Cyberpunk 2077

Cyberpunk 2077

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Apocryphox 2022 年 7 月 20 日 下午 3:46
Mod that makes the game realistic?
Is there any mod that deletes these fking bullet sponges? Dude, it's so freaking annoying that i only need 5 hits with a bat to get killed while enemies needs 20 shots with my shotgun right in front of me because stpd CD Project must include the most annoying and dumbest RPG-features in a game which doesn't even need such things.
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目前顯示第 46-60 則留言,共 92
The Time Traveler 2022 年 7 月 23 日 下午 2:38 
引用自 Apocryphox
引用自 N7Andy
I also tried that out about a year ago... It just messes the core of the game, which is progression.

What's the core of the gamethen?To need 200 bullets for one enemy? Bullet sponges works in MMO's but imo it's dumb in games like CP, because it also wants to be immersive. That's why i want to mod this game. I want more immersion. If i want it to be ez, then i simply install a trainer and activate godmode. It's kinda sad that this thread needs tons of answers and only one reply helps me with that problem while all the others are complaining about my wish or my perspective how i want to play the game. Doesn't help anyone and it's also kinda annoying. Thanks anyway to that dude who gave me the link.

you lost me at "i don't play games i just cheat them"
N7 Andy 2022 年 7 月 23 日 下午 3:12 
引用自 Midas
引用自 wearthekilt
There are potential reasons for this, at least with blunt weapons. If you bash someone in the head even if they are wearing a helmet their grey matter will still bounce off their brain pan and potentially cause bruising, hemorraging, and long term brain damage.

Also armor designed to stop bullets will not not a knife, certainly not a sword, and definitely not from someone with superhuman strength of their own.
The point is, besides lore reasons, etc.. armor currently does not exist against melee weapons and they are going to fix that. I can't wait because it will make melee builds even more interesting with bleed, poison, etc.. and generally status effects will play a MUCH larger role because currently they're a bit useless when melee weapons will literally delete any enemy even without needing to invest in perks that make you deal higher damage.. Think about it.. the Ninjutsu Tree has perks that make your blades deal poison damage over time, but you never actually get to see those effects happen, certainly not enough to make them useful, when generally, as long as you have a high crit chance, you will one-shot everything. The point of this fix is to further balance the game, not by making it harder / nerfing melee weapons, but by making certain PERKS that would otherwise get ignored by players, more viable. As far as I'm aware, the same goes for the player. Enemy melee weapons ignore player armor. So they will fix that in the next update, supposedly. The gameplay is slowly becoming more and more like the "hardcore RPG" they were marketing in the E3 Demo.
最後修改者:N7 Andy; 2022 年 7 月 23 日 下午 3:21
N7 Andy 2022 年 7 月 23 日 下午 3:14 
引用自 Rabidnid
It is a learn to play issue and nothing to do with the game. on normal difficulty enemies are very easy to kill with all weapons.
Not if it takes 20 direct blasts with a shotgun. Then it doesn't matter how easy it is, the point is that it's dumb. Even in specifically multiplayer oriented shooters people criticized The Division 1 for its bullet spongey enemies. Shooting a bald guy in a tshirt straight in the head with .223 FMJ should not take me seven times to do it no matter how easy it is to do so.

However with all that being stated at least this game can theoretically play the "durr hurr but it's android and cybernetic parts made of raretanium plating of course it's made to stop bullets" so if they didn't play that up, their bad. Otherwise, at least I can pretend the shirtless enemies or guys in tshirts are actually made of more metal than flash and blood.
Except.. it NEVER takes "20 directs blasts from a shotgun" to kill an enemy, not one within your level range anyway.. that's a big freakin' exaggeration on OP's part, to make this post sound like an actual issue with the core game.
最後修改者:N7 Andy; 2022 年 7 月 23 日 下午 3:17
Midas 2022 年 7 月 23 日 下午 3:22 
引用自 N7Andy
引用自 Midas

