Attribute Points, on the other hand, aren’t quite as flexible. That means you can switch and change to find the combinations that work best for you and go to (Dog)town. If you find you don’t like a perk you’ve invested in, you can sell the Perk Point at no cost as well. Many of these new and reworked perks also feature brand-new, flashy animations, which makes them even more enjoyable. Some of the exciting new perks in the 2.0 update are Hack Queue, which lets you queue up multiple quick hacks at once Air Dash, which allows you to move swiftly through the air Quake, which lets you pulverize a group of enemies all at once and Lead and Steel, which allows you to block incoming projectiles with a blade. Unlike the regular perk tree, the Relic tree uses specific Relic points that can be earned while in Dogtown and is exclusive to the Phantom Liberty expansion. For those jumping into Phantom Liberty, you’ll also be introduced to a brand new Relic tree, which features a variety of exciting new perks, from Emergency Cloaking to new abilities for your arm Cyberware. It now provides much more focused perks so you can better craft a build that suits your playstyle. Or maybe somebody else will chime in with a better idea.One of the biggest changes in Cyberpunk’s 2.0 update is that the Attribute and Character Perk skill trees have been massively overhauled. If you can just wander out of encounter range while your friends sit there, making the monster wait by not doing their turns, and then run through 50 turns off in a corner, that's an obvious (and not-fun) exploit.īut you seem like a clever fellow - I'm sure if you put your mind to it, you can come up with a solution. typically wear off in a certain number of turns. For example, status effects - hasted, poisoned, etc. But if you've split up (always a good idea in any dangerous environment), then you could run different encounters, each with its own turn clock.īut I do worry about exploits this sort of relaxed turn syncing might allow, particularly for time-based effects. If you're facing a particular monster, then yeah, you need to synchronize turns because the monster(s) should get to act at the same rate as the players. Let everybody do their own turns at their own pace.ĭown in the dungeon, it's more complex. Is it really necessary to keep all the players' turns in sync? When does it matter, and when does it not?įor example, if you've returned to town, and you're all splitting up to sell your loots and do some shopping, there is no need to keep your turns in sync. But I think you need to stretch your thinking a bit. Well, you raise an interesting issue there. Is there any more clever design for allowing a group of friends to co-op in a turn-based dungeon crawler? Do we need some sort of timeout or override, perhaps if all players but one have finished their turn? Also, one player getting up for a bathroom break would block the game for everybody. Maybe that's fine, but I worry about that slowing the pace of things down too much. The obvious solution is to not advance to the next turn until everybody has input their move. Turns in a roguelike typically range from instant to several seconds long (and take longer only when you want them to).īut with multiple players, how would that work? So the feel is very different from, say, a turn-based 4X strategy game, where each turn lasts several minutes. walking through already-cleared areas), you can blaze right through - in fact most roguelikes allow you to indicate a target position, and they zip right through all the intervening turns instantly (unless something nasty jumps out on the way). Conversely, when nothing much is happening (e.g. Need time to consider all your options when faced with a particularly sticky situation? Take all you need. Some people (like me) enjoy turn-based games because you can go at your own pace. Crazy idea occurred to me this morning: what if you had a proper turn-based Roguelike dungeon crawler - but with multiplayer (say, 2-6 players) co-op?
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