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Permadeath in this game is pretty much your character dies and have to play it from the beginning again and again which is a waste of time. If you were to spend credits on a alt character, it's not going to make a difference when you going spend even more time making your character better.
This question if someone were to ask this"Have you tried getting better?"is silly like how do expect people to get better when percentage of actions are very low and you could easily fail the same thing all over again and again which is very frustrating.
This one as well "The risk of permadeath makes it fun" no means no it ain't fun at all because now you have to do play the game all over again. Waste of time and Waste of everything.
I'm curious did you spend 50 hours on one character or alt character? and if so how did your character die? Posioned, Got shot by a gun, or overdose on drugs or something else.
There are options to avoid death and they are in the game, such as the revival clause (?) from the backstreet clinic but I don't know much about them since I've only died once. The crash team mentioned above probably also helps. So you can actually buy into escaping death from ordinary stuff, just like you want. It seems you didn't get far enough to see that stuff though.
I haven't had my character die yet outside of an intentional & early suicide to reroll some things, but the Revival Clause purchase from the Backstreet Clinic seems like a way to prevent permadeath. You get access to that purchase fairly early on & when you should have, or be close to getting, a windfall from finding the fuel tanker out in the Borderlands.
The description suggests something like Trauma Team from the Cyberpunk series, and that it would revive your character at the cost of rerolling certain stats. Maybe someone who used it can weigh in the exact effects?
Wearing certain clothing can really affect your circumstances, dress for the situation. Check clothes and accessories in the shops for ones that have skill bonuses. ie resilience helps how you take damage, flirtation to get your way, etc.
Take showers and stretch in the gym, after waking each new day, to replenish many stat boosts.
Use the mood cards in your inventory to gain important temporary bonuses, and to increase skill-ups. Doing 'shake it up' can give some great boosts.
Test and note which drugs give the bonus effects you want, they often have negative repercussions too so be judicious.
Check through your medical equipment, some are helpful for more than wounds and such, ie surgical tape gives temporary fighting bonuses.
Some weapons have handy bonuses and negative repercussions on them, be mindful what you have activated.
Certain foods can give you helpful bonuses to things like stamina, handy when you are chasing or being chased. Don't just eat ready-made foods, get in the habit of creating meals that give bonuses but also clean up afterwards for even more bonuses.
Be mindful of what you have activated in Equipment, some can really affect your outcomes.
Use your phone to call friends, often you can get bonuses and skill-ups.
Build your crew and create teams that can help you get out of dangerous situations.
Don't skimp on going to school and working on your body in the Dojo and Gym, they often result in great bonuses, both temporary and permanent.
Don't walk around hurt. As you get knocked around by the game, don't let anything get beyond 2 or 3 for any extended period of time, especially injuries.
Try to avoid conflicts when you have wounds and broken bones that are still healing, the negative effects can really hamper your outcomes. It's a great time to go to school.
I want to stress again, wearing the wrong outfit in the wrong situation can really affect the outcome. *Note that some clothing or items have effects not openly listed on them, check in equipment tab and your character skills for hidden repercussions.
Hope that helps a little, I'm sure people can add lots of other things
The worst, most frustrating moments I had with the game mostly were during binges when I tried to get to the result despite the game, auto-clicking through annoying cards (and there are moments where you're showered with annoying cards — mostly because of unresolved problems before, i.e. rushing, fighting mechanics, etc.). This causes a downward spiral, just like losing your temper in a TBS game like XCOM or a strategy simulator. It's no fun.
CPD is basically a caution simulator, all said and done.
The "It doesnt hurt you if perma death is removed" argument is so tiresome.
Not every game has to cater to every player, I dont go on hello kitty island forums and complain theres no perma death in their game and complain they dont cater to me.
If you dont like perma death then stop playing perma death game, stop being upset that the game doesnt cater to you, I will also not complain in other games that theres no perma death modes.
I've so far been shot twice in the Projects, roughed up countless times by street thugs that can't figure out how to do permanent damage with their beatdowns and will forever appear in my mind's eye as the gang fight scene from Grease (more dancing than lacerating), I've been poisoned with toxic waste and smart mined so many times I earned the Deep Bruising wound condition... which takes like 6 straight failed checks that go bad the same way. All of which is to say, I really don't think I've been that cautious at all. But I avoid slippery slopes, which is really the danger on offer in CPD - that you won't take any hint that you need to dial it back/do sth different and maybe actively manage your most festery risks for a second.
Case in point: one of the closest calls I ever had was after a beatdown by some street scum because I didn't realize I was bleeding out and that, shucks, that situation will go downhill really fast if you just spend a couple actions doing anything drawing cards. Pay attention to the warnings you receive from the game! It gets a lot less dangerous if you do.
The issue of not reading the cards after the 50th time drawing the same one is real, and telling players not to skim the same block of text after the 50th time in case the 51st time is a rare outcome seems... unrealistic. I try to train my eyes to check for new text at the bottom of each outcome, but Devs could also consider sth simple that checks if the player has encountered this outcome before, perhaps coloring a previously viewed tile a different shade than one the player has never seen before. Fantastic game!