Also armor designed to stop bullets will not not a knife, certainly not a sword, and definitely not from someone with superhuman strength of their own.
The point is, besides lore reasons, etc.. armor currently does not exist against melee weapons and they are going to fix that. I can't wait because it will make melee builds even more interesting with bleed, poison, etc.. and generally status effects will play a MUCH larger role because currently they're a bit useless when melee weapons will literally delete any enemy even without needing to invest in perks that make you deal higher damage.. Imagine.. the Cool Attribute has perks that make your blades deal poison damage over time, but you never actually get to see those effects happen, certainly not enough to make them useful, when generally, as long as you have a high crit chance, you will one-shot everything. As far as I'm aware, the same goes for the player. Enemy melee weapons ignore player armor. So they will fix that in the next update, supposedly. The gameplay is slowly becoming more and more like the "hardcore RPG" they were marketing in the E3 Demo.

That's more because those perks are crap and don't really make a lot of sense to begin with. No one is using throwing knives in a straight fight, they'd be the worst weapon in the entire game. Imagine a sniper rifle that can't zoom in and gets 1 shot every 10 seconds, and has a terrible drop off that can't hit its intended target more than 15m away. That's a thrown knife in CP2077.

The reason it's part of Ninjitsu is because it's for stealth and assassination, not open combat, and in that area it makes sense. If they suddenly apply a ton of armor to it so that it can no longer instant-kill on a headshot, it does't become 'interesting' it just becomes 'useless' because the one situation where it was worth using it in, is a situation where it's no longer worth using it anymore.

Now, I agree melee is too easy. My Athletics/Cool-blooded/Blades character just steamrolls through literally everything, killing whole groups of enemies within half the span of a Sandevistan, but even then, while said character has all the ninjitsu perks related to throwing knives, I only really did it for the lulz because I had nothing else to spend perks on. Even in its current state I'd never use throwing knives as a combat weapon over basically any other option. Even to trigger stuff like the damage boost from bleeding, I'd rather just... make more attacks with my blade in the same span of time, because it's way less risky.

So if this armor change really does go through to make it 'more interesting', I'm pretty sure that is not going to be the actual outcome.

If they added throwing knives as a consumable grenade slot item that also gained all the benefits of the same ninjitsu perks, that I could see myself using in tandem with blade fighting, and that'd be pretty cool.
最後修改者:Midas; 2022 年 7 月 23 日 下午 3:24
N7 Andy 2022 年 7 月 23 日 下午 3:29 
引用自 Midas
引用自 N7Andy
The point is, besides lore reasons, etc.. armor currently does not exist against melee weapons and they are going to fix that. I can't wait because it will make melee builds even more interesting with bleed, poison, etc.. and generally status effects will play a MUCH larger role because currently they're a bit useless when melee weapons will literally delete any enemy even without needing to invest in perks that make you deal higher damage.. Imagine.. the Cool Attribute has perks that make your blades deal poison damage over time, but you never actually get to see those effects happen, certainly not enough to make them useful, when generally, as long as you have a high crit chance, you will one-shot everything. As far as I'm aware, the same goes for the player. Enemy melee weapons ignore player armor. So they will fix that in the next update, supposedly. The gameplay is slowly becoming more and more like the "hardcore RPG" they were marketing in the E3 Demo.

That's more because those perks are crap and don't really make a lot of sense to begin with. No one is using throwing knives in a straight fight, they'd be the worst weapon in the entire game. Imagine a sniper rifle that can't zoom in and gets 1 shot every 10 seconds, and has a terrible drop off that can't hit its intended target more than 15m away. That's a thrown knife in CP2077.

The reason it's part of Ninjitsu is because it's for stealth and assassination, not open combat, and in that area it makes sense. If they suddenly apply a ton of armor to it so that it can no longer instant-kill on a headshot, it does't become 'interesting' it just becomes 'useless' because the one situation where it was worth using it in, is a situation where it's no longer worth using it anymore.

