On this playthrough I’ve decided to just wander around Watson a bit before the heist and keep finding streets I’ve never seen before, even on previous playthroughs where I walked everywhere. This particular street is practically subteranian and its a shame most of the content takes place at surface level or in the main streets when there are great environments like this hidden around the place where most players will never see them.

  • Catpurrple
    link
    fedilink
    English
    arrow-up
    14
    ·
    2 months ago

    CDPR had originally announced a multiplayer mode, and then canned it after the launch disaster. Apparently there’s a mod being made to put it back in, though, that’s neat.

    • bahbah23@lemmy.world
      link
      fedilink
      arrow-up
      11
      ·
      2 months ago

      I don’t get how multiplayer would even work in this game. So much cyberware and perks relies on being able to change how time flows.

      • GunValkyrie@lemmy.world
        link
        fedilink
        arrow-up
        3
        ·
        1 month ago

        Right now the multiplayer mod being developed will allow server owners to choose how it affects the server. But to answer your question, the mod is being developed more for a GTA RP type server. There will be no “co-op” mode to go through the story.

              • BigPotato@lemmy.world
                link
                fedilink
                arrow-up
                2
                ·
                1 month ago

                One person slows down everything or no one slows down at all or just NPCs slow down.

                Why did you need that spelled out for you?

                • bahbah23@lemmy.world
                  link
                  fedilink
                  arrow-up
                  3
                  ·
                  1 month ago

                  Because none of those options would make for an even remotely playable multiplayer experience and I was hoping that there was something else that I was missing.

                  • CheeseNoodle@lemmy.worldOP
                    link
                    fedilink
                    English
                    arrow-up
                    1
                    ·
                    1 month ago

                    I have no idea how the mod author is implementing it but a better method would likely be:
                    Time slow effects all npcs/players/projectiles in a radius with a falloff towards the edge of the radius, time slow can counteract time slow.