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

Prime Junta

Guest
There is nothing wrong with having challenges which you cannot solve immediatly. Gothic 2 NOTR was full of that and it was for the better.

Yes it was. Gothic 1 and 2 were one of the few games that pulled it off well. They gave a great illusion of open-world while enforcing linearity through difficulty.

However, the Gothic approach won't work well if you have a lot of optional side content, and if it's going to be at all like TW3, then 2077 will.

Strange Fellow You don't get any low-level enemies near the endgame in DX. If you did, you would roflstomp them. As I said, DX is a poor comparison since it's a linear, tightly constrained game.

-- basically --

this is one of these have your cake and eat it too things

If you want a big nonlinear game with a power curve and lots of side content, you will run into this problem no matter how you slice it (and will probably end up doing some form of level scaling).

If you drop any of these characteristics (no power curve, no side content, linear, or small) then the problem is manageable.

If you want the whole set, then it is a problem and just going "do it like DX" or "do it like Gothic 2 NOTR" like they have some generally applicable solution for this problem is retarded.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
You don't get any low-level enemies near the endgame in DX. If you did, you would roflstomp them.
Sure, but if they could kill you in two hits you would still have to pay attention. I don't mind the game being easy if I go back to do low-level quests I missed. As long as it's not completely mindless, I'm happy. In any case, I think the power curve in most games could be flattened to good effect, and my impression is that you do, too. My completely unreasonable stance on the subject of balancing remains that games should be balanced for completionist playthroughs. Contrary to game journalist beliefs, difficulty settings exist for a reason.
 

Prime Junta

Guest
In any case, I think the power curve in most games could be flattened to good effect, and my impression is that you do, too.

Oh so very much yes. Especially in games with guns, getting shot should be a big deal. Even with cyberware you shouldn't be able to just shrug off somebody machine-gunning AP rounds at you. A mook with a gun ought to be able to kill a top-tier commando dead if he hit him in the face.

I'd like to see more games built around horizontal rather than vertical progress. You should still develop your combat capability, for sure, but development could just as well be about developing a broader range of skills... as long as it doesn't totally neuter your character-building choices so everyone would end up as a master of everything.
 

Amerilias

Educated
Joined
Aug 15, 2013
Messages
36
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.
Something like dark souls? Even first monsters that were easy to kill could damage you heavily very fast
There was not enough "gravity" in that fight with scavengers and maelstrom,I still remember fights with clones in first Fear
 
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Squid

Arbiter
Joined
May 31, 2018
Messages
536
Same thing in regards to FPS, as it really doesn't matter much after 60.
Unless I've been misinformed on this, yes it can. Some games use frames for actions, if you only see 30 frames you can only see parts of an action that uses 100 frames instead of seeing each bit. It may not look like much but to people who get into those games, it can make reactions a different world as far as I know. I've always been under the impression that fighting games rely a lot on this with certain recovery frames, animation frames, invincibility frames, etc.
My completely unreasonable stance on the subject of balancing remains that games should be balanced for completionist playthroughs. Contrary to game journalist beliefs, difficulty settings exist for a reason.
I fully agree with this. But I always take in how a game is designed to be played (use casual/quick v. completionist/someone who actually takes their time to do things) into account especially when people talk shit on a good game. Like if someone started griping about how difficult STALKER is and it makes the game completely unfair but they never bothered to look for better gear or some dumb shit like making it to the end area with starting level gear, then they don't really know what the hell they're on about. I know people probably beat those games with just a basic pistol and a ton of medkits but it's stupid to claim a game is too hard/poorly designed when you refuse to play it how it was designed.
 

TemplarGR

Dumbfuck!
Dumbfuck Bethestard
Joined
May 30, 2013
Messages
5,815
Location
Cradle of Western Civilization
The footage was amazing. What impressed me the most was the performance of the game at this stage of development and considering how rich the open world element is and the possibilities of interacting with your environment. A part of me doubts this is possible on current gen consoles and i think this will get released for PS5-era consoles (and obviously high end PCs). Hope i am wrong because my poor FX6300 with the R9 380 aren't suited to do this game justice and with RAM and GPU prices sky high upgrading my pc is not currently an attractive thought...
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
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.
Alpha Protocol actually had problems if you went to Moscow first. Some stuff could be a bit tough for certain characters (although I think you can actually switch hubs, which I never tried to do).
But I'm not talking about progression itself - I'm talking about progression based on levels and how it ruins the so-called "immershun" where we have some inconsistencies like with bandits from Witcher.
Player should be able to tell about danger from certain areas or characters based on their experience, so if a place is hidden behind Ghostfence and heavily guarded - it's probably dangerous. Or these guys, they're probably much stronger than you:

18Tc.gif
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.
Open world is just a decoration, like a giant hub. You will have missions given to you based on your level (and street cred), so it's essentially the same as GTA and level isn't even needed.
RPG is not about numbers - it's about variety, reactivity and C&C. It can be done without huge text above enemies reminding you about their capabilities in a form of levels.
 

kalganoat

Savant
Joined
Jun 5, 2017
Messages
308
I think it's entirely possible for this to run on current gen consoles. 900p dynamic resolution and unstable 30fps of course. I just want CDPR to not downgrade the game again.
 