Now, I agree melee is too easy. My Athletics/Cool-blooded/Blades character just steamrolls through literally everything, killing whole groups of enemies within half the span of a Sandevistan, but even then, while said character has all the ninjitsu perks related to throwing knives, I only really did it for the lulz because I had nothing else to spend perks on. Even in its current state I'd never use throwing knives as a combat weapon over basically any other option. Even to trigger stuff like the damage boost from bleeding, I'd rather just... make more attacks with my blade in the same span of time, because it's way less risky.

So if this armor change really does go through to make it 'more interesting', I'm pretty sure that is not going to be the actual outcome.
But here's the thing. What the modder reported was that the system he saw in the files was actually quite complex. Not just "enabling enemy armor vs. player's melee weapons and calling it a day" sort of thing. Nothing cheap like that. Stealth headshots with a knife will most likely still one-shot enemies because they'll program knives to ignore enemy armor when you're in stealth and you aim for the head, so nothing will be changed there. But in actual combat where you're just swinging your weapon, those useless perks that apply status effects will actually play a bigger role now. You know what I'm saying? So they're not nerfing stealth by making you unable to one-shot enemies in stealth anymore, those changes will likely be for open combat only, when enemies are aware of your presence and they have a sort of "adrenaline rush" going, making them harder to take down because their armor values will be programmed to activate upon entering combat.
最後修改者:N7 Andy; 2022 年 7 月 23 日 下午 3:38
Midas 2022 年 7 月 23 日 下午 3:35 
引用自 N7Andy
引用自 Midas

That's more because those perks are crap and don't really make a lot of sense to begin with. No one is using throwing knives in a straight fight, they'd be the worst weapon in the entire game. Imagine a sniper rifle that can't zoom in and gets 1 shot every 10 seconds, and has a terrible drop off that can't hit its intended target more than 15m away. That's a thrown knife in CP2077.

The reason it's part of Ninjitsu is because it's for stealth and assassination, not open combat, and in that area it makes sense. If they suddenly apply a ton of armor to it so that it can no longer instant-kill on a headshot, it does't become 'interesting' it just becomes 'useless' because the one situation where it was worth using it in, is a situation where it's no longer worth using it anymore.

Now, I agree melee is too easy. My Athletics/Cool-blooded/Blades character just steamrolls through literally everything, killing whole groups of enemies within half the span of a Sandevistan, but even then, while said character has all the ninjitsu perks related to throwing knives, I only really did it for the lulz because I had nothing else to spend perks on. Even in its current state I'd never use throwing knives as a combat weapon over basically any other option. Even to trigger stuff like the damage boost from bleeding, I'd rather just... make more attacks with my blade in the same span of time, because it's way less risky.

So if this armor change really does go through to make it 'more interesting', I'm pretty sure that is not going to be the actual outcome.
But here's the thing. What the modder reported was that the system he saw in the files was actually quite complex. Not just "enabling enemy armor vs. player's melee weapons and calling it a day" sort of thing. Nothing cheap like that. Stealth headshots with a knife will most likely still one-shot enemies because they'll program knives to ignore enemy armor when you're in stealth and you aim for the head, so nothing will be changed there. But in actual combat where you're just wildly swinging your weapon, those useless perks that apply status effects will actually play a bigger role now. You know what I'm saying?

Maybe, we'll have to see in that case. I did find melee combat very bland because I can just rush up to something, mash attack and move on. All the complexities that SEEMED like they would be relevant, like dodging, counters, timed blocks, etc, only ever came up against dedicated melee bosses like Oda, or in the rare case that I just felt like entertaining a duel against a random melee-only enemy.

