Cyberpunk 2077

Cyberpunk 2077

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ok so why is that legendary cyberware mod 500 €$ but a crafting spec for trajectory analysis costs 520000€$
balance -> trash
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Showing 1-15 of 24 comments
Nordblut Jan 3, 2021 @ 7:22am 
Let me guess the mod shows 500 in your inventory and the 520k is the price you have to pay?
>//The_FALCON Jan 3, 2021 @ 7:26am 
no i mean it's a sandevistan mod or smth i forgot the name of. bought it for ez dismantle on cheap legendary item components. i go back to vik and see he has a blueprint for a mod that costs 520000 €$

do they know economics?
jerrypocalypse Jan 3, 2021 @ 7:34am 
I honestly don't even know why there are crafting specs for cyberware mods since you'll only ever need one of them. Mods for weapons and clothing I get, since you have to replace or upgrade those as you get new gear, but the cyberware ones are a one and done thing.
ULTRA Jan 3, 2021 @ 7:36am 
Originally posted by jerrypocalypse:
I honestly don't even know why there are crafting specs for cyberware mods since you'll only ever need one of them. Mods for weapons and clothing I get, since you have to replace or upgrade those as you get new gear, but the cyberware ones are a one and done thing.

They don't know, the entire game is basically just designed around the concept that you're playing the Witcher 3 but with longer-range weapons and a faster horse, if they have to extrapolate any kind of game design beyond that then they fail instantly
Vormina Jan 3, 2021 @ 7:37am 
The crafting is very unbalanced, some of the specs are way too expensive, and upgrading higher tier items is almost impossible with the rarity of mats.

The ability to craft item components is nice, but the hold click to make one at a time is just too tedious.

I pretty much only use crafting for a few favorite weapons and mods, trying to upgrade clothing is just unfeasible.
>//The_FALCON Jan 3, 2021 @ 7:44am 
Originally posted by jerrypocalypse:
I honestly don't even know why there are crafting specs for cyberware mods since you'll only ever need one of them. Mods for weapons and clothing I get, since you have to replace or upgrade those as you get new gear, but the cyberware ones are a one and done thing.
well technically only arm mods are consumables (yes, you cannot take out mods from your mantis blades, you have to replace em with something else)
Memorex Jan 3, 2021 @ 7:48am 
not just economy unbalanced, also difficulty is unbalanced its super easy game you stomp enemies
jerrypocalypse Jan 3, 2021 @ 8:11am 
Originally posted by ;2996548763057968185:
Originally posted by jerrypocalypse:
I honestly don't even know why there are crafting specs for cyberware mods since you'll only ever need one of them. Mods for weapons and clothing I get, since you have to replace or upgrade those as you get new gear, but the cyberware ones are a one and done thing.
well technically only arm mods are consumables (yes, you cannot take out mods from your mantis blades, you have to replace em with something else)
When you replace them, don't you get the current one back though? That's how it worked when I swapped the knuckles in my gorilla arms anyway.
Night Writer Jan 3, 2021 @ 8:13am 
I think they are referring to the fact that most of the balance when it comes to economy in this game is simply bonkers.. Like for instance, crafting a legendary ASHURA Smart Sniper Rifle and selling it for $3246, and then the vendor sells it for $300,000+.

Or how about the cans of Soda that sell for 10 dollars, break down into components that are worth way more, and that those same cans of soda sell for as much as a used gun that you sell to a vendor..

Oh and don't get me started on the Legendary crafting components that cost you $1000.00 at a vendor, that you can sell for $35.

I get that they had to limit how much money you could make so you couldn't go around buying everything in the game at level 10 but come on. Balancing this would have been very simple.

I mean they already artificially limit what you can use (weapons, clothes, and cyber-ware) via level and or Stat requirements (like you need 12 body or level 36 to use this etc.) and limit who you can kill, by making the higher leveled enemies take virtually no damage and one shot you on a single hit, when you are in an area you shouldn't be yet. Whats a few more Limitations thrown in?

It's very clear that the Devs did not have a good way to control players via Ai or with Enemies who adapt to player skill or gear level etc.

Examples:
Number of Enemies based on stat level in set skill or trait = X number of enemies in group or present in Area.

Difficulty of Enemies based on Weapon DPS = Base Damage threshold per Enemy,

Skill set/Stats per skills = tactics of enemy (Encircling, Flanking,Reloading, Health Kit usage, and teamwork, also possibility of specialized enemies spawning to counter skill set.

They can't do this because the game engine was designed to be run on consoles (PS4 and Xbox One)and can not be adapted to produce additional numerous, Faster/Stronger/Smarter enemies which would kill frame rates on any console, and hinder the game play experience for console/controller users.

Lemartes Jan 3, 2021 @ 8:16am 
Originally posted by >//The_FALCONTnY:
do they know economics?

Dude you can literally craft infinitely producing more and more salvage components with a handful of crafting perks.
The game isn't about economics.
It's like complaining about the lack of good gun play mechanics in Settlers of Ctan.
Night Writer Jan 3, 2021 @ 8:22am 
Originally posted by Lemartes:
Originally posted by >//The_FALCONTnY:
do they know economics?

Dude you can literally craft infinitely producing more and more salvage components with a handful of crafting perks.
The game isn't about economics.
It's like complaining about the lack of good gun play mechanics in Settlers of Ctan.

@Lemartes.. FOR THE EMPEROR!!... (Fellow Blood Angel here) too bad he got nerfed in the latest edition of 40K.:steamfacepalm:
Mansen Jan 3, 2021 @ 8:35am 
Originally posted by >//The_FALCONTnY:
you cannot take out mods. You have to replace em with something else)

There's literally a skill perk to allow for this though.
>//The_FALCON Jan 3, 2021 @ 8:37am 
Originally posted by Mansen:
Originally posted by >//The_FALCONTnY:
you cannot take out mods. You have to replace em with something else)

There's literally a skill perk to allow for this though.
for arm cyberware... pls read
Night Writer Jan 3, 2021 @ 8:38am 
Originally posted by Mansen:
Originally posted by >//The_FALCONTnY:
you cannot take out mods. You have to replace em with something else)

There's literally a skill perk to allow for this though.

No there is not. There is a skill that lets you destroy the item and keep the mods. There is not a skill that lets you pop a mod in and out of an item whenever you want.

Right now a mod can be replaced, by overwriting the mod with another mod, the old mod is destroyed in the process.
Or the Mod can be kept, by disassembling the item, and you keep all attached mods.
Jan 3, 2021 @ 8:54am 
It's also beyond me why cyberware mods won't tell you WHAT CYBERWARE they mod. Oh great, I found this +10% crit chance cyberware mod – really wonder what it's actually for...

And then the gun stats not showing recoil, mag size, reload time. Nothing in this thing has been thought through, much less play tested by anyone who gave a ♥♥♥♥, it appears.
Last edited by ; Jan 3, 2021 @ 8:54am
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Date Posted: Jan 3, 2021 @ 7:18am
Posts: 24