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People don't like level scaling in games because it often feels like you are getting weaker after getting a new level. Thats all there is to it.
I haven't actually seen this argument once, in any of the threads that have popped up about it.
That being said, it doesn't happen in this game. The early game is hard and as you level up and get better gear and abilities you absolutely feel stronger. I went from running from cover to cover to pop out and slash some enemies a few times before I had to run away to heal to air dashing across entire areas to eviscerate whole groups of enemies and ending huge fights with full health.
People read "level scaling" and completely misinterpret what it actually feels like, and the vast majority of the complainers haven't actually played the update to see how wrong they are.
No "rough parts of town",
no "watch out for these special arasaka/highly trained people in these parts"
the worry is every enemy, from pizza baker with a gun,
to "assasin militia" would all be a medium challenge.
Its the worry of lessening exploration and not being able to sneak into an exotic placee, where one would be underleveled for a challenge,
finding optional paths apart from "challenge level default"
I don't feel like I'm getting weaker, far from it. The only fight I struggled in was my first cyberpsycho, so I went back later with a more formed build and nuked it ez pz.
We're not talking about anything outside this game, and I'm having a blast with 2.0. I've seen you all over these threads and it's pretty clear to me we're not going to see eye to eye.
I don't have to pretend anything- your opinion is not objective fact, and neither is mine.
If they remove levels, they is no need for scaling anymore. You just up your char by getting better cyberware and up the tier of your weapons. You can still give xp, and use that xp to buy perks and attributes (like +1 attribute = 1000 xp, 2000 xp after 10, 100 xp for a perk in the first tier, 200 for the second tier etc.).
Street cred level should be enough (get more street cred to get access to better tiers of items and cyberware).
For enemies just make tiers, like 4 or 5 tiers. Make goons be T1 and easy killable etc.
And if you want to have a harder quest, just make more higher tier enemies.
That way you can design hard locations, easy locations (or mix and match, like having a lot of T1 enemies and a T4 as boss) and let the players roam and play how they want.
That's how it's done on tabletop games that don't use levels (like cyberpunk actually, also shadowrun, warhammer 40K rpg or some editions of world of darkness).
I'm not sure what you're trying to say here. Yesman personality?
Level scaling, as its implemented in this game, is not what the vocal complainers are making it out to be. I'm not talking about level scaling in any other game. I'm talking about level scaling in Cyberpunk, in direct reference to what people who don't like it are saying about it.
Yes and no. It's kind of how it works, but not really, it's not that rigid and that organized. And in a system without levels you need it to be rigid to get a good balance. WIth level scaling, there will be levels where the scaling won't be 100% on par with your char and mobs will either be too easy or too hard depending on your build. Plus generation can get messed up, like a mob can spawn at a certain level, and you let it live. You get some levels and then come back. Since the mob already spawned, it will be weaker and you'll be stronger (scaling usually doesn't update on the fly, because that would cause bugs, and you don't want a mob suddenly getting stronger in the next room because you got a level up).
Yeah, I liked it, but it was really.. shallow. To be fair, I used the broken as ♥♥♥♥ 2 second Sandevistan/Monowire build so all I had to do for pretty much anything was pop the "I win!" button and slice everything in front of me to pieces.
2.0 is a lot more dynamic, and you have to think a little bit more and use a lot more of your tools. For example, in 1.63 I never took any of the perks that affected blocking, dodging, or counterattacks, because I literally never used them. I could just brute force through everything. In 2.0 I find myself actually engaging with the mechanics, which is way better.
It's still pretty easy, but now at least there is a reason to parry/dodge stuff.
That said, it's not as bad here as other games. About the first 15 levels I felt the normal carrot on a stick chase because nothing really felt different but now by 35 it's feeling a lot like the old system. I'm primarily using a Cool/Tech build and just killed a ton of Militech guys sneaking through a mission popping them with sneak attacks from a pistol, one shotting everyone including skull enemies. I also just went head-first into the Tyger Claw gym and punched everyone to death without even having to pop a heal or dropping below half health and I'm not even really built for that besides having high armor.
Early game is Hard? Lol.
The only thing I ran into is that I have to shoot people in the head more than once. In fact it's usually 2-3 for regular and way too many for a skull enemy. Which is annoying because it is literally the most powerful hand cannon I can get at the moment and somehow doesn't one-shot chumps on a headshot. When difficulty = Bullet sponge it gets boring fast because the only reason it becomes difficult is how long the damned fight is going to take with you trading potshots around some corner or half cover wall. Sure, you may eventually get some ability that change the type of "potshot" you are doing but it ends up feeling the same fast.
As an example, in the previous iteration, going through Arasaka was harrowing on hard for me. This iteration I literally barely ever used cover. Before the update I accidentally beefed stealth. This update I decided to not do stealth just to see.
The problem with level scaling is in the name itself. It works both ways. So instead of an actual difficulty level being anywhere in the game, it just averages everything out to the same bland difficulty no matter where you are. It's makes fighting big bads not feel so tough while making enemies who are supposed to be average trash way too much to be trash mobs. With this, fighting Royce was a joke. I could eat his cannon shots to the face multiple times and not really care. It was stupid because before this update fighting Royce was scary because his shots almost killed me in a single blow.
Now it was just a fight of time. How long was this going to take and how many bullets.
Meanwhile some no name jackass on the street was about as dangerous as he was for no good reason. In fact a lot of them are.
Now without level scaling it meant I could run into people way way beyond my level. Which was terrifying because if I was going to deal with them I had to get creative. But now, with level scaling, I basically almost never have to worry about that. And if I do it's only a matter of slightly changing what I'm doing or just finding more time to shove bullets into the problem before it gets me. That wasn't something I could do with an enemy that outleveled me by a lot in the previous iteration.
But in the end, whatever. This is CP2077 now and hopefully a mod will come out to at least take the level Scaling away so the game can actually surprise me again with a high level enemy out of left field again. As it stands it is stupid that I can go anywhere and expect about the same opposition where ever I go.