>patch 2.0 introduced level scaling with EVERYTHING meaning even doors scale with you making some doors impossible to open if you're too high of a level
HAHAHAAHAHAHAHAHAHAAHAHA JESUS CHRIST!
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>patch 2.0 introduced level scaling with EVERYTHING meaning even doors scale with you making some doors impossible to open if you're too high of a level
HAHAHAAHAHAHAHAHAHAAHAHA JESUS CHRIST!
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https://www.nexusmods.com/cyberpunk2077/mods/9388
here's the mod if you're interested, it removes skill check scaling so random doors aren't getting stronger with you.
Thanks for linking this mod I will bookmark it for later.
cheers
REMINDER
THIS MOD FOR NOW BREAKS MOST OF THE QUESTS
Explain
>Level scaling
Why does this keep getting implemented in games? It's one of the most universally reviled mechanics in gaming, I haven't ever seen anybody say anything positive about it since it was first featured in a big way in Oblivion.
Do mouthbreathers in focus groups clamour for it?
Do companies get ESG score points for implementing it?
I legitimately do not get it.
Level scaling for enemies is whatever, that's a design "philosophy" so the ADHD player doesn't get too bored making everything red mist too quick. The scaling for locks and conversation options is fricking moronic though unless you min max shit will ALWAYS be out of reach for you in many places.
homie I'm adhd and I always get mods for more damage (both for the player and enemies), just spawn more enemies, hp scaling is cringe
i have adhd and always prefer gothic 1 and 2 over some boring lazy level scaling
theres a ton of stuff gothic did right that modern games could learn from but never do it. Having areas with tougher enemies is way better than level scaling. And gothic 2 should've been the blueprint for open world design but no one does it like that - they just make huge empty worlds instead with map markers and floating waypoints for "points of interest"
It's better but not without its flaws. Encounters in Gothic often go from
>one attack does like 1% damage of the enemies health bar while he can kill me with one or two hits
to
>I kill the enemy with a few hits and he barely does any damage to me
The problem is HP inflation, both for the player and enemy. Instead, HP should stay relatively constant throughout the game, with a defense/armor/whatever value on top of it that lowers damage applied and is increased with higher level, however, there's always a chance to land a critical hit that completely ignores this value.
Suddenly, every encounter even with a trash mob 20 levels below you could be dangerous if you just let it whack at you, while higher level enemies don't become bullet sponges. Your low power guns simply plink away at their armor, but you might get lucky and hit him just right to down him. And equal encounters become very interesting, as both sides can deal a lot of damage quickly, so it's more about skill than just having the bigger numbers.
Even enemy scaling is shit, get some narrative reason to upgrade enemies with actual visual feedback. Remember how that hulk game would have just the basic military against you at the start and by the end it was full blown robots?
Have a story where how dangerous the world is becoming is making everyone rush to get stronger and then make that visible, if you find a bum its an easy ass bum but now gangs in general should be much more visibly geared up. Same with police and security.
Even mgsv did it right, get a new sniper, start using it pulling off headshots and the enemies will start using helmets, not just get more health and resist a headshot magically
I like it. It makes content feel natural (rather than gamey) without compromising the benefits of one's own continued specialization.
>It makes content feel natural
Ah yes, you get better so everything around you gets better. So natural. So realistic. The world is bending over backward to make sure you, and you alone, always have a challenge suited to your current limitations.
>and you alone
What did he mean by this?
That all enemies of same power level.
Noname street punks are same as l33t street crews. If they fight they would have equal battle. While by setting punks would be rolled over.
People were complaining that Cyberpunk is way too easy pre-2.0 patch even on very hard so their solution was to just slap level scaling on everything. I don't know why they just didn't make level scaling a toggleable option LIKE THEY DID WITH WITCHER 3.
Witcher 3 devs all bailed because they saw CDPR turning to shit, and they were right. The devs they have now are amateurs, literally. The shit they do is design failure 101 no exaggeration. Every time with them that's been the whole story with 2077. I liked the story of 2077 even if the Jackie cutscene embarassment should have been 8-12 missions of rising from nothing and not a FRICKING CUTSCENE so I felt more attached to him, and the last 3rd seems simultaneously exhausted with its premise while still feeling rushed. The music is amazing and a lot of the VA performances (not the player character lmao) are the best I've ever heard in a video game. But the actual video game part of the video game is pretty fricking bad. The design is there and there are cool concepts but it's not coming together with these loser devs.
