, to me anyway.

I get what you mean. It sort of feels like Act 1 and the rest of the game were made separately from each other.

I was really looking forward to the rest of the game after Act 1 .. then it just felt like it fizzled out.

I think if Trauma Team and MaxTac were used a bit more, they would have really added seomthing to the game and the feel of the world.
 
A Hearts of Stone style questline, not even half the length, along with a handful of decent gigs that implements the metro in a meaningful way would be worth it to me.

Shame they're shutting this thing down any minute now. They aren't even following through with their own patch noes at the moment. :(
 
Last edited:
No.

I would pay for DLC that finally gives proper context for my character to exist in an open world. I might pay for DLC that significantly expands the world in some way. That's about it.
 
I have an idea for some DLC. DLC I would personally pay $30 for. this DLC would have the following content:

  • Multiple repeatable quest types specialized for cars
  • new car stats. Not new cars, but existing cars get roles and stats
  • An order regional takeover meter. Killing an enemy in japantown would give cred for that area, and assist with the takeover of japantown for order and the ncpd.
  • A chaos regional takeover meter. Killing an ncpd in japantown would make the local gang more friendly to you, and replace beat cops with gang members.
  • A permanent wanted/not wanted meter that is influenced by killing cops/killing gang members globally.
  • A build your own gang minigame. This would allow you to induct people into your gang, and station them in place of normal gang members on the streets. They would fight with the existing gangs, and if enough of them died, the normal gangs would retake control.
  • A civilian reaction menu. This allows you to pickpocket civilians from stealth using F while undetected, (like 10-20 eddies) and talk to civilians and convince them to join your gang using F while not in stealth and the civilian is just walking around. Convincing civilians to join your gang costs eddies, and might require increased stats or certain backgrounds. For example, a person who starts corpo cant easily recruit badlands civilians, but a country boy start can recruit them easily.
  • A civilian crash response. If a civilian crashes their car (or even dings it) they become hostile to the player, they become an eligible target, and they open fire on other eligible targets. Killing an eligible target wont rouse the NCPD. This means that if two civilians crash, they will get out of their cars, and have a gun fight. Possibly with you.
  • Limited MAXTAC. If you beat maxtac, the police will shift to a mitigation response instead of sending more cops. They will run from you, and engage with netrunners and snipers, while at the same time an AV will fly around warning everyone of an omega level cyberpsycho on the loose, and asking everyone to go inside and lock their doors. The streets will be deserted, and police drones will attempt to shadow you and chase you to prevent you from hiding. To successfully hide, you need to eliminate all of the drones watching you. They don't fire on you, but netrunners on the ground can reflect hacks through them to you.
Car types:
  • A netrunner car. This is specialized at following enemies, and gives you an ai that engages while you are scanning. The AI will more or less drive straight while you scan and hack. In addition, while in this car, your vehicle hacks cost 15% less. Its also good at follow and shadow quests where your asked to tail a target car for 1-2 minutes, and then hack it when the enemy parks it and steps out. Most cars that are armed with only machine guns get this.
  • A hauling car. This is specialized at hauling goods from A to B. You require one of these cars to accept these missions. Trucks like the tanishi T400 fit this car class.
  • An armed escort car. All armed cars with rockets fit this class. They are required to do missions picking up VIPs and delivering them safely through hell to their destination. You will face multiple attacks on these missions.
  • A racing car. This is of course for rayfields and the like, but they are used for speed delivery missions.

No new guns, vehicles, story, or cutscenes are added.
Some interesting ideas in there but the short answer is no, I wouldn't pay $30 for added gameplay tweaks, additions and fixes without any additional story missions.

I really love Night City and the world has a lot of potential for more stories which is why some people lament PL being the only and last expansion. I would however pay for an expansion that features:

-a fully expanded Prologue in which you actually play through the montage shown when you first meet Jackie and the other introductory characters through multiple missions.

