Cyberpunk 2077

Cyberpunk 2077

Vis statistikker:
Snobby Hobo 17. sep. 2022 kl. 14:48
"Enemy is too high level 4 u :^)"
So you just reduce the damage I deal to them by 90% while I take 90% more? That's the solution to missions that are supposedly "too hard"? Is there anyone who genuinely thinks this is fun and interesting design?

When I shoot someone in the head with a revolver from stealth, assuming they are roughly my level, they take ~7000 damage with a crit headshot. Needless to say this instant kills every humanoid. Now when I attempt a "very hard" gig I suddenly deal 500. 500. While I get blasted into oblivion by a stray bullet. This isn't a challenge, it's just annoying and unfair. If they really wanted to make sure nobody is going to touch those "very hard" missions by just statbloating the absolute living hell out of enemies, why bother opening them up in first place?
< >
Viser 1-15 af 21 kommentarer
N7 Andy 17. sep. 2022 kl. 14:59 
Isn't this the case with every open-world RPG ever created? There's maybe a few RPGs of this scale that do things differently, but mainly it's this kinda system for this genre, generally speaking. People have been ok with this since... Bethesda's days. If this was a COD / GTA game, it'd be a problem.
Snobby Hobo 17. sep. 2022 kl. 15:09 
Oprindeligt skrevet af N7Andy:
Isn't this the case with every open-world RPG ever created? There's maybe a few RPGs of this scale that do things differently, but mainly it's this kinda system for this genre, generally speaking. People have been ok with this since... Bethesda's days. If this was a COD / GTA game, it'd be a problem.
Actually most RPGs I'm aware of just have enemies waggling about that are vastly superior in stats to you, simply by being a higher level. Cyberpunk doesn't do this; it simply puts "high level" in a binary category of its own. Once the skull icon is removed they suddenly do start taking "normal" damage, but while it's active they take 90%+ less.

So it's essentially the game scolding you for even attempting them, rather than trying to teach you you are too weak by normal scaling. But if it opts for that, why even open the gigs to begin with?
Nite69 17. sep. 2022 kl. 16:10 
just stay clear of the city center if you are low level, work on all of watson first then all the desert, then work your way over to pacifica and then work on the center, its what I always do on each playthrough
Sidst redigeret af Nite69; 17. sep. 2022 kl. 16:11
Dr.Abscondus 17. sep. 2022 kl. 16:19 
It's the simplest way to balance the game. They don't want you to play those hard missions early on, but at the same time they want the entire map to be open to you to wander around in. They could have locked all the districts in the city until you leveled up enough to handle them. Nobody would want that. The hard missions give much higher cash rewards and better gear, and they don't want you getting your hands on things like that in the early game because it would remove the challenge from all of the early missions and make them boring and trivial.
BimboGooch (Udelukket) 17. sep. 2022 kl. 19:30 
Oprindeligt skrevet af Incredibly average:
So you just reduce the damage I deal to them by 90% while I take 90% more? That's the solution to missions that are supposedly "too hard"? Is there anyone who genuinely thinks this is fun and interesting design?

When I shoot someone in the head with a revolver from stealth, assuming they are roughly my level, they take ~7000 damage with a crit headshot. Needless to say this instant kills every humanoid. Now when I attempt a "very hard" gig I suddenly deal 500. 500. While I get blasted into oblivion by a stray bullet. This isn't a challenge, it's just annoying and unfair. If they really wanted to make sure nobody is going to touch those "very hard" missions by just statbloating the absolute living hell out of enemies, why bother opening them up in first place?

