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

  • @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.