TheEntitledOne
Arcane
- Joined
- Jan 12, 2012
- Messages
- 4,065
So how playable is this in a proper murdermachine? "Should" be getting the damn 3080 next week.
Every time I see an youtuber "reviewer" saying crafting is useless, just reaffirms my conviction that those "reviewer" youtubers must be chemically castrated for the good of humanity. You need crafting to get the legendary versions of the iconic weapons that are OP as hell and to make the higher quality versions of weapon and clothing mods. Having a full legendary clothing set with lots of higher quality armadillo mods, you can get up to 12000 of armor by just doing a few crits or your life getting bellow 45% with the cold something perk tree. If you get that perk that gives you 50% damage reduction for 10 seconds after losing 50% of health, you can just tank any boss on very hard and murder him with Oda's katana or a clip of a legendary quasar pistol with 100% crit chance and 200% crit damage.Anyway... it's still probably worthless overall, you find plenty of great weapons and I'll probably find a legendary revolver in 10 minutes that beats it, but for a hot second there it was a nice dopamine hit when the numbers went up up up.
I've noticed crafted legendaries have more mod slots than looted ones, and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG. Looted Purples and Oranges are actually pretty rare, at least for me. So I don't think crafting is bad anymore. It's just that Normal isn't tough enough to warrant it. On Hard/Very Hard it seems worth it.
My problem with this game is that all of this is useless even on very hard, the game has that retarded Witcher level scaling, meaning, if you reach a higher enough level, you are immortal and if your level is too low, random street trash take more bullets than a Terminator and all your build, that you did, that pales in comparison with the bonus from leveling. This level scaling seems to have a much bigger impact than your stats. What is the point of killing a dude with single hit with 2000 damage or 200.000 damage? Man, that is what you get with the youtube and media tards that kept fellating Witcher 3 non-stop and made CDPR think they are good game designers.
I've been saying this since day 1, while most people were giggling at T-posing NPCs.Every character you interact with is so obviously good, that you start to wonder where are all those bad and evil ones that Night City is apparently so full of.
Should be pretty sweet.So how playable is this in a proper murdermachine? "Should" be getting the damn 3080 next week.
Just a large outpost with multiple ways to enter.- Takemura's float garage infiltration
Linear setpiece that supposedly has multiple routes but I randomly got instakilled when I tried to take a shortcut across the floats so I stopped trying. Also boring boss fight.- Takemura's float parade kidnapping
Large outpost- Rescuing Saul
This was the one good quest I mentioned. What makes it good is that it takes away your regen inhalers. Sadly it's short and you can just instawin with hacks.- Getting conned by the "vintage" BD salesman (don't wanna spoil)
Was that the one for the Beat on the Meat mission or the boss fight at the GIM or something else? Neither of those were particularly interesting.- Killing the Animals member in their fight club (that one is a bit too simple if you do the fight first)
A thoroughly braindead stealth mission with a boring boss. Or a large outpost with a boring boss.- Infiltrating GIM
Ultimately the problem with the game is that the braindead enemies, infinite near-instant healing (far worse mechanic than the classic CoD health regen) and shitty RPG mechanics make it so there really is no interesting way to approach a mission no matter how many "choices" (preferences, really) it presents.You can also cheese all of these in the most boring way possible, but I guess it depends on how much you want to enjoy the game.
very time I see an youtuber "reviewer" saying crafting is useless, just reaffirms my conviction that those "reviewer" youtubers must be chemically castrated for the good of humanity.
My problem with this game is that all of this is useless even on very hard,
Sure, if you want to look at it that way. But then you can also get inside the warehouse multiple ways (after entering the compound using one of the multiple ways, including stealing the faction's vehicle). And then in the warehouse itself you can reach the objective multiple ways. What more do you want? Genuinely, what would be your idea of a better mission setup, while keeping with the objective (sabotaging a vehicle)?orcinator said:Just a large outpost with multiple ways to enter.
Yeah, boss fights in this game are stupid. I didn't get killed on the floats - got on two in two separate tries:orcinator said:Linear setpiece that supposedly has multiple routes but I randomly got instakilled when I tried to take a shortcut across the floats so I stopped trying. Also boring boss fight.