I mean that is the design of an open world RPG game with more "classic" rpg elements to it... Kinda literally your fault for expecting something different from an rpg game. You want realism play war shooter or just something that people die fast, or literally download a mod for that...
Youre complaining about a design in an RPG that most people are fine with. Like these same people are fine with a sword taking 10 hits to kill a guy, but a gun OH NO TOO MUCH MY IMMERSSIOON. You could just not go to those areas as well. Theyre kinda meant for higher levels. Do you expect them to rework the ai for very hard missions? For the ai to not be like that once you catch up in levels? offer counter ideas instead of just saying "wah wah"

Like what is challenge to you? I find realistic combat in shooters stupid easy. Because I have really good aim, and I generally can just blast throu a level no issue due to this. Unless the ai actually cheats and knows where youre at, at all times. Make a game and show us what is difficult to you. It literally sounds like you dont like RPG games lol. And just want more realistic of a shooter.

Also youre literally not suppose to touch the very hard missions till you get closer in level... That is the design of a lot of RPG games, a lot just wont show you that its "very hard" theyll just let you go there and realize, these guy ♥♥♥♥ me up. It just sounds like you want a baby easy game anyways. Being able to one shot everything while you take up like 20 bullets. Idk how that is fun to you? But hey to each their own. Some people like to be brain dead when playing games. I play games to escape thoughts very over so if im playing a brain dead game, im hardly playing since im thinking of something more often than realizing what is going on in game.

Idk just dont play "old school" rpg types. If they change it for people like you, then it would be boring to most players who like these types of games aka their target audience. You still have a lot of freedom even with "gate keeped" missions.
Sidst redigeret af BimboGooch; 17. sep. 2022 kl. 19:34
Tanoomba (Udelukket) 17. sep. 2022 kl. 19:36 
Oprindeligt skrevet af Incredibly average:
So you just reduce the damage I deal to them by 90% while I take 90% more? That's the solution to missions that are supposedly "too hard"? Is there anyone who genuinely thinks this is fun and interesting design?
... Every RPG ever made?
At least as far back as I can remember, when you stray far from the plot-driven path in an RPG, you're going to encounter enemies that are exponentially more powerful than you are. Later on, when you're stronger and ready for them, those same enemies will not seem nearly as overwhelming as they once did. Or at least, that's been my experience.
BimboGooch (Udelukket) 17. sep. 2022 kl. 19:39 
Oprindeligt skrevet af Incredibly average:
Oprindeligt skrevet af N7Andy:
Isn't this the case with every open-world RPG ever created? There's maybe a few RPGs of this scale that do things differently, but mainly it's this kinda system for this genre, generally speaking. People have been ok with this since... Bethesda's days. If this was a COD / GTA game, it'd be a problem.
Actually most RPGs I'm aware of just have enemies waggling about that are vastly superior in stats to you, simply by being a higher level. Cyberpunk doesn't do this; it simply puts "high level" in a binary category of its own. Once the skull icon is removed they suddenly do start taking "normal" damage, but while it's active they take 90%+ less.

So it's essentially the game scolding you for even attempting them, rather than trying to teach you you are too weak by normal scaling. But if it opts for that, why even open the gigs to begin with?

Play a different game then xD people should kinda know the design of CDPR. Theyve made 7 or more games now, all having the same type of quest design. Bright side there is mods to make the game brain dead easy and make it so you die fast but enemies die fast too.

Rpg's that have everything scale to you like skyrim get boring because it hardly feels like youre progressing. This is one design to counter it. And imo the best design for RPGs. Where everything does scale to your level, but theres also content that is far ahead of what you can do. No one really ♥♥♥♥♥♥♥ about this mechanic if they cant see that something says "hard" Like I rarely see people cry about this in gothic games or Risen or elex. Or morrowind, or any game that doesnt add the option to see that something is hard. Then again those games are also more fantasy games and people can extend their belief of a guy with a big ass sword hitting another human 10+ times. But when it comes to guns you see these complaints often. "bullet doesnt kill fast enough" mean while these people are fine with taking like 20 shots before dying.

