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Cyberpunk 2077 Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Jenkem

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Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Nice review.
Would you mind lending me your crystal ball, so I can decide if I agree with it?

You edgelords are pathetic.

The person you responded to never claimed they were reviewing the game or the final product, they were merely offering their impressions of the preview that CDPR chose to put in front of the public. Not sure if you are a drooling brainlet or just a sycophantic CDPR fanboy whose jimmies are rustled. Either way you're NotAGenius. :cool:
 

Kem0sabe

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I think the fact that the video is played out during daytime is messing with people's expectations about a cyberpunk world aesthetics. When we talk about a cyberpunk world we automatically imagine blade runner, we imagine neon's in the dark, oppressive scenery, rain, dirty streets and overall urban decay at ground level.

If they had focused the gameplay during night time, i figure the video would have gotten less shit.
 

Theldaran

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I think the fact that the video is played out during daytime is messing with people's expectations about a cyberpunk world aesthetics. When we talk about a cyberpunk world we automatically imagine blade runner, we imagine neon's in the dark, oppressive scenery, rain, dirty streets and overall urban decay at ground level.

If they had focused the gameplay during night time, i figure the video would have gotten less shit.

Invalid argument, if the game can be played in daytime, they have to show that too.
 

Prime Junta

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(also, "clean as a cunt in a convent" is a funny expression, shame about the 300 years of purgatory it'll net whoever wrote it)
 

Kem0sabe

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I think the fact that the video is played out during daytime is messing with people's expectations about a cyberpunk world aesthetics. When we talk about a cyberpunk world we automatically imagine blade runner, we imagine neon's in the dark, oppressive scenery, rain, dirty streets and overall urban decay at ground level.

If they had focused the gameplay during night time, i figure the video would have gotten less shit.

Invalid argument, if the game can be played in daytime, they have to show that too.

But should a cyberpunk setting have to have that kind of aesthetic? People have preconceived expectations based on a single piece of popular media. There are several good books that build interesting cyberpunk worlds, but its hard to visualize them and imprint an aesthetic on people, but then comes along Blade Runner, and suddenly that defines the entire genre... why?

I trust cdprojekt to build their own unique take on the genre.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It's just a big disappointment based on what I was hoping/expecting, which is a role-playing game based off a PnP RPG.

... okay ...

but still puzzled ... about your expectations that is

They've said all along that it's an open-world first-person game set in a city, and that it's a shooter I think goes without saying; after TW3 CDPR wasn't going to suddenly go all turn-based on our asses, especially with their "immershun" schtick. That's exactly what we saw.

I'm guessing it's about the pacing, and the pace of seeing "RPG stuff". Like the video doesn't look like playing New Vegas - wandering around, glancing at your character screen periodically and applying skill checks on things. It just buzzes through the content.

Don't see why it wouldn't support a New Vegasy mode of play though.
 

Prime Junta

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I'm guessing it's about the pacing, and the pace of seeing "RPG stuff". Like the video doesn't look like playing New Vegas - wandering around, glancing at your character screen periodically and applying skill checks on things. It just buzzes through the content.

Don't see why it wouldn't support a New Vegasy mode of play though.

But then it might not. Could well be the gameplay is structured around jobs handed to you by fixers, similar to SRR. How well that meshes with the open world would be interesting to see.
 

Latelistener

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They've said all along that it's an open-world first-person game set in a city, and that it's a shooter I think goes without saying; after TW3 CDPR wasn't going to suddenly go all turn-based on our asses, especially with their "immershun" schtick. That's exactly what we saw.
Maybe they should have payed more attention to how actual immersion games were made. Deus Ex, Bloodlines, Gothic, Alpha Protocol - which one of these had levels above enemies heads?
Some thug with .38 will show little resistance to a vampire, whereas a 10 ft gargoyle can tear him in half. You don't need a fucking level above them to tell you about that.
In Witcher it resulted in some idiotic situations where road bandits were stronger than Geralt, a vigorously trained monster hunter who undergone mutation processes.
I'm not even saying that Cyberpunk 2020 has no levels.
 

Prime Junta

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^
|
legit

level scaled everything, especially loot, was cancerous in W3



however


DX, Bloodlines, and Alpha Protocol were all tightly constrained mission-based games. It's much easier for the developer to tune difficulty on them since they have full control over how powerful the character is going to be in each of the missions. Open-world games are much much harder, and very few of them pull this off well. Gothic 1 and 2 did it, FONV did it, Morrowind sort of kind of did it. Thing is with all of these, exploration into the unknown was a huge factor, and I don't see how that's going to work in an urban setting. Somehow delving into the dangerous unknown reaches of South Central doesn't sound quite as exciting as pushing into the Ashlands.

I.e. I'm not sure how any of these games could serve as a model for balancing/tuning something like 2077. I think it's most likely that they'll go with derp brute-force level scaling; if they don't, it'll have to be tightly scripted story missions with only the sandbox open -- i.e., you can go anywhere but you can only do stuff more or less in the order prescribed by the devs.

(N.b., I'm using "level" here as a proxy for general power level. Cyberpunk doesn't have levels, but it certainly has character development through skills and gear, so the design problem is the same.)
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/cyberpunk-2077-gameplay-reveal-was-viewed-by-almost-half-a-million-people/

Cyberpunk 2077 gameplay reveal was viewed by almost half a million people
Githyp says Cyberpunk 2077 became "the most watched stream on Twitch for an upcoming game so far this year".

You can finally watch the full Cyberpunk 2077 gameplay demo. I mean, you probably already have. And if you watched it live via CD Projekt Red's Twitch stream the other day, you did so alongside nearly half a million others.

