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Crafting Improvements; Easy To Implement Items
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Just my two cents on the current crafting system and tech tree. It feels cumbersome and discouraging, some simple QoL changes and balancing of loot systems could go a long way to making this game feel more immersive. These are my thoughts:

-Better looting balance which could help with crafting; picking up 30 guns after 1 mission and never running low on ammo is awful and prevents immersion. Make guns drop less frequently but give more crafting mats when broken down. Make ammo less common to encourage gaining ammo through crafting, this draws you to crafting menu a bit more often making use of the skill tree while requiring you to dump surplus guns less at the shop. While not cutting down on overall menu time, it makes better use of the games systems for the purpose of immersion. Cyberpunk should never be a survival game IMO which is not what I'm advocating for with changes to resource management, resources overall just feel clunky ATM.

-Provide small amounts of exp for crating though tearing down items. This encourages salvaging and helps with the crafting tech tree advancement slightly.

I'm currently almost lvl 50 street cred, level 22 and struggle to level up crafting. I dont want to have to craft 10 miniguns to gain a level (if that even provides enough EXP) in crafting to end up with 10 miniguns I then have to sell.

-Allow a chance at getting a crafting engram for an item by breaking it down. This is more intuitive than having to rely on drops or shop offers to expand your crafting options.

-Some upgrades provide random perks to iconic weapons, maybe make a perk that allows you to choose which one you get instead of rolling for it. (This may be a thing already but I have not come across it.)

The crafting system is underutilized at the moment in my opinion, several quality of life changes, simple UI upgrades and loot balancing could make a huge change without requiring implementing new features or menus.

-Choomba

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4 years ago