Idk at the end of the day it is the gamers fault for 1. not doing research on a game or 2. realizing what CDPR design is like, and still going ahead to buy the game. Cuz the people complaining always just want a "realistic" shooter.
BimboGooch (Udelukket) 17. sep. 2022 kl. 19:43 
Oprindeligt skrevet af Tanoomba:
Oprindeligt skrevet af Incredibly average:
So you just reduce the damage I deal to them by 90% while I take 90% more? That's the solution to missions that are supposedly "too hard"? Is there anyone who genuinely thinks this is fun and interesting design?
... Every RPG ever made?
At least as far back as I can remember, when you stray far from the plot-driven path in an RPG, you're going to encounter enemies that are exponentially more powerful than you are. Later on, when you're stronger and ready for them, those same enemies will not seem nearly as overwhelming as they once did. Or at least, that's been my experience.

Yeah most RPG games at least that are not super modern always went by the "go of the beaten path and get reckt" design. or just have random areas like in morrowind that have super high level mobs. It makes the game feel like you progress actually. BUT also most rpgs I dont think are shooters. And for some reason if guns are involved there is a chunk of people who expect it to kill in one shot to the head. Mean while theyre fine playing a game like skyrim and hitting a bandit 10 times with a bow in the head or a sword. If they even play a fantasy game that is.
I guess also the fact most things are humans it does make it odd that some literally will take 200 shots while others take 1 while looking the same. So I can understand that, but hey. tiss is not a realistic shooter it is a game where people turn into robots and have blades that come out of their arms, and youre playing pretty much a super hero that can take 20+ shots and kill things your level or a few higher in one shot.
BimboGooch (Udelukket) 17. sep. 2022 kl. 19:49 
Oprindeligt skrevet af Incredibly average:
Oprindeligt skrevet af N7Andy:
Isn't this the case with every open-world RPG ever created? There's maybe a few RPGs of this scale that do things differently, but mainly it's this kinda system for this genre, generally speaking. People have been ok with this since... Bethesda's days. If this was a COD / GTA game, it'd be a problem.
Actually most RPGs I'm aware of just have enemies waggling about that are vastly superior in stats to you, simply by being a higher level. Cyberpunk doesn't do this; it simply puts "high level" in a binary category of its own. Once the skull icon is removed they suddenly do start taking "normal" damage, but while it's active they take 90%+ less.

So it's essentially the game scolding you for even attempting them, rather than trying to teach you you are too weak by normal scaling. But if it opts for that, why even open the gigs to begin with?

So it is the same? You just see a skull above them and it makes you annoyed. Why does any rpg that throws in high level mobs outside a starter zone do what they do? It sounds liek youre fine with games letting you go to areas outside your level as long as it doesnt have a skull above their head even though it leads to you taking 20 years to kill that mob but die fast.... Like what is the difference between a bandit being super strong compared to a skull over the head. It is the same design, you just dont see a skull, but you still cant do the mission with high level mobs around in games that dont show skull, unless its a stealth mission where you dont need to kill. Or a simple fetch quest.

It just really sounds like that skull gets to you. Turn off the UI then. And itll feel like the other games that have high level mobs just walking around. As you say 90% of rpgs are like this, so why does seeing theyre stronger than you bother you this much, when most rpg's are like this? is it the shooter part? Is it the mental aspect of 100% knowing you cant go there? Cuz with rpg logic youd know you cant go to most areas early game. Even if you cant see icons.
Sidst redigeret af BimboGooch; 17. sep. 2022 kl. 19:52
Titan Awaken 17. sep. 2022 kl. 19:54 
Have you ever seen one of those clips online where a stubborn kid insists on doing something dumb even though they’re practically guaranteed to regret it immediately? Like a kid who insists on taking a sip of lemon juice straight out of the bottle and ends up crying and wincing because of it?

Why am I telling you this? Because common sense usually dictates that people should avoid danger and taking unnecessary risks. In your case, a gig designated with the difficulty “VERY HARD” in deep red usually should be more than enough warning to dissuade an underlevelled player from trying to attempt the gig.