That's according to videogame statistics site Githyp, who reckons Monday's showing makes Cyberpunk 2077 the "most watched stream on Twitch for an upcoming game" in 2018 so far.

"CDPR’s official stream on Twitch saw a peak of 288k viewers—while there were a total of 459k concurrent viewers watching when factoring in restreams—making Cyberpunk 2077 the most watched game on Twitch [on Monday]," explains Githyp.

The stats site adds that hundreds of thousands of viewers have since tuned into CD Projekt Red's official Twitch VOD. At the time of writing, Cyberpunk 2077's gameplay reveal has also been viewed 4.7 million times on its official YouTube channel.

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"Cyberpunk’s reveal wasn’t just the most watched game on Twitch yesterday topping Fortnite’s peak of 305k viewers," adds Githyp. "It was also the most watched stream for a newly released or upcoming game this year, doubling the peaks of new games such as God of War (283k), Sea of Thieves (259k), and Call of Duty: Black Ops 4’s (204k) first look."

I could recommend any one of Cyberpunk 2077 stories, but let me point you specifically towards everything we know about CD Projekt's next RPG.

https://www.pcgamer.com/cyberpunk-2...be-turned-off-a-lot-of-hud-settings-optional/

Cyberpunk 2077 damage numbers can be turned off, 'a lot' of HUD settings optional
Clutter be gone.

The Cyberpunk 2077 gameplay reveal was viewed by almost half a million people. I'm excited, but feel its HUD is a little cluttered in places—not least during its combat sequences. Lucky for me, CD Projekt Red says damage numbers can be turned off and a host of HUD elements will be optional.

Following Monday's gameplay reveal, Sardukhar, a moderator on the game's official forum, asked prospective players what they liked and disliked about the footage. Within their own observations, they say they'd like the option to remove the damage numbers above target's heads—which Sardukhar has since updated with a reply from the dev's community lead Marcin Momot.

"That is exactly our plan," Sardukhar quotes Momot. "A lot of HUD elements (including damage numbers) will be optional."

This echoes Momot's sentiments on Twitter. When asked specifically about "damage numbers flying on the enemies heads", and whether or not players can turn this feature off, Momot said: "We are planning on allowing players to turn off/on a lot of the HUD elements."



You'll play Cyberpunk 2077 however you so chose, but I fancy scaling back its HUD and UI entirely—in the same way I played and modded The Witcher 3.

Look out for today's PCG Q&A for more on what we liked and disliked about Cyberpunk 2077's new footage. In the meantime, here are five ways the gameplay demo somehow lives up to the hype.
 

Prime Junta

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It's very simple: Get rid of the "level" stat.

You'd have to get rid of the power curve altogether. Whether it's broken up into discrete levels or continuous development through better gear and skills makes no difference, the problem is the same.
 
Self-Ejected

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7.) Actually yeah it is not easy to figure out who is shooting you from where when multiple people are surrounding you and you have no other feedback than visual which in the heat of the moment is missing at key moments or too much going on to notice a muzzle flash on your far right/left and sound which with multiple sources also makes it not easy to figure out if there are multiple attackers and an important feedback, feeling the impact, is completely absent. Though personally I wish you could customize that kind of stuff.

DOOM handles it just fine. You're frequently getting hit from all angles, and yet there are no markers on the screen telling you which direction you're getting hit from. And, what do you know, it just happens to have some of the best FPS gameplay ever made in a videogame.

But yeah, if you can tweak the HUD/UI then I have no problem with it.

Which Doom? The latest one?
it shows you do not need massive markers on the screen telling you where fire is coming from.
Stereo sound solved that problem.
 

Sykar

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It's very simple: Get rid of the "level" stat.

You'd have to get rid of the power curve altogether. Whether it's broken up into discrete levels or continuous development through better gear and skills makes no difference, the problem is the same.

Not sure why there is such a big problem. Have a basic health which varies from 90% to 110% of its standard value, then apply Cyberware and adjust equipment, attributes and skills accordingly. Level is hardly needed imho.
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
It's very simple: Get rid of the "level" stat.

You'd have to get rid of the power curve altogether.
No you wouldn't. Other games have made tough enemies without assigning them an "invincible" tag which disappears once Geralt has reached a certain level, you know. My point is that the level stat as a multiplier of damage dealt and received is a horrible brute-force solution on par with level scaling. Level alone should not have any direct influence on a character, period.
Whether it's broken up into discrete levels or continuous development through better gear and skills makes no difference, the problem is the same.
I thought the problem was making a good power curve without level scaling? High-level enemies should be tough because they have access to a wider array of superior abilities compared to a low-level character, they shouldn't be tough solely because there's a red number 30 next to their name.
 

Prime Junta

Guest
Okay Strange Fellow that makes a little bit more sense. And yeah I agree that level as a stat is stupid, an example of dumbed-down brute-force game design.

It doesn't alter the fundamental problem though. If you have a power curve, that means that some challenges will be too tough for you to beat at any given level, and others will be too easy to be interesting. It does not matter how the power curve works -- is it a brute-force level stat, a less brute-force D&D style level, or level-less point-buy, or even no character stats at all, only better gear (like S.T.A.L.K.E.R for example). If additionally you have a big open-world game with a lot of optional content, then you have a really hard balancing problem: balance it for completionists and non-completionists will hit a brick wall of difficulty in the main quest, and balance it for casuals and completionists will see the main quest turn into a snooze. Getting rid of the level stat won't magically solve it.
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Just make combat lethal, like Deus Ex on the hardest difficulty. That gives low-level enemies the opportunity to fuck up your day at any point in the game.
 

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