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Cyberpunk 2077 Pre-Re-Announcement Thread [GO TO NEW THREAD]

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Come back when you have the mental capacities to provide actual arguments that don't boil down to "it triggers my sensible feels, thus its OBJECTIVELY bad" femiturdian dialectics and circular "logic".
Why should i? all you post is inane crap.
Besides, im asking a very valid question, are you fucking stupid Duelist? does your brain not work right?
 

Neanderthal

Arcane
Joined
Jul 7, 2015
Messages
3,626
Location
Granbretan
I just wanna know where all me strong, fast an group style bonuses ave disappeared to between three games, an why I can't use em now when I did before? I mean Fuck me Polish Steven Seagal is over a century old an been doing the do for yonks, only Vesemir should know more.
 

Muty

Prophet
Patron
Joined
Apr 8, 2009
Messages
1,462
Wasteland 2 BattleTech
Given it's CD Projekt, I expect to be able to create a wymyn character with machine gun boobs.

hI73cgt.gif
:bounce:
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,873
There is absolutely nothing dumb in having to make tactical choices in regards to your active skills.

If you want to go that way "everything is always active", would actually be the consoltard popamole-like way.
Yeah bro, Witcher 1 and 2 skill systems were popamole, but this one isn't.
I mean every great RPG system has you pick skills you want active from the ones you've acquired, like D&D4E. Oh.

Idiot.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
The main problem from a mechanic side is that there is no depth to it, just a bit of number crunching and very little real effect on your gameplay, except for what you will be spamming.

From a narrative point it makes no sense either, you learn about things but you dont use them unless you decide to use them, but you can only use a limited amount of knowledge at the time, so like, even if you completed your light and heavy armor training, you may have to pick between which training and knowledge gets to be used, even if you have a piece of gear that would qualify. You simply dont know how to use leather armor well now because you ran out of brain? space with more important things i guess.
Also you get to insert mutagens into your training, but only the training you are using. which further limits what you will be decent at, and by extension your options in any given encounter.
Theres literally no upside to this system, the game would have been better off without it. There are no merits to its existence. the only reason its there is that the game can be classified as "rpg".

At least the system in the witcher 1 felt witchery. You unlocked knowledge and you could even prepare concoctions to accelerate the process. which gave you another reason to hunt rare monsters. You felt it was expressly designed for that game and that it wouldnt fit anywhere else really.
 

Duellist_D

Savant
Patron
Joined
Dec 15, 2013
Messages
383
Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Yeah bro, Witcher 1 and 2 skill systems were popamole, but this one isn't.
I mean every great RPG system has you pick skills you want active from the ones you've acquired, like D&D4E. Oh.

Idiot.

Wait, are you actually arguing that W1 and 2 had significant more system depth in it than 3?

Now thats a top amount of nostalgic bias, you wannabe-elitist retard.


Also:
>D&D

Also2:
Learn to differentiate between mechanic and implementation.



The main problem from a mechanic side is that there is no depth to it, just a bit of number crunching and very little real effect on your gameplay, except for what you will be spamming.

The mechanic is necessary to counteract the high possible level that you can reach due to the open world.
If everything you learned would be accessible, balancing would be a lot more difficult. IIRC there is a mod that changes exactly this part, would be interesting to look into what they did to counteract the effects of being able have an extremly high amoung of skills active.

Regarding the fluffy part of the ruleset:
Yeah, having to equip Armor training is stupid.
I already said the system would have been better with passiv+active skills, armor training should really be always active.

I see no problem in the current implementation of concoctions (i actually like it, gives an additional layer in consquences for some quests, due to the high utility of several of them) and the basic premise of how mutagens work is also fine, though they should have absolutely given the ones from unique monsters unique (or at least different) effects.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
The mechanic is necessary to counteract the high possible level that you can reach due to the open world.
So their biggest feature detracts from gameplay, cool. How anyone could call this competent or well done is baffling in itself.

If everything you learned would be accessible, balancing would be a lot more difficult.
And i couldnt give less of a shit about how "hard" they have it. Give me a god damn decent system for crying out loud, between this abomination and level reqs on gear the entirety of itemization and character systems are utter shit, in service of a feature that nobody cared for. And that makes exploration largely useless. These people dont know how to make an RPG, that much is obvious.

IIRC there is a mod that changes exactly this part, would be interesting to look into what they did to counteract the effects of being able have an extremly high amoung of skills active.
Sure i guess, they probably tunned the numbers down by a lot.

Regarding the fluffy part of the ruleset:
Yeah, having to equip Armor training is stupid.
I already said the system would have been better with passiv+active skills, armor training should really be always active.
Its just a bandaid for a poor system.

I see no problem in the current implementation of concoctions (i actually like it, gives an additional layer in consquences for some quests, due to the high utility of several of them) and the basic premise of how mutagens work is also fine, though they should have absolutely given the ones from unique monsters unique (or at least different) effects.
Alchemy worked fine, yeah. But my point is that itemization was tied to the character system in witcher 1, in 3 it just influences it indirectly.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
D&D has many things there for the sake of flavor, that makes it alright.
Besides, where did i say i want something realistic? i just want it to be coherent.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
also how someone that cares about coherence can play any version of D&D is beyond me.
Elaborate.
Do I really need to elaborate? For the most part of its life D&D had every part of the system working under a different mechanic. Then mechanics were unified under the d20 roll but with added nightmare of situational modifiers that stack and work differently. Then 4E happened.

Dunno about 5E at large but at least I remember from the alpha that saving throws were fixed.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Working under different mechanics doesnt mean its not coherent, it only means they didnt give a shit about "good design", as long as its fun (and it is) its good enough.
3rd edition and 4th edition are shit.

5th edition is probably the best, give it a read.
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,323
Ease up on them buzzwords, CDPR.
http://www.dualshockers.com/2016/03...-more-revolutionary-than-originally-intended/


We learn that we’re still “a long ways away from the premiere.” Badowski explained that the studio wants to make better and better games, and since The Witcher 3: Wild Hunt has set the bar of success very high, Cyberpunk 2077 has to be “even better, even bigger, even more revolutionary” than originally intended, which is why CD Project still has “a lot of work to do” on it. They want it to be a “truly outstanding game. ”

We also learn that Cyberpunk 2077 is a “huge game,” with a magnitude “much greater” than The Witcher, and the studio has “amazingly large ambitions” for it.

Earlier during the call, Kiciński mentioned that CD Projek will invest heavily in the development of its games, and wants to at least double the size of the studio in terms of developers. Currently they have 400 people working on their games, and want to get to 800 or more. Those developers will be split in four teams, some of which will “penetrate new gaming segments.”

Jesus.
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,070
Location
Safe Space - Don't Bulli
Joined
Jun 12, 2015
Messages
91
>'retarded'
>can't discern between an adverb of time and a comparative clause preposition
 

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