TemplarGR

Dumbfuck!
Dumbfuck Bethestard
Joined
May 30, 2013
Messages
5,815
Location
Cradle of Western Civilization
I think it's entirely possible for this to run on current gen consoles. 900p dynamic resolution and unstable 30fps of course. I just want CDPR to not downgrade the game again.

I hope you are right. The issue is not the graphics, graphics don't seem that advanced compared to existing games. The issue is with the CPU and RAM that a game of this scope may require. This is a game that is way, way more open than Mankind Divided, and Mankind Divided required a beefy pc to play it properly. There is also a lot of destructibility of the environment, physics, vehicles (demanding fast envrinmental switches), vast buildings with lots of rooms, lots of items and interoperability with everything (npcs, items, etc).

I sincerely doubt 6 jaguar cores at 1.6ghz with around 5gigs of unified RAM can do this game justice... Sorry. If they indeed port it to current consoles, it will have to be severely restricted compared to the PC and next-gen console versions.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,776
Location
Republic of Kongou
but still puzzled ... about your expectations that is

What I hoped for: A good shooter
What I expected: a mediocre shooter
What I got: a shit shooter

Modern Warfare came out more than a decade ago, even if you're dead set on making a whackahoe, you can still do better than braindead bullet sponges in narrow hallways and an autoaim gun.
 
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EverlastingLove

Learned
Joined
May 2, 2018
Messages
97
I think it's entirely possible for this to run on current gen consoles. 900p dynamic resolution and unstable 30fps of course. I just want CDPR to not downgrade the game again.

I hope you are right. The issue is not the graphics, graphics don't seem that advanced compared to existing games. The issue is with the CPU and RAM that a game of this scope may require. This is a game that is way, way more open than Mankind Divided, and Mankind Divided required a beefy pc to play it properly. There is also a lot of destructibility of the environment, physics, vehicles (demanding fast envrinmental switches), vast buildings with lots of rooms, lots of items and interoperability with everything (npcs, items, etc).

I sincerely doubt 6 jaguar cores at 1.6ghz with around 5gigs of unified RAM can do this game justice... Sorry. If they indeed port it to current consoles, it will have to be severely restricted compared to the PC and next-gen console versions.

Why? Just restrict combat to linear, tight corridors/small shooting galleries and place as many cut-scenes as you can and you're ready to go :)

Speaking of which - question, can we cause mayhem in the city - kill civilians, destroy vehicles, burn something, basically fuck around GTA-style? Can you draw a gun anytime you want?
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Speaking of which - question, can we cause mayhem in the city - kill civilians, destroy vehicles, burn something, basically fuck around GTA-style? Can you draw a gun anytime you want?

Probably but Psycho Squads will probably appear and insta-kill you just like guards in Witcher 3.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Cyberpunk 2077 release date – When is it coming out?
Since development is still in the early stages, a release date for Cyberpunk 2077 remains unconfirmed. CD Projekt Red has said it hopes to launch in 2019 at the earliest, and it refuses to let itself be hurried, and this has been made apparent throughout E3 2018.

Perhaps the recent gameplay demonstration is a vertical slice as opposed to a part of the finished project? In terms of platforms, it’s currently confirmed for PS4, Xbox Oneand PC.
https://www.trustedreviews.com/news/cyberpunk-2077-release-date-gameplay-2948412

Optimistic. 2019 is still so far more than a year worth of time for ahem polishing.
a3fcxyx130j11.png
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
They have a bloody straight excuse - they'll make 2020 'the year of cyberpunk' with DLC announcements'n'shit. And multiplayer, don't forget that multiplayer is still in research. Yep.
 

bataille

Arcane
Joined
Feb 11, 2017
Messages
1,073
Trauma Team looks criminally exciting. I wonder if they're going to implement GTA-style ambulance missions working for them, heh...

All those techno freaks have been done to death by now while a medical crew that provides more-expensive-than-life insurance services just feels fresh--with the soldiers ready to recover paying customers by force, armoured ambulances and all that. One of the few corporations that seem simply great.
 

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