There Is Light At The End
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- Joined
- Jan 28, 2021
Well, initial printing caused somewhat of a scandal with batiste pantiesPosts like this makes me wonder if the whole book series is just smut.
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Well, initial printing caused somewhat of a scandal with batiste pantiesPosts like this makes me wonder if the whole book series is just smut.
Let's not pretend it was a mistake. CDPR backpedaled when they saw the backlash.Ciri's face is fixed like I figured. The CGI cinematics for some reason always have fucked up ogre faces.
Yea this was 100% CDPR miscalculating and not realizing most gamers are fiercely anti woke now.Let's not pretend it was a mistake. CDPR backpedaled when they saw the backlash.
Thank God Silverhand won't be in the sequel.The leaked concept of Cyberpunk 2 actually sounds really interesting. You apparently play as a cop in an even shittier version of Millitech controlled future Chicago.
I'd rather them work on that than waste resources on a rule 63 version of TW3 that few people want.
The gameplay reveal looked better than expected. I'm a huge fan of slavjank anyway so as long as there isn't any niggertrannyfaggot shit, I'll play it eventually. There are ways to do "colored" loot correctly (see: Voin) so I'll withhold judgement on that for now, though TW3 absolutely did it incorrectly as you said.I'm genuinely more excited for discount vampire Witcher than anything CDPR will shit out, even though it looks cheap and janky, with the same dogshit, Diablo-esque itemization of Witcher 3.
I hate randomized loot with a passion. I don't want to constantly switch around equipment every five minutes because some random critter dropped a sword he had hiding up his asshole that is slightly better that the one I currently have.There are ways to do "colored" loot correctly (see: Voin) so I'll withhold judgement on that for now, though TW3 absolutely did it incorrectly as you said.
If you're actually engaging with the randomized loot system in either game you're playing them wrong.I hate randomized loot with a passion. I don't want to constantly switch around equipment every five minutes because some random critter dropped a sword he had hiding up his asshole that is slightly better that the one I currently have.
I'm not against tiered weapons - a magical sword you found deep in a dungeon should be better than whatever weapon you can buy from the local blacksmith, but it should also be a unique artifact with a bespoke model, some interesting gameplay quirks and preferably some lore attached to it.
Also, there should be more horizontal progression. Instead of always doing the "numbers go up" autismo, the player should instead get a wider selection of tools with which to approach a problem. This should have been a thing in the Witcher - different swords or other weapons for specific monsters, along with different armors, basically adapting your equipment for the challenge ahead (based on information you could glean from books or NPCs).
Cyberpunk suffers from the same issue. You don't feel yourself growing stronger because everything scales with your level, and the guns don't feel particularly unique or interesting because you're heavily incentivized to use the gun with the higher tier color, instead of using whatever weapon is best suited for the current combat scenario.
CDPR have likely learned nothing from W3 and 2077 and will continue pushing the cancerous itemization system they've pozzed their games with. Fucking Poles.
TW2 had what was almost a good system. Almost every weapon was unique and had theoretical niche, though they couldn't be upgraded and the game wasn't really expansive enough in its combat encounters to justify including an upgrade system. All roads lead to the Forgotten Vran Sword.I hate randomized loot with a passion. I don't want to constantly switch around equipment every five minutes because some random critter dropped a sword he had hiding up his asshole that is slightly better that the one I currently have.
I'm not against tiered weapons - a magical sword you found deep in a dungeon should be better than whatever weapon you can buy from the local blacksmith, but it should also be a unique artifact with a bespoke model, some interesting gameplay quirks and preferably some lore attached to it.
Also, there should be more horizontal progression. Instead of always doing the "numbers go up" autismo, the player should instead get a wider selection of tools with which to approach a problem. This should have been a thing in the Witcher - different swords or other weapons for specific monsters, along with different armors, basically adapting your equipment for the challenge ahead (based on information you could glean from books or NPCs).
Cyberpunk's itemization got a lot better after the 2.0 update. The rng affixes were gone, which meant that there wasn't really much reason to not use the iconic variants once you got them. That might sound lame but it was for the better (remember that iconics used to have rng affixes before). The real issue was that your build dictated what weapon you used for every encounter and there was no downside for using the same type of gun forever once your build was off the ground. The game was designed in a way that the player could approach any scenario with any loadout and still come out on top without changing their approach.Cyberpunk suffers from the same issue. You don't feel yourself growing stronger because everything scales with your level, and the guns don't feel particularly unique or interesting because you're heavily incentivized to use the gun with the higher tier color, instead of using whatever weapon is best suited for the current combat scenario.
It was possible to get high enough level where the random drops would circle around and become stronger than the witcher gear items, though it still wasn't worth giving up the set bonus for the most part.In TW3 the only swords worth using are the unique Witcher set ones
So why did they even bother implementing such a shit system to begin with?In TW3 the only swords worth using are the unique Witcher set ones and in Cyberpunk the only guns worth using are the iconics you get from completing quests.
A system I have always hated. I much prefer the approach FROM takes with their games - a broadsword is always going to have the same stats, and every +4 version of it will be the same.It was possible to get high enough level where the random drops would circle around and become stronger than the witcher gear items, though it still wasn't worth giving up the set bonus for the most part.
This is what makes Nioh tick and there's a lot of that in Voin as well.I liked Two Worlds approach - if you find an identical piece of equipment, you can "combine" them into 1 item with improved stats, one which "inherits" the other's special properties like stat boosts or resistances. That way you could keep using your favourite weapon/armor for the majority of the game and even if you weren't lucky with random loot you still got something out of it.
I hate those dumb-ass MMO-like systems where everything's a fucking sidegrade except for its tier or level. Gear absolutely should be segregated by cost and effectiveness. A top-of-the-line Arasaka marksman rifle should be straight-up better than some Slavshit that's been horribly maltreated by its Scav owner, to say nothing of the DESIGNATED SHITTING WEAPONS from Darra Polytechnic.So why did they even bother implementing such a shit system to begin with?
Mind you, the current itemization mechanics in 2077 are new, at launch the game did play like a dogshit Borderlands.
If they were going with tiers, then they should have just categorized different weapons to different tiers and called it a day, instead of having every weapon go up in tiers as the characters keeps leveling up.
My running theory, at least for Cyberpunk 2077, is that CDPR had designed the system specifically for the canceled multiplayer component, likely because it was some live service shitfest, which would also explain the overabundance of clothes in the game.I hate those dumb-ass MMO-like systems where everything's a fucking sidegrade except for its tier or level. Gear absolutely should be segregated by cost and effectiveness.