CD Projekt has confirmed it’s “considering” multiplayer elements for its Cyberpunk 2077 sequel during an update on the …

  • AlwaysNowNeverNotMe
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    48 months ago

    A co-op multiplayer wouldn’t work well in a game with time perception dilation. If it was well implemented it would be worth the trade off, but would be astoundingly ambitious for a studios first multiplayer title.

    Larian had two strong test swings before knocking bg3 out of the park.

    Now, if they wanted to make a turn based cyberpunk ttrpg style game I would break my rule about preordering.

    • ampersandrew
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      28 months ago

      CDPR had a test swing; they just didn’t bring it to market. There are plenty of ways to skin that cat when the game is otherwise in real time, not the least of which is VATS with an action point system.

      • AlwaysNowNeverNotMe
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        28 months ago

        Yea if we’re talking about introducing Bethesda mechanics of any type to a CDPR game I’m out. Comparing Sandevistan to VATS is like comparing a Ferrari to a unicycle.

        • @adam_y
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          48 months ago

          Ok, problem solving… When someone activated their sandevistan, time slows down for all other players… All of a sudden they feel like they are moving in treacle. The player(s) that activated it move normally.

          A change in perspective is all that’s needed.

          • conciselyverbose
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            18 months ago

            There’s no path to that being remotely playable.

            No one else mentioned that because it’s a truly horrific idea.

            • @adam_y
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              38 months ago

              Here’s a link to a 20-year old mod that pulled it off.

              The Specialists

              How’s that for a path?

              • conciselyverbose
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                -28 months ago

                Writing the code doesn’t make it not dogshit.

                It’s a dumpster fire concept with no redeeming qualities.

                • @adam_y
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                  28 months ago

                  Ok, we’ve gone from “can’t be done” to “it can be done but will be shit”.

                  I’m going to side with CDPR, since they’ve made a bunch of decent games and you’ve … Actually I don’t know. How many games have you made? Share some links and I’ll spend hard cash on them.

                  • conciselyverbose
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                    8 months ago

                    “It’s hard to code” was never an argument made. It’s not remotely difficult to implement in any way. The entire point was always that it’s an actively anti-fun mechanic. I’m not sure why you’re arguing to Cyberpunk’s authority when they’ve shown absolutely no interest in the insane, ridiculously user hostile bullshit you’re advocating.

                    Their expertise (which they straight up don’t have for multiplayer lol) is irrelevant when discussing a feature that is literally impossible for anyone to make enjoyable for any reasonable player. “Let’s replicate lag spikes, but on purpose” is a completely unhinged suggestion.

            • ampersandrew
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              38 months ago

              There are implementations of time dilation in multiplayer in the past. Max Payne 3 would do it only for other players who were close enough and/or looking at it. F.E.A.R. would have a slowdown device that one player in the match could have at a time. If there’s any kind of reasonable limit on activating the time dilation, interruptions become infrequent and more than tolerable as it gives you and your party a tactical view of the encounter.

        • ampersandrew
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          38 months ago

          CDPR has been doing Bethesda-but-better for about a decade now, and you’re being quite overdramatic.