Most of the time, even with the perks not being that useful, it's also just suicidal to focus on one enemy like that while all his buddies are shooting at you. So even in the situations where I DID have a chance for an interesting melee fight, I couldn't actually take it since I had to deal with shooters who weren't going to just stand there and let me do a cool swordfight with their melee guy.
最後修改者:Midas; 2022 年 7 月 23 日 下午 3:37
N7 Andy 2022 年 7 月 23 日 下午 3:47 
@Midas - Yep, those are situations I can relate to, haha! The point of the balancing, which some people seem to have a problem with because it's a single-player game (??) , is to try and make every perk investment viable. You DON'T wanna spend perks points on perks which you will never benefit from, that's obvious. There will always be a certain build / playstyle that nukes all others, but it'd be wrong to put perks and effects in the game if no one, literally not one build will benefit from them, making them completely useless. From that point of view, I appreciate CDPR's decision to carry on balancing the game bit by bit. It's clear they just ran out of time and couldn't play test every perk and possible character build before release. Feeling OP can be very satisfying, but it's even more satisfying if you earn it. If you're simply OP because of broken game design, that's a different story. Thankfully they're finding ways to fix things and improve the overall experience, even if it does take a while...
最後修改者:N7 Andy; 2022 年 7 月 23 日 下午 3:49
Midas 2022 年 7 月 24 日 下午 12:47 
引用自 Heavens Blade
Not if it takes 20 direct blasts with a shotgun. Then it doesn't matter how easy it is, the point is that it's dumb. Even in specifically multiplayer oriented shooters people criticized The Division 1 for its bullet spongey enemies. Shooting a bald guy in a tshirt straight in the head with .223 FMJ should not take me seven times to do it no matter how easy it is to do so.

However with all that being stated at least this game can theoretically play the "durr hurr but it's android and cybernetic parts made of raretanium plating of course it's made to stop bullets" so if they didn't play that up, their bad. Otherwise, at least I can pretend the shirtless enemies or guys in tshirts are actually made of more metal than flash and blood.


It's not a first person shooter, if you wanted a first person shooter, this was not the game for you, Cyberpunk is an RPG.

Comments like this baffle me. What makes it an RPG? It has stats? Levels? Interactive dialog? Character builds? Most genres of games have that these days to some degree or another.

Running around in first person, using guns and melee weapons from a first person perspective, having to manually aim attacks, aim down sights, etc? That's all exclusive to a first-person shooter. Everything that defines a textbook FPS is in this game. How is it more of an RPG than an FPS?
Bogmore 2022 年 7 月 24 日 下午 12:54 
In an FPS you just follow a straight line and kill enemies, like Call of Duty with it's peripheral story. RPGs have an in depth story with fighting in them.

The OP is using a shotgun badly if it takes 20 shots to kill an enemy, or they are in a zone that's far too high for them. When I use a shotgun it's close up and one shot deaths, occasionally two shots. Then again I keep my gear updated.
Midas 2022 年 7 月 24 日 下午 1:25 
引用自 Bogmore
In an FPS you just follow a straight line and kill enemies, like Call of Duty with it's peripheral story. RPGs have an in depth story with fighting in them.

Yeah, that's not an FPS thing. Action games have followed that idea way longer than FPS games ever have. If anything, when other genres were still fixed-perspective linear side-scrollers, first person games were the first games that actually offered the player the freedom to look around and go where they pleased.

Forced linear campaigns came decades later, and is still only a component to specific brands, not all FPS games.
N7 Andy 2022 年 7 月 24 日 下午 2:26 
@Midas - You can't say Cyberpunk 2077 is more an FPS than an RPG. You also can't say it's an RPG more than an FPS. It's both... Just like The Witcher 3. Just like Skyrim, Fallout, etc.. which aren't the purest RPGs ever, but they do have classic RPG elements. Camera perspective is just a design decision to support a certain style of gameplay but that doesn't make CP2077 exclusively an FPS.

