squid830: Well there are still hard level requirements for weapons, so there's that - which is BTW much more annoying and needs to go much more. I'm not talking about attribute/skill requirements - THAT makes some sense to me - but "level" requirements?
PaladinNO: There is a mod to remove that too, but I didn't want that one for the reason I mentioned above, with attribute requirements as a different solution. Though I want more than just a flat level requirement.
But I would much rather have to be at a certain physical level to be able to handle an item than reaching a prerequisite "famous" level n Night City..
Also, yes, I like your idea of having different weapons for different levels. D5 Copperhead 7-10 damage makes no sense where there's also a D5 Copperhead 12-17 damage version available.
Any gonk would obviously go for the highest damage version.
Given the game already have different paint jobs for different versions, I would like to see those specifically differentiated.
Like a cheaper grey D5 Copperhead 7-10 damage Stage 1, and a black D5 Copperhead 12-17 damage Stage 2, sold at a higher price, for example.
On that note, paint jobs in general is what this game is sorely lacking. That pink 5000 Valor or whatever vehicle makes me want to throw grenades at it. The game could announce the new models through ingame ads, letting us all know "a new firearm from everyone's favourite manufacturer has been released!" (read in up-jumped sales person voice).
Different ammo types would be nice too. Everythng from bean bags to cluster shells to explosive rounds for the shotguns, and hollow-point and armour-piercing for the pistols.
And weapon upgrades in general - either it's going Technical Ability and craft / upgrade everything yourself, or we're out of luck - but if V can do it, why not pay someone else to upgrade the weapon for you? Surely V can't be the only one who knows how to make changes to a weapon.
Why can't we have Wilson upgrade our Dying Night pistol for a fee (paying with money instead of components), since he apparently fixed it for us initially anyway.
As a game, specifically graphically, I think Cyberpunk 2077 is a great one, at least for me. Story is a bit thin, but I've played - and enjoyed - far worse. But a simulator, or whatever fancy words they used when first announcing the game, offering complete freedom to be whoever you want...it certainly is not. Not with all these limitations and restrictions everywhere.
Totally agree with what you're saying with respect to ads for new versions. Hell I'd be happy enough if the gun looked the same, had the same paintjob, but was at least called something slightly different, like the D5/1 or D5.1 or D6 or SOMETHING.
But having this tie in with the ads - now that would be great. It would really hit that "immersive" thing they were supposedly going for, and would tie together the game systems and the game world - which seem strangely disconnected in this game.
I don't get why they went out of the way to make a graphically great game, with a lot of attention to design over all with respect to the city and buildings etc. - and then wasted that all by layering these pathetic half-assed gamey systems in there.
But I still don't like level limits. Stat limits I can get behind - you should require a min strength to properly use a massive LMG for example.
The reputation thing doesn't make a huge amount of sense in the game world in general either - it would make more sense if this were limited to certain specific, hard-to-get items, e.g. specific stolen stuff that's not available in "normal" stores. The way they implemented it though, it definitely doesn't make sense.
I take it that it's harder to get a high street cred now? Because on release I maxed that out pretty quickly...
As for crafting - IMO I'm not sure it's ever been implemented in any game (barring survival games, maybe) where it makes a lick of sense. Apart from the fact that not only is your character supposed to be great at stealth and/or shooting and/or hacking etc., but they're also a great weaponsmith - but not just ANY weaponsmith, but such a good one that they can make better things than are available in any store, or made by anyone else?!? Surely there are people whose JOB it is to improve/mod weapons (as opposed to a merc who does it in their spare time)....
cielaqu: Actually I hate leveled items, it feels like cheap, MMO-like, needless grind. What makes those 50lvl guns so much more powerfull compared to 1lvls? Wild AIs blessing? They use the same ammo, have same dimensions ... Instead modding items should be much more complex - mods, changing parts, different manufacturers with different bonuses for parts etc.
But I like those reputation requirements. If you are fameous enough, in certain circles, you will be offered special items from under the counter. Just those items shouldn't be visible before reaching required street cred level. Or be visible when you are closer to reaching that level with comment like I don't know you enough ...
Fully agree with both points here.
The MMO level crap in this game is the ONE thing that in my mind completely destroys it in terms of... well, anything. Luckily there are mods, but so far I haven't bothered playing this again since patch 1.2*, and I bought it on release, and it's mainly because of this (and because I'm lazy since I'd have to look for a mod, install it, then knowing my luck that will be the day they finally release another patch).
The rep should definitely be about "special" items - it shouldn't just be stuff available from the shop. Although I can understand that the game has a way for you to "see" what these items are, because otherwise you'd need a walkthrough or guide in order to find them (or just happen to encounter them when various merchants offer things to you at certain reps - which is fine, but it's still nice to know what you're going for).