There's Too Much of That in Cyberpunk 2077; Pawel Sasko on Game Mechanics
Has Cyberpunk 2077 gone overboard on this issue? Pawel Sasko has a problem with a certain mechanic in the game.
Within two years since the launch of Cyberpunk 2077 the developers have released numerous patches and hotfixes, which removed quite a few bugs and allowed for noticeable improvemen in the gameplay. One of the pillars of the game from the beginning remains combat, in which we neutralize enamies with a sizable arsenal. And it is the weaponry, or more specifically its drop frequency, that turns out to be one of the things, that bother Pavel Sasko, the game's task designer.
Too many weapons in Cyberpunk
Sasko conducts regular streams on his profile on Twitch. During a recent live event, he answered a number of questions from the players, including one particularly interesting one: what would he change in the gameplay? The task designer had a problem at first, because, as he admitted, "there are a lot of things that I would change," but in the end he focused on the issue of the frequency of weapon drops, because of which Cyberpunk 2077 can sometimes be perceived as a looter shooter. In his opinion, players mostly stick to one or two weapons anyway, and possibly use netrunning, and disassemble the remaining equipment into parts in order to upgrade and improve the stats of their favorite weapons..
Sasko also commented on the challenge posed to the player by opponents. In his opinion at a certain stage of the game they are defeated too easily and you don't need to use any additional strategies to come out of a battle victorious. It's hard to deny that he's right, because if we spend some time doing side quests, gather some xperience and upgrade our equipment, later clashes with bosses such as Oda or Adam Smasher may not pose any challenge to the player. According to the developer, these mechanics can be improved, because even The Witcher 3 did them better than Cyberpunk. Who knows, perhaps we should expect changes in the announced sequel.