-a 6-8 hour set of Life Path specific missions with gear/weapons/clothing/vehicle unique to each Life Path as the final payoff when they are completed.

Playing off the idea of building your own gang would be featuring a new fixer or new gigs with existing fixers that require you to build out a crew that you actively do the gigs with. It would work something like this:

You pick up a gig that requires you to recruit at least one other member to function as either a getaway driver, lookout, or muscle. Depending on how many crew members you recruit the cut gets smaller but the chances of success much higher. The type of skills your recruits have would impact the way the gig plays out and could either help or hurt. So, if you are a netrunner you could hire a tanky merc (maybe from the Animals) who would manipulate the levels environment in unique ways, or if you're a melee ninja you could hire a sniper to cover you, if you hire a netrunner in addition to quickhacks you can get blueprints of the gigs location in advance.

In the game there are already times when clients reach out to V directly instead of going through a fixer so it could fit that element. In several missions you do get help from other characters, but you still do the missions solo (with some exceptions, River, Panam, etc...) and you don't have much agency in how those outside resources are used in a strategic way. Higher street cred would allow you to recruit mercs with better and more varied abilities for higher level gigs with better payouts.

Gang affiliation or type could also play a role as in certain mercs from certain gangs have specific advantages like Voodoo Boys and Corpos have great netrunning, Valentinos have a heavy arsenal, Maelstrom have loads of melee cyberware and explosives, corrupt NCPD make sure no cops come around, the Mox can distract guards/get information out of people/scroll BD's to blackmail people etc...

Maybe on lower levels of Street Cred you can't mix members of different gangs on the same crew, but as you progress you can mix them building a better team. There are other modifiers that could be added to your recruits' stats like mental stability (possible cyberpyscho if it falls too low), fatigue, in addition to their own set of attributes, skills and cyberware. Integrating your "civilian reaction menu" could fit here.

Keep the same crew for multiple gigs and their cut lowers or they level up their abilities. All mercs killed in action are perma-dead and hurt your street cred and/or make prices for recruiting mercs higher as a penalty.

Basically, I think instead of adding in totally new ideas (territorial control) it would be better for them to expand the integration and mechanics of existing ideas, if not from 2077 than from the tabletop.

Overall, I appreciate your creativity and I do agree that more of a sense of gang presence, specific gang relationships with the player would be better if more heavily emphasized. The impact your choice with Maelstrom in that first mission to get the Flathead on the later mission with Samuraai was something the game touched on but never becomes a major factor.

You don't build your own gang like San Andreas for territory, but you can develop a crew like David or Maine from Edgerunners for gigs outside the main story.

Yes, this would be more strategy focused but I think it could be implemented naturally given the lore and world.
 
Last edited:
I have an idea for some DLC. DLC I would personally pay $30 for. this DLC would have the following content:

