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TopicCyberunk 2077 gameplay looks great, however i have 2 major gripes with it
apolloooo
08/28/18 8:32:45 AM
#1:


didnt watch all of them, but here is the main thing:

1. unholy amount of waypoint marker. holy shit when V woke up in her apartment there are like a dozen of dots on the screen indicating all the current objective. i hope, very verily that the devs doesnt think all the players are idiots that cannot find their way in an apartment room and let us turn all that noise.

it also have to come with a level that's memorable and navigatable without such crutches, for example yakuza games map, or gothic map (which is still the golden standard of RPG world design) and descriptive objective that convey the goal of the mission without relying on waypoint (compare morrowind and skyrim quest. morrowind describe objective in great detail and finding them is a gameplay of its own. like "find a guy who live in a hut north of vivec, he is a dark elf wearing a green shirt and brown pants with bald head" to skyrim's lazy, crappy "heres trouble, i mark it on your map"

i dunno. witcher 3 use alot of such crutches too, i am kinda worried.

2. the level-based enemy design. basically borderlands / fallout 4/ oblivion kind of lazy enemy design that just scale up the level. think of borderland's / fallout 4's "level 1 raider" and "level 20 raider" which has the same exact model, maybe different armor if its like have wearable armor and weapons in fallout 4. but in all and all their behavior, animation, attack patterns, hitboxes are all the same and it is infuriating. it's the same enemy basically with more stats and equipment.

good example of single player RPG enemy design is not just scale up the level, but makes a truly unique factions/groups of enemies that have their own uniqueness. the souls and gothic is an extreme example of non lazy enemy design.

take skeletons mooks in dark souls: at early firelink shrine you have this weak ass skeletons with basic ass movement, easy to predict pattern and not much movesets in their disposals.

compare them to the skeleton knights you find later on. visibly better looking equipment, and while they still have classic 'stat up' progression of regular RPG, they still have different movesets, strategy, even hitboxes in each higher level iteration.

the 'stat up' thing kinda works in turn based RPG, but in an action based RPG it's really lazy and jarring. witcher 3 have these too and it is frustrating. there are mods that completely overhaul the enemy system in witcher 3 by removing level completely (aka the pale blue drowners you find early in the tutorial area will always be weak no matter if you find them is skellige or other high level area, while griffin, etc will always be super deadly when you encounter them, making it more static, but makes more sense and give a sense of rewards when you finally beat them)

gothic for example use cleverly placed high level monsters to as a natural barrier of progress. the whole map and the high level loot are technically available as soon as you start the game, but by placing strong enemies, or quests with high skill requirement block it off naturally, with the bonus for players with strong enough will and creativity to find a way to circumvent the barrier in unusual way (for example luring a lost orc thats too strong for you into the town and have it be killed by guards, etc) even cheesing, it is fun when you discover it your own way.

but such design is pretty much too much to ask for these days because the masses wants simple games with little depth.

that said, even with those thing , if the quality of CB2077 is still like the witcher, i am still gonna enjoy it as a great game that i trust CDPR can deliver.
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