Only interesting aspect is that you don't get a quest marker telling you to "save samurai man (optional)"
I mean... you can instawin any game by installing a trainer. Or win even more by not playing and watching a YT playthrough instead. I don't know, I don't mind criticizing games but if you are so compulsive that you can't just stop yourself from abusing the game's inconsistencies in a way that makes it NOT FUN for you, maybe you should consider a different approach.orcinator said:This was the one good quest I mentioned. What makes it good is that it takes away your regen inhalers. Sadly it's short and you can just instawin with hacks.
This is something else. You get it from one of the fixers, and you have to assassinate an Animals member in their gym/fight club. And if you do the Beat on the Brat mission first, it gets easier because you're friendly with everyone inside. That's what I found interesting.orcinator said:Was that the one for the Beat on the Meat mission or the boss fight at the GIM or something else? Neither of those were particularly interesting.
Totally agreed on the braindead enemies, and I too had something like 200+ regen items by the endgame but on Very Hard difficulty you rarely get the chance to use them because by then you're usually dead. I dunno, I understand your problems with the game and I definitely agree it needs improvements and is far from perfect. But that's what I was saying in the first place - it has some really promising missions and level design that, if improved a little bit, could be legendary. There are clear signs of potential in this game which I haven't seen in a long time in any FPS. :shrug:orcinator said:Ultimately the problem with the game is that the braindead enemies, infinite near-instant healing (far worse mechanic than the classic CoD health regen) and shitty RPG mechanics make it so there really is no interesting way to approach a mission no matter how many "choices" (preferences, really) it presents.
fucking Chad Mr Big Man on campus gets all the girlsThe accent and it's a nightclub in Paris. One of the girls was close friends with Chad. (leader of Silhouette.)How do you even know they are french?I was playing a heavily modded Deus Ex and one conversation between two French ladies in a nightclub left a larger impression on me
highlight the text you wanna quote and then click the "insert quotes" button on the bottom leftfuck how do i into quoting
For the choices to fucking matter™What more do you want? Genuinely, what would be your idea of a better mission setup, while keeping with the objective (sabotaging a vehicle)?
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.it has some really promising missions and level design
This is something else. You get it from one of the fixers, and you have to assassinate an Animals member in their gym/fight club. And if you do the Beat on the Brat mission first, it gets easier because you're friendly with everyone inside. That's what I found interesting.
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.
Every character you interact with is so obviously good, that you start to wonder where are all those bad and evil ones that Night City is apparently so full of.
What are the damn DLCs gonna be about? The endings are too different to be a continuation but then again I thought the same thing about various seasons of Telltale games that bullshit a way to bring it all back on track.
What are the damn DLCs gonna be about? The endings are too different to be a continuation but then again I thought the same thing about various seasons of Telltale games that bullshit a way to bring it all back on track.
They could have cut some boring districts and stuff, like the badlands. They could even eliminate the driving system altogether, it wouln't be neccesary. It's actually a pleasure to go to places walking at times, so they could have reinforced that making the exploration more intimate like in Vampire: Bloodlines. I'm not in the idea of cutting the sandbox aspect of Cyberpunk 2077. But I see the point, they game could benefited a lot in regards of interactivy and scripting if the map were smaller.
They matter in the context of you getting different responses from NPCs, and (most importantly) for you to have a different gameplay experience. Again, in complete seriousness, what do you expect? You basically gave me a buzzword.For the choices to fucking matter™
Different approaches to complete a mission are completely pointless when one is as good as the other thanks to the poor gameplay, it's the wide as an ocean shallow as a puddle problem. You can't really do much unless you overhaul the game, but the least you could do is make a ghost only, no hax stealth mission (ideally with enemies that have patrol routes instead of staring at walls for easy takedowns).
Good level design needs to act in harmony with the gameplay, Cyberpunk's level design is actually pretty shit since most of the time it's just a realistic building layout with enemies placed at random and pointless gimmicks.