  • Multiple repeatable quest types specialized for cars
  • new car stats. Not new cars, but existing cars get roles and stats
  • An order regional takeover meter. Killing an enemy in japantown would give cred for that area, and assist with the takeover of japantown for order and the ncpd.
  • A chaos regional takeover meter. Killing an ncpd in japantown would make the local gang more friendly to you, and replace beat cops with gang members.
  • A permanent wanted/not wanted meter that is influenced by killing cops/killing gang members globally.
  • A build your own gang minigame. This would allow you to induct people into your gang, and station them in place of normal gang members on the streets. They would fight with the existing gangs, and if enough of them died, the normal gangs would retake control.
  • A civilian reaction menu. This allows you to pickpocket civilians from stealth using F while undetected, (like 10-20 eddies) and talk to civilians and convince them to join your gang using F while not in stealth and the civilian is just walking around. Convincing civilians to join your gang costs eddies, and might require increased stats or certain backgrounds. For example, a person who starts corpo cant easily recruit badlands civilians, but a country boy start can recruit them easily.
  • A civilian crash response. If a civilian crashes their car (or even dings it) they become hostile to the player, they become an eligible target, and they open fire on other eligible targets. Killing an eligible target wont rouse the NCPD. This means that if two civilians crash, they will get out of their cars, and have a gun fight. Possibly with you.
  • Limited MAXTAC. If you beat maxtac, the police will shift to a mitigation response instead of sending more cops. They will run from you, and engage with netrunners and snipers, while at the same time an AV will fly around warning everyone of an omega level cyberpsycho on the loose, and asking everyone to go inside and lock their doors. The streets will be deserted, and police drones will attempt to shadow you and chase you to prevent you from hiding. To successfully hide, you need to eliminate all of the drones watching you. They don't fire on you, but netrunners on the ground can reflect hacks through them to you.
Car types:
  • A netrunner car. This is specialized at following enemies, and gives you an ai that engages while you are scanning. The AI will more or less drive straight while you scan and hack. In addition, while in this car, your vehicle hacks cost 15% less. Its also good at follow and shadow quests where your asked to tail a target car for 1-2 minutes, and then hack it when the enemy parks it and steps out. Most cars that are armed with only machine guns get this.
  • A hauling car. This is specialized at hauling goods from A to B. You require one of these cars to accept these missions. Trucks like the tanishi T400 fit this car class.
  • An armed escort car. All armed cars with rockets fit this class. They are required to do missions picking up VIPs and delivering them safely through hell to their destination. You will face multiple attacks on these missions.
  • A racing car. This is of course for rayfields and the like, but they are used for speed delivery missions.

No new guns, vehicles, story, or cutscenes are added.
no way
 
No, I don't think so.
The thing is, Cyberpunk is a game about the FUTURE. The cars are about the present day. If we're talking about vehicles, for me I prefer a game with new futuristic types of vehicles - drones, avis, robots, hi-tech submarines, combat helicopters, space shuttles, satellites... space battle cruisers! :)
After all, developments in futuristic transport can later be used in Project Orion.
The gang membership and recruiting idea, on the other hand, looks good. But - why not think about gang membership in addition to the main storyline then?
 
Last edited:
Nah, give me more great story telling. Layers upon layers of story rich cake soaked in a sweet web of icing topped with a dynamite candle to blow it all up...and that's just the intro.
 
I would definitely pay for more content but we don't need another GTA clone. Many of those things you named, feels like they are coming straight out of GTA (or Saints Row). Cyberpunk 2077 and GTA are very different and I will tell you why.

GTA is a fun sanbox game with a story aswell. GTA is ment to be fun, dark and above all satirical about a society (in this case the American culture).

Cyberpunk 2077 is dark aswell, very dark. If you look very deeply what Cyberpunk (genre) is, you will find out that it doesn't try to be satirical at all, compared to GTA. Cyberpunk genre tries to be critical about our own technology and what might happen, it even adresses problems that already exist in our own society's. Not in a comical way like GTA, but more in a critical serious way.

There lays the difference between both games. One does it in a "comical" way and the other game does it in a "critical" way. Both games go very deep and have big meanings behind them, both are open world and sandbox but it doesn't necessarily means they are the same or need the same game mechanics.

Both do a story telling in their own way but they definitely difference from eachother. And therefor I won't see Cyberpunk 2077 never as a GTA game or GTA as a Cyberpunk 2077 game.

You can see GTA more as a "making fun of" a current society and Cyberpunk a "warning" for a future society. Therefor not all game mechanics work on eachother.

For example, both games have gangs. In GTA, I would love to build my own gang and have some decent fun in a satirical way and have some good laughs. In Cyberpunk 2077, I don't want to build my own gang or have laughs. No, I want to help a gang like the Moxes, just purely why they exist in the first place and more in a critical way how those people are being treated by a awful society. Can you see why not all game mechanics will work in Cyberpunk 2077 or in GTA?
 
Last edited:
Top Bottom