You can't say: "What makes it an RPG? It has stats? Levels? Interactive dialog? Character builds? Most genres of games have that these days to some degree or another" ... the thing is, "most games these days" have this stuff because it's trendy and it sells. CDPR, on the other hand, was doing this since 2007. The Witcher 1 was literally developed on BioWare's engine, you know, the guys that made Mass Effect, Dragon Age..? The BioWare engine later got adapted into CDPR's in-house engine, RED Engine. This is their roots. THIS is what they've always done. Action-adventure with RPG elements, such as character progression, stats, loot, exploration, dialogue options with branching paths, different ways of completing missions, multiple endings, etc.. because if all these things put together don't make an **open-world** RPG in this day and age, then what does? What's missing? Rolling virtual dice to perform attacks? Maybe the RPG formula has been redefined over the years and we need to come to terms with it.
最後修改者:N7 Andy; 2022 年 7 月 24 日 下午 2:29
Midas 2022 年 7 月 24 日 下午 4:48 
引用自 N7Andy
@Midas - You can't say Cyberpunk 2077 is more an FPS than an RPG. You also can't say it's an RPG more than an FPS. It's both... Just like The Witcher 3. Just like Skyrim, Fallout, etc.. which aren't the purest RPGs ever, but they do have classic RPG elements. Camera perspective is just a design decision to support a certain style of gameplay but that doesn't make CP2077 exclusively an FPS.

You can't say: "What makes it an RPG? It has stats? Levels? Interactive dialog? Character builds? Most genres of games have that these days to some degree or another" ... the thing is, "most games these days" have this stuff because it's trendy and it sells. CDPR, on the other hand, was doing this since 2007. The Witcher 1 was literally developed on BioWare's engine, you know, the guys that made Mass Effect, Dragon Age..? The BioWare engine later got adapted into CDPR's in-house engine, RED Engine. This is their roots. THIS is what they've always done. Action-adventure with RPG elements, such as character progression, stats, loot, exploration, dialogue options with branching paths, different ways of completing missions, multiple endings, etc.. because if all these things put together don't make an **open-world** RPG in this day and age, then what does? What's missing? Rolling virtual dice to perform attacks? Maybe the RPG formula has been redefined over the years and we need to come to terms with it.

It's still an FPS. RPG MECHANICS get lobbed into games all the time, and it doesn't matter why they do it or not. Literally every single mechanic attributed to RPGs has shown up in non-RPG games, and there are RPGs that are considered RPGs while having almost nothing in common with other RPGs. The entire genre of 'RPG' is a grey area unless it's literally just a video game translation of old-school pen-and-paper gameplay like Pathfinder Kingmaker. Pretty much everything else is something + RPG mechanics, and CP2077 is no exception.

It ticks every box for being an FPS, but doesn't tick every box for being an RPG since it lacks a lot of traditional mechanics associated with an RPG, like having a party, having classes (or at least characters with specific roles), being turn-based or at least emphasizing strategy and options over reflex and action. So there's no way it's more of an RPG than an FPS, so criticism from an FPS standpoint is 100% valid. CDPR has clearly designed this game to play as an FPS, otherwise it would have done stuff like Fallout's VATS that lets you play an otherwise-FPS as an RPG.
MULTIPASS 2022 年 7 月 24 日 下午 5:16 
It doesn't matter if it's a fps, rpg, or my little pony dating simulator. They asked about modding it to be like something else.
Midas 2022 年 7 月 24 日 下午 5:55 
引用自 orksmith
It doesn't matter if it's a fps, rpg, or my little pony dating simulator. They asked about modding it to be like something else.

No they didn't, because it's already an fps. I modded out several of the more bothersome tacked-on rpg mechanics too, since they did more to hurt the game than help it.
Tanoomba (已封鎖) 2022 年 7 月 24 日 下午 6:44 
It doesn't matter if it's more of an FPS than an RPG or more of an RPG than an FPS. It's still very much an RPG, and one of the RPG tropes this games makes heavy use of is some enemies being very difficult for you to take on at low levels. FPSs are generally skill-based, where the difference between victory and failure depend on your twitch skills, reflexes and aiming ability. In RPGs, your stats play a much more important role, and as you progress you get stronger and it becomes more feasible to take on enemies that once seemed unreasonably strong.
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張貼日期: 2022 年 7 月 20 日 下午 3:46
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