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@lolipunk3069 @Iffine @MordredSimp yes, I know. Another tool for "leveling up" in the TTRPG is getting money.
We talked about the Cyberpunk systems before, and how they fare against each other and against the CRPG.
The main problem is that what people were (and still are) expecting from the game is impossible with our current tech. There is no way to turn 2077 into a "sandbox immersive sim with a flourishing and vast story". There are limited resources for that, both manpower to design all this shit, and also computational, to run all this shit.
The story, as far as I'm concerned, is OK, you have a main story, you have some branching paths, you have side characters with their own missions and stories, it's a regular computer RPG. Baldur's Gate 3 has the same thing, and everyone is wetting their panties over it.
Many things, like controlling how much money and access to crazy stuff the players have to introduce a sense of pacing and constant, gradual evolution, or having the lifepath be way more important, are relatively easy to do in the TTRPG because you have a human DM controlling everything and tailoring the experience to the group. In a CRPG we don't have the same luxury, so it's way harder to introduce this stuff.
What I agree, and that I've mentioned many times before though, is that I really wanted the actual missions to be solvable in any way I wanted. They don't even need to branch the story even more or change too much stuff in the rewards, but I wanted, for instance, in a mission where I have to enter the offices of a corp to steal the MacGuffin, to have the option to enter guns blazing and kill everyone, or hack my way to it, or to finesse my way inside with conversation skills, or sneak inside, and to be able to complete the mission with any way I choose to do it. I'd even say "give me the option to bribe someone from the office to steal it for me", but that would just skip the mission. OK then, bribe security to make it easier for me to access the MacGuffin.
I miss this more than I miss "a vast branching story" or "having the lifepaths be more relevant".
As for the thing about cyberware, they changed the cyberware system to become more like the TTRPG. I have absolutely no idea what they were smoking and why they didn't make the system this way since day 1, but whatever.
And yes, they are calling it "Cyberware capacity", and not "Humanity", probably because it's easier for people to relate "Cyberware capacity" to "how many cybershit I can use" instead of going "Oh, yeah, Humanity is what I lose when I implant cyberware because the game is showing me the struggle and loss of humanity that happens when we become more machine than man".
Not to mention there are Twitter retards complaining that in the Cyberpunk TTRPG you lose humanity when you make modifications to your body (and there are also retards complaining about you losing Soul in Shadowrun for the same reason), because of troons and people with prosthetic limbs, so much that in Cyberpunk RED Mike Pondsmith had to add the caveat that changing your sex or using prosthetic limbs that you lost don't take away your humanity. And I'm pretty sure CDPR wanted to stay as far away form that drama as they can.