It was literally perfect in skyrim.
This except unironically. Skyrim's take on level scaling was a pretty good idea. Different encounter zones that have scaling up to a minimum and a maximum point.
Because it is a universal tool for games that balance around rush playthrough and don't have bariers that will prevent you from going into a higher level zone. Both witcher 3 and cyberpunk feel like shit without enemies autoscaling because if you dare to do anything except main quest missions you will outlevel main quest enemies insanely hard, to the point where even a big pack of them or a boss will be unable to kill you and you will be able to oneshot everyone
That's because CDPR are fricking stupid and apply exponential damage scaling on enemies who are -/+5 levels out of your level range. If an enemy is too low level they can't kill your, if you're too low level they can't kill you. Instead of simply using the stats directly.
>if you're too low level they can't kill you
*if you're too low level you can't kill them.
>That's because CDPR are fricking stupid
This. Old games were so much better in power balance design
never complained about F2 balance. It was hard game, but it was basically like Gothic - dont go where you`d get fricked before you are ready. And being ready basically means getting a good gun.
In fact i hunted enclave patrols to get gauss rifle from them.
Even Bethesda moved away from level scaling in starfield by making different zones where you can find higher leveled enemies.
Its unironically good on open world games so you can play any bit of content in any order
That being said the door requirements being ALWAYS 20 body or 20 tech from lvl50 onwards is moronic as frick
>Why does this keep getting implemented in games?
because that way you can outsource game balance to an algorithm. developers are lazy idiots who dont want to make an artisan level game where every piece of content is carefully curated and fine tuned. auto generate textures. automate modeling. procedually generated content. level scaled enemies. all this is part of the conveyor belt to pump out more slop for hungry sloppers.
>Level up
>All enemies feel exactly as challenging as always, thus making level irrelevant
>WWWWWWWWOOOOOOOOWWWWWWW
I seriously despise the japaBlack person lovers that made this a thing
they constantly make wholescale changes without testing it after realising what they just did turns out to be complete shit, this is the third or fourth implementation of levelling and perks? It's almost as embarrassing as their army of acolytes rushing onto every cyberpunk video to claim this is the greatest comeback of all time after every patch
I hope they didn't waste too much time on the GTA 3 wanted system because it's ass and I already downloaded the mod to just turn it off and put things back to how they were. Waste of effort, it's truly the definition of half-ass implementation.
What the hell is wrong with Polish "people"?
The worst part is that the setting of cp2077 offers the perfect way to avoid level scaling. Just give enemies better cyberware in the high level areas. Give the low level grunts a bit of bullet resistance and maybe chuck berserk/camo on a miniboss grunt. Then once you get to the corpo plaza everyone has the good stuff.
just get rid of the all leveling nonsense frankly and turn all the perk/stat upgrades into cyberware updates you can do with ripperdocs
Yup this. They should've just deleveled the entire game. Door skill checks and dialogue checks could be handled with augments like a strength augment with multiple upgrade tiers à la Deus Ex.
>just get rid of the all leveling nonsense
Yes but then again this would make almost any game better. There are exceptions but they are few. And yet devs keep putting level systems in games and players keep expecting them.
That's how it was before, stupid
No it wasn't. The game used level scaling, it just capped the scaling depending on the area. Anon is saying that it should never have been leveled in the first place like the ttrpg.
yeah the choices they made with shit like this were terrible. they really are failed game designers, its such a complete and total failure in terms of game design, every aspect of this game is so fricking awful. the only redeeming factor is cutscene performances, it might as well have been a fricking teltale game and it would have been better for it
How's Dreadwolf coming alon- oh wait it isn't! Haha
>copied a mod that scaled skill checks properly through the game
https://www.nexusmods.com/cyberpunk2077/mods/2886?tab=description
>fricked it up
sasuga CDPR
They never fixed witcher 3, why would anyone expect them to fix this game?
No one here actually became an obedient glowBlack person for President Hilldawg....right?
