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Thread: Cyberpunk 2077 developers detail weapons and lifepaths

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    HEXUS.admin
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    Cyberpunk 2077 developers detail weapons and lifepaths

    There are three major weapons types and three lifepaths to explore in this sci-fi RPG.
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    Re: Cyberpunk 2077 developers detail weapons and lifepaths

    Quote Originally Posted by HEXUS View Post
    smart weapons fire smart projectiles which can hit targets out of view
    This was one of the game mechanics that really turned me off it, the last time I saw a feature video, along with their implementation of the much-hated X-Ray Vision/EagleVision/TombRaiderVision mechanic.
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    Quote Originally Posted by CAT-THE-FIFTH View Post
    I got bored and wanted something to have a fiddle with.

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    Re: Cyberpunk 2077 developers detail weapons and lifepaths

    so its gonna be another console "press x to win" game

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    Re: Cyberpunk 2077 developers detail weapons and lifepaths

    Quote Originally Posted by aniilv View Post
    so its gonna be another console "press x to win" game
    I doubt it - it's a very large, detailed RPG by the looks of it. I'm not sure we even know if there's a 'win' state.

    The issue of player skill vs character stats is always a problem for RPGs though - what if I'm role playing a sharp shooter, and I've used skill to design a character that fits that role, but I'm a clumsy oaf in real life? Should I be able to 'instruct' my character to perform a difficult shot, or should I have to jump in and use my real-world stats rather than my characters?

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    Moosekateer CAT-THE-FIFTH's Avatar
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    Re: Cyberpunk 2077 developers detail weapons and lifepaths

    I hope auto aiming bullets happen to be one option,and not the default option. Otherwise it would severely effect the customisability of gameplay styles.


    Those despicable Elk,stealing the pond weed!

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    Re: Cyberpunk 2077 developers detail weapons and lifepaths

    Quote Originally Posted by kalniel View Post
    The issue of player skill vs character stats is always a problem for RPGs though - what if I'm role playing a sharp shooter, and I've used skill to design a character that fits that role, but I'm a clumsy oaf in real life? Should I be able to 'instruct' my character to perform a difficult shot, or should I have to jump in and use my real-world stats rather than my characters?
    There should be a modifier mechanic that facilitates a significantly increased chance of making the shot... but one that still allows the possibility of failure, because no-one is going to be perfect, unless they're a sidekick of Buckaroo Banzai.
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    Quote Originally Posted by CAT-THE-FIFTH View Post
    I got bored and wanted something to have a fiddle with.

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