Cyberpunk 2077

Cyberpunk 2077

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Skill check scaling
IS this an intended change or not? Because it seems to scale rather hard, meaning unless you specialize in certain trees, doing early missions after doing quite a few side gigs, means many skill checks are out of reach, punishing prepwork and preparing skills for the future.
Edit: I AM NOT TALKING ABOUT ENEMY DIFFICULTY SCALING. Hence why it's a skill check scaling post.
Dernière modification de Citizen 2-35; 30 sept. 2023 à 6h35
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Affichage des commentaires 31 à 45 sur 110
While I enjoy the enemy level scaling, this is indeed a poor idea if it's intended behavior.
Skill checks is a problem in the new 2.0 update
For some reason skill checks scale with your character, so if you are past level 40 every skill check is level 20 that is a big problem and it shouldn't scale with you, in 1.63 if you are level 40 and you go to a level 20 area all the skill checks would be in the level 20 category but now it's not, CDPR give us an option to remove level scaling it sucks
No, Scaling is much better.

This way you actually have more of a reason and pay off for deep investment of an attribute.

Also makes it so you can't just do everything which was a point of the level scaling in the first place.

Level scaling is simply more fun, I prefer having to use skill to beach a challenge over just grinding and looting mindlessly.
Simply B a écrit :
No, Scaling is much better.

This way you actually have more of a reason and pay off for deep investment of an attribute.

Also makes it so you can't just do everything which was a point of the level scaling in the first place.

Level scaling is simply more fun, I prefer having to use skill to beach a challenge over just grinding and looting mindlessly.

That's why I want an option to turn it off, so that both parties are happy
Deklend a écrit :
This is something that really needs patched out. Skill checks need to be static, that's the whole point of a skill check...it's checking your skill to see if you're at a static threshold.
This 100%. Scaling skill checks doesn't make it a skill check anymore, it makes it an arbitrarily moving goalpost.

Devs shouldn't be forcing a particular playstyle or build on players; updates to a game like this needs to give the player more freedom, not less.
The mod "Attribute Checks De-Scaled" seems to work, though at least one person seems to think difficulty impacts rewards:
https://www.nexusmods.com/cyberpunk2077/mods/9388
saice a écrit :
Just a side note here

The mission were you move the bin in front of the vending machine is still doable if you have put only 1 point into body. Yes it needs 10 body now by the time you get around to it. But you can get to this vaule with T5 G arms. Swap them out move the bin and swap back to what ever you like. This is the only side mission completely blocked off by a stat.

This body skill check doesn't "stop" at 10. If you do this quest with having high level it can rise to 15. So in process of grinding to get T5 Gorilla Arms (and not leveling Body meanwhile) you might still get locked off by the scaling.

I'm not sure, maybe environment skill checks now 'freeze' in the moment you reveal them, so it's somewhat managable (in a really annoying way, like having few unspend attribute points), but you cannot get back later to dialog checks, so the problem is still there.
You will only have problem if you don't invest your level up into desired stat. I level two stats equally and never had problem passing my skill checks.
Somewhat related to the skill scaling, I've also noticed that sometimes I can open doors with 20 body requirement (I have 10 in body and the highest tier gorilla arms), and sometimes it actually shows 15/20 or something to that effect.

But yeah, level scaling the skill challenges has made some places near unreachable due to requiring 20 in one or two very specific skills. Or at least unreachable if you want to complete bonus objectives like finishing a gig stealthily. But I suppose this might just be intended behaviour.
I'm about to the point of demoting this game to "Mistake to buy, and will not play any more".

I personally think ideas like this are the "soulsborne" effect. All these devs want their games to be "hard" and not allow you to have a way to make your playthrough easier through intelligence or planning. Maybe I'll just download a cheat and run through the story with all god stats and weapons. Not my first choice, but it's ahead of random dev annoyance code.
Its not a problem really. Whatever your characters skill path is there is a way for you to use it to progress. Yes there will be some rooms you cant open or some access points you cant hack if you havent specialized but thats really not a miss because youll have other places to reach. I found it annoying too but most doors for example have another way around them if you cant tech/force open them.
Archangel a écrit :
I personally think ideas like this are the "soulsborne" effect. All these devs want their games to be "hard" and not allow you to have a way to make your playthrough easier through intelligence or planning.

If addition of scaling was with intention to make game 'hard' like souls game it was a huge miss, because those games do not have scaling and it's one of theirs strong aspects. In Elden Ring you HAVE low and high level areas. You can rush to Caelid at the very beggining but it will be a lot harder there than progressing with more 'intented' path and reaching the in right time.

CP2077 also had low and high level areas pre 2.0 as well as Witcher 3 and it worked. Sure, Witcher had some issues with overleveling main quest if you did to many side quest but they patched it out better or worse. Hell, they also added scaling in one of the patches, but is was entirely OPTIONAL.
How are you not keeping up with that scale? I'm lvl 30 and have 20 body and 20 tech and those are all the checks I need.

You can literally get 20 something at lvl 15, and 2 20s at lvl 30, wth are you doing with your build?

If you spread it all over and went with 6 points on each state then yeah, I can see you failing every state check.
Dernière modification de Friends with Benedicts; 3 oct. 2023 à 3h12
Are the people here really wanting to be able to pass every one of the 5 possible stat checks? Now I can see why devs implemented such wall. It is exactly to prevent one from making a toon that goes through all stat checks.

By the end of it you can literally have 3 main stats, leaving only 2 to fail on those checks.

The FOMO is heavy on these people.
Dernière modification de Friends with Benedicts; 3 oct. 2023 à 3h13
Insanity Factor a écrit :
Somewhat related to the skill scaling, I've also noticed that sometimes I can open doors with 20 body requirement (I have 10 in body and the highest tier gorilla arms), and sometimes it actually shows 15/20 or something to that effect.

But yeah, level scaling the skill challenges has made some places near unreachable due to requiring 20 in one or two very specific skills. Or at least unreachable if you want to complete bonus objectives like finishing a gig stealthily. But I suppose this might just be intended behaviour.
I had this same issue in the same mission. Passed a 20 skill check with gorilla arms, then couldnt pass a 15 check right after.
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Posté le 30 sept. 2023 à 3h18
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