If you are foolhardy enough to want to enter the den of a sleeping bear, you’d better be prepared to fight some bears.

That’s all I’m saying.
Sidst redigeret af Titan Awaken; 17. sep. 2022 kl. 19:55
BimboGooch (Udelukket) 17. sep. 2022 kl. 19:56 
Oprindeligt skrevet af Titan Awaken:
Have you ever seen one of those clips online where a stubborn kid insists on doing something dumb even though they’re practically guaranteed to regret it immediately? Like a kid who insists on taking a sip of lemon juice straight out of the bottle and ends up crying and wincing because of it?

Why am I telling you this? Because common sense usually dictates that people should avoid danger and taking unnecessary risks. In your case, a gig designated the difficulty “VERY HARD” in deep red usually should be enough warning to dissuade an underlevelled player from trying to attempt the gig.

If you are foolhardy enough to want to enter the den of a sleeping bear, you’d better be prepared to fight some bears.

That’s all I’m saying.

He is more mad that it shows him its bad. He seems fine with games that just have high level mobs wlaking around as long as it doesnt show theyre bad for you xD. He has elden ring featured on his profile likely meaning he really likes it. It does the exact same thing. It just doesnt tell you. So he is just being a hypocrite or uh no contradictory. Which I mean we all are, but this is like yikes xD. Whats weird is he still likes the game, and borderlands 3 and others like close to what the leveling in this game is like. But hey, he is the type of person to fully review a game after .5 hours of playing.. Soo...
Sidst redigeret af BimboGooch; 17. sep. 2022 kl. 19:58
Zebedee 17. sep. 2022 kl. 20:24 
I agree with the OP. It was an unpopular opinion when I expressed it about TW3 on its release too. :smasher: Personally, I just find the 'this NPC is 1 level out of range so now has magic damage immunity to most of your damage' not particularly appealing. No problems if that one level means they have a super skill unlocked which means they kick my ass, just with the way the damage modifiers are put in. Course open world games have their own crosses to carry with how they're balanced and scaled, especially those which make a virtue out of only locking players movements around the map during an introduction.
Crap design. Artificial difficulty
BimboGooch (Udelukket) 17. sep. 2022 kl. 20:32 
Oprindeligt skrevet af Hardee's Drive Thru:
Crap design. Artificial difficulty

thats all difficulty in any game. If they had even 1 damage point to an attack. It is artificial. Heck even making super good AI is artificial considering AI means Artificial intelligence. I think I get what you mean and I can agree to an extent. Depends on the game though. This is a looter shooter rpg game so it fits more with the genera and you knew what you where buying. But yeah having one enemy that is high level who looks like the guy youre one shotting is off putting.
BimboGooch (Udelukket) 17. sep. 2022 kl. 20:33 
Oprindeligt skrevet af Zebedee:
Oprindeligt skrevet af BimboGooch:
Prolly shouldnt play most rpg games o.o. also virtue what? Virtue by definition is "behavior showing high moral standards." Locking player movement is showing a moral stance now D:

Are you drunk? Go play Darklands rather than spam nonsense.

Wdym? What does another game have to do with it lmao. There is no virtue in them reducing movement. I think you mean to use another word than virtue. You saying it is a virtue when they reduce movement early game, is nonsense since it literally doesnt make sense since there is no moral stance. Ironic saying I shouldnt spew nonsense when you literally just told me to play an older game. Which had nothing to do with the conversation at hand. I saw a comment saying you where level headed during comments, but that did not sound level headed. That sounded like something a drunk person would do.

Ive played that game im pretty sure when I was a child anyways, one of them.
Sidst redigeret af BimboGooch; 17. sep. 2022 kl. 20:52
< >
Viser 1-15 af 21 kommentarer
Per side: 1530 50

Dato opslået: 17. sep. 2022 kl. 14:48
Indlæg: 21