Cyberpunk 2077

Cyberpunk 2077

Ver estadísticas:
DaylightDemon 17 SEP 2022 a las 13:20
Imagine Cyberpunk had a Cyberpsychosis mechanic when you use your cyberware too liberally
Title.

I think the Anime and game narratively place so much effort into the whole cyberpsychosis problem. and it seems to be a huge problem for society in both.

but in game, V seems to be the only person who can just deck themselves out to the max and be a literal god with no repurcussions ever.

another huge oportunity here for the expansion.
< >
Mostrando 1-15 de 20 comentarios
Zebedee 17 SEP 2022 a las 13:39 
I think they made the right choice in not enforcing it for V for release. Ticking time bomb already in his/her skull with periods of losing control as V seems enough already without adding to it, and it feels a much shorter timeline for V than for David to go from weak schoolboy from the slums to buffed out and waking up in V's endgame apartment.

But I can see how it could tie in with a revamped crime and punishment system, perhaps with blackout periods for V which increase in frequency. Not sure how fun it would be to actually play though, most of the tension seems to be at the tipping point into full cyberpsychosis rather than endlessly having to take your meds.
om3g4_z3r0 17 SEP 2022 a las 13:44 
A good idea but i have a better one:
What if you could have your own gang and buy them cyberware and THAT would be a risk if they chrome too much, you could organize gang assault or ambushes on convoys, sniper assistance mid gig, get a cut of gigs your crew completes, cuztomize their appearances, have your own logo, build a base, defend it from time to time.
['w'] 17 SEP 2022 a las 13:48 
I would love it, but for that you would also need to know about the health impact of different systems. Maybe even limits on how often you could activate them and so on.
DaylightDemon 17 SEP 2022 a las 13:53 
Publicado originalmente por om3g4_z3r0:
A good idea but i have a better one:
What if you could have your own gang and buy them cyberware and THAT would be a risk if they chrome too much, you could organize gang assault or ambushes on convoys, sniper assistance mid gig, get a cut of gigs your crew completes, cuztomize their appearances, have your own logo, build a base, defend it from time to time.

so the ability to be a real overlord and manage your own gang... i like that but i think it strays a bit too far from the focus of the game.
DaylightDemon 17 SEP 2022 a las 13:56 
i think it wouldnt even take too much to think about some ways of punishing the player if they use too much and too powerful cyberware. something as rudimentary as the poison system in the witcher would be cool but with much heavier repercussions if you let it overflow. like maybe you just roid rage after a while and get put in detention after you went amok on a crowd of ppl and fell unconscious. or maybe your cyberware just refuses to work more and more if you dont get immunoblockers.
Deklend 17 SEP 2022 a las 14:06 
I could see us getting a "survival mode" type patch eventually where cyberpsychosis, needing to sleep, and maybe chem use are deciding factors of a character's overall health. Not sure about food and drink being included though since the game is lousy with these items though.
Knottypine 17 SEP 2022 a las 14:22 
Publicado originalmente por Zebedee:
I think they made the right choice in not enforcing it for V for release. Ticking time bomb already in his/her skull with periods of losing control as V seems enough already without adding to it
I agree with this.
Naqel 17 SEP 2022 a las 14:34 
The problem with doing cool things in Cyberpunk "the game" is that you're not playing a no-name person making a name for themselves, you're playing a very specific person's story.

V has V's challeges and problems, and the risk of going psycho is not one of them within the playable time-span of the game (even if we exclude the fact that it's a game, and that you can't actually get enough cyberware even with all the slots filled).
Trollified 17 SEP 2022 a las 14:35 
V IS dealing with cyberpsychosis. Johnny is literally taking over her body and mind. WTF
V 17 SEP 2022 a las 14:36 
Let me have a cyberdeck with all 6 slots filled with my fav chips and also a legendary sandevistan with a mono wire and also gorilla arms and a bunch of other augments before you start giving me a damn cyberpycho meter CDPR lol.

Unless i can actually chip myself to hell i don't wanna see anything to do with cyberpsychosis with my damn V....we already chip pretty well but no where near cyberpsychosis level so having that added would just be pretty silly imo.
Death Approaches 17 SEP 2022 a las 14:38 
Daylight has it... most of "them" do not care about such things. bang bang bang, get the ass, save the universe, and roll credits... great game! etc.

In Pondsmith's Cyberpumk tabletop, compared to would-be game competitor (and some say source material MP took from JW Weisman's Shadowrun, the same as a certain muscular ripperdoc tells you in cy77, the concept of "you" is your Essence - the more implants, the less you are "you"... and cyberpsychosis is what Shadowrun calls cyberzombies, when your implants exceed your essence, you're a shell now dead but not dead, walking hybrid mechanical/organic computer... and the corps will buy these people like objects and jam more weapons and implants into them and use them like mechas. think autonomous Adam Smasher.

Anyway it SHOULD have some effect, it should cap how much Intelligence can be leveled, for instance, and slow down the accumulation of perk experience. but it's a game meant for broad appeal not mountain dew drinkin' die rollers in meatspace using their, ugh, imaginations.

There should also be fumble rolls, dropping weapons, falling for no reason, dud grenades and bullets, mistaken identity and cops just open fire on you, etc. but there's 0.015% of us that would care.

The only way that kind of stuff makes it into a game is when profit motive is secondary, and your vision is first... and when in your lifetime was the last time you saw that? :moxes:
mielo 17 SEP 2022 a las 14:44 
I believe that the explanation that V's phenotype has completely changed given the relic damage might not be a reach.
Kizuna Dragon 17 SEP 2022 a las 14:58 
The way the tablestop game was, you had 100 points to allocate to cyberware. it was a way to balance things out. you go over 100 points you go cyberpsycho and your character basically becomes an NPC that gets massacared.

not sure how they would do it in the video game.
NorthernDavid 17 SEP 2022 a las 15:07 
Publicado originalmente por Sashimi-X:
The way the tablestop game was, you had 100 points to allocate to cyberware. it was a way to balance things out. you go over 100 points you go cyberpsycho and your character basically becomes an NPC that gets massacared.

not sure how they would do it in the video game.

More accurately you had 10 times your empathy stat, which most people jacked up to 10 (the max) to take as much cyber as possible. In the newest edition Cyberpunk RED the stat cap is 8 and they kept it at 10 times the stat, so without house rules that cap went down to 80.
Última edición por NorthernDavid; 17 SEP 2022 a las 15:08
BroadsidedOtter 17 SEP 2022 a las 15:22 
Could be an interesting mechanic that limits how much you can install, with Johnny commenting that you're pushing yourself too far, but if your friendship with him is strong enough, he can share some of the load, allowing you to remove the limiters with him acting as a second brain.

Maybe when certain implants activate he could even have a few voicelines to show he's the one allowing them to happen without breaking your brain.
< >
Mostrando 1-15 de 20 comentarios
Por página: 1530 50

Publicado el: 17 SEP 2022 a las 13:20
Mensajes: 20