>>536348186
>every skill tree becomes insignificant % increases to basic stats
half of the perks in Cyberpunk are already “receive 5% less dmg when you accidentally stub your toe on thursday nights”, this is meaningless.
>you can now get every perk and max out every attribute
true, but that requires literal thousands of hours of XP grinding,
>alternate endings to quests like river dying and choices like saving takemura
now I know for sure you haven’t played Fallout 4 or Starfield, this only happens in Skyrim.
>the songbird/reed routes in PL are merged into one identical mission with a single option at the end
nah, Bethesda excels at DLC stories, especially endings. I’m not sure how they can theoretically handle PL, but players will not be able to choose one or the other.
>gigs would be randomly generated from a tiny pool of locations and "kill loot return" objectives
if you think all of Bethesda’s handcrafted side-quests are radiant quests, you’re a moron. gigs would still exist as they are.
>every other npc you walk by would spout some line about some quest you did that they would have no conceivable way of knowing about
you mean exactly like how it already is in some cyberpunk quests??? what’s the issue here?
>places like clouds would be turned into a generic dance club and all drugs would be merged into one generic hallucinogen because we have to think of the children
Bethesda is rather puritan, but I think Clouds would stay as is, it’s not that obscene.
>most of the stuff we've gotten through free updates would be paid "creations"
oh sure, definitely.
>swords deflecting bullets
Melee is great in Fallout 4, but lame in Starfield. It’s 50/50 at best.
>cars - loading screens
you’re talking out of your ass
>romance becomes characters just saying "i love you" once with a fade to black sex scene
nothing bad about that, but it’d feel sterile, sure.