PC Gamer writes a op ed about how they are hoping the revamp of the loot system coming down the pipe for 2077 will fix the looter/shooter style equipment scaling issues. Here is a snip;
I've always found Cyberpunk's gear economy to be a majorly-underrated drag on the whole experience, a worst of all worlds take on the looter shooter/live service "numbers go up" deluge of grey, green, blue, and purple drops applied to a single-player game where it just doesn't fit in the first place.
Instead of say, Skyrim or Fallout: New Vegas, where level adjustment falls into broad tiers of power—9mm pistols and iron daggers at one end, anti-materiel rifles and Daedric greatswords at the other—every piece of gear in Cyberpunk has a level-adjusted number attached to it determining its damage or damage resistance. The result, for me, was spending way too much time pouring over slight differences in damage and damage per second between slightly different variations of the same revolver. Worst of all was getting a cool, unique weapon and having it get quickly outmoded by common drops once I'd leveled up once or twice.
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