I didn't initially, but ended up loading a past save and playing that route as well. I think it's better.
I think I liked the gameplay of the glowBlack person path better, Cyberdyne Systems dungeon was much more interesting and intense versus an airport. But sending several dozen goys to the shadow realm with Black Wall Zap was very satisfying too and the story was more like something you'd actually want to do.
>versus an airport
The airport fricking loops too. Like holy shit you incompetent morons couldn't make a new arena you just have the player go through the same one again? Pathetic.
There's like 5x as much story in the glownig path with the memories and flashbacks and whatever so its clear they put way more effort into it versus simping for songbird. They should have made up for it by letting you kill not-hilldawg and getting some satisfaction that the NUSA is collapsing/being gangbanged by all the global powers thanks to the president being dead and them being exposed for violating the global agreement not to frick with the Blackwall at all ever. Her just getting away and disappearing with no resolution was lame.
Shill thread
Nobody wants to play your buggy mess full of trannies
Cyberpunk getting so many threads despite being a practically dead game for two years is just weird. There are a lot of insane unpaid shills on Ganker but I have no idea why would you shill for CDProjekt these days. They're an ESG troony company
>game gets huge update and dlc
>people like it
>it is just wierd how they discuss it
Room temperature iq take.
Its expansion pack released a few days ago bro.
There were threads before the update. And the game has barely changed at all. All games get updates from time to time but only Cybergays seem obsessed with trying to constantly convince others that "it's a whoole new game!"
The expansion pack is a 10 hour long story which is longer than most CoD game campaigns. I don't know what you gain from shitposting that there shouldn't be threads.
Just, like, open the door with whatever you did specialise in.
Oblivion level-scaling was fine.
(you)
>meaning even doors scale with you making some doors impossible to open if you're too high of a level
I've never heard something this stupid, this is Bethesda tier incompetence
Doors never go over 20, so it is always possible to open them, they just scale with you. The real question here is what build doesn't want body or tech ability maxed right now
Max tech is a no brainer because of the extra 50 points in cyberware capacity
Body is shit, better max INT because it gives you +1RAM every 4 levels
>RAM
shit boring build.
Well most places have one door with body check and one for tech ability check(or combined), so you pass
only absolute mega shitters single player only gamers hate level scaling
God I hate level scaling so much it's unreal.
It's a moronic feature that brings nothing good and lazy people use it "because it's easier to implement"
I hate this so much.
What kind of a moron that thought level scaling for stat checks is a good thing? You're acively making the game grindy for no reason other to bump play time.
Would I be better off grabbing the earlier build than playing 2.0? Or is 2.0 still the better option despite the level scaling?
This happened to me with the Delamain quest, I specifically held back doing it until I had 12 Tech and when I got there I needed 18.
Whats the difference, if you jump on the roof and end up in the very same place
I wanted to merge the sub-AIs into one and couldn't because I required 18 tech and I only had 12, so I was forced to shoot the core instead.
get rid of levelling and instead have cool cyberware tech that can take out more and more enemies. Later game missions should have turrets, droids, mines, cyberdogs all kinds of shit that would destroy you at the beginning. Even if you get overpowered it doesn't matter because it's more fun than the exact same playstyle just bigger numbers
I don't get it. It goes from 8/11 (missing 3 points) to 8/9 (missing 1 point). Why does it get easier, and how is this "impossible"?
>The absolute morons not understanding what is actually happening
This is DIFFICULTY scaling
Meaning if you're playing on Very Hard it'll require a higher skill check, if you're playing on Easy, it'll require a lesser one
Get educated before you shitpost you massive fricking homosexuals
Shazamtrannies failed
have a nice day
Stop breathing
Stop existing
Fricking end your pathetic existence
>press tab
>use OPEN quickhack, costs 3 memery
done
what if you are not playing a scriptkiddie?
>find the quest for the talking vending machine
>need 8 body to move the dumpster now
>apparently used to be 4, meaning even with 3 body you could use gorilla arms to move it
>now I need to either respec or gain 3 levels to level body to finish this quest or have it stuck in my list forever
watch the requirements go up for some reason after I get the levels lol
Just get a keycard from the guard behind you
Or hack the access point to the left of you