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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,083
Location
Azores Islands
Each patch as upped the visuals but fucked up the performance on the xbox series x.
 

Robber Baron

Savant
Joined
Jun 15, 2020
Messages
927
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.

I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,669
Location
Wandering the world randomly in search of maps
Anyway... it's still probably worthless overall, you find plenty of great weapons and I'll probably find a legendary revolver in 10 minutes that beats it, but for a hot second there it was a nice dopamine hit when the numbers went up up up.

I've noticed crafted legendaries have more mod slots than looted ones, and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG. Looted Purples and Oranges are actually pretty rare, at least for me. So I don't think crafting is bad anymore. It's just that Normal isn't tough enough to warrant it. On Hard/Very Hard it seems worth it.
 

RapineDel

Augur
Joined
Jan 11, 2017
Messages
423
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.

I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.

It looks fantastic but I disagree that it's interesting to explore. Exploring feels like a waste of time given no effort has been put into finding content through exploration.
 

Robber Baron

Savant
Joined
Jun 15, 2020
Messages
927
It looks fantastic but I disagree that it's interesting to explore. Exploring feels like a waste of time given no effort has been put into finding content through exploration.

You literally get calls to start new side quests as you explore and get near their objectives
 

Slaver1

Savant
Joined
Dec 9, 2019
Messages
341
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.

I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.
 

Robber Baron

Savant
Joined
Jun 15, 2020
Messages
927
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.

I agree that they wanted to cash in on the GTA crowd, but the Night City is an absolute spectacle to explore and I'm glad they went above than just copying HR and MD
 

RapineDel

Augur
Joined
Jan 11, 2017
Messages
423
It looks fantastic but I disagree that it's interesting to explore. Exploring feels like a waste of time given no effort has been put into finding content through exploration.

You literally get calls to start new side quests as you explore and get near their objectives

Which is precisely the problem. You do one 10 minute drive around the city and you've got a shitload of meaningless quests in your log which feel like they have zero context to them.
 

Robber Baron

Savant
Joined
Jun 15, 2020
Messages
927
It would've been better if half the doors weren't locked and the other scenery vendors actually sold you stuff. Otherwise the worlds fine.

No point in either, just more smoke and mirriors. It's not sandbox like GTA, it has zero sandbox systems or mechanics in place. It's just a bombastic looter-shooter visual novel set on a huge ass beautifull sci-fi map.

Which is precisely the problem. You do one 10 minute drive around the city and you've got a shitload of meaningless quests in your log which feel like they have zero context to them.

Don't these quests trigger when you're on foot only? I never had an exclamation mark quest trigger while inside the car. So you really only start them when walking on foot near the target place. And I've spent the first 5 hours of prologue and then like 8 hours of post prologue just walking the map.
 

Slaver1

Savant
Joined
Dec 9, 2019
Messages
341
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.

I agree that they wanted to cash in on the GTA crowd, but the Night City is an absolute spectacle to explore and I'm glad they went above than just copying HR and MD
I was thinking along the lines of the original Deus Ex where you go from New York to Hong Kong for example and the whole vibe changes. CDPR can still design relatively large areas that give the illusion of living breathing cities but they could DO so much more systemically & narrativewise with narrower zones to focus on.
 

|NOVVAK|

Novice
Joined
Dec 12, 2020
Messages
28
That's just another problem with modern trends. Oversized worlds with extremely repetitive content, halve the size of the city and you don't have that issue.

I disagree, Night City's size is just right. It's fun to walk/ride around and is interesting to explore because of how diverse each district is.

They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.

Yes. Hubs are the best compromise between linearity and openness. Divide the game world into hubs that are large enough to offer freedom without the need to fill them with generic content.
 

dragonul09

Arcane
Edgy
Joined
Dec 19, 2014
Messages
1,445
I still can't believe that an mmo like SWTOR has more choices and role playng capabilities than this game. I just finished the sith warrior story line and you have more choices in the tutorial area than in this entire game, it makes my head spin just thinking that this game was in development for 8-9 years. There's no replay value in this game, everything is fluff, every single dialogue option is just an ilussion that at times it makes Fallout 4 look like New Vegas.

I truly believe that the law suit brought by investors is the right thing to do , time and time again these fucking marketing pricks keep lying about features that are not even close to be true or outright not included at all, plust they are getting backed by the mainstream reviewers hacks to the point that potential buyers just don't know where to get the actual truth. I think it's time to see these bastards bleed out of their fucking asshole every time they lie.

The whole fucking time i thought I was getting a lambo and all I got was a used toyota corolla:negative:
 

The Jester

Cipher
Joined
Mar 1, 2020
Messages
1,478
The open world could have came alive if you came across all these quests purely through exploration. Exploring a dark alley and having an NPC pull you aside, wandering the street and suddenly having to get involved with an AI car trying to commit suicide (this does happen but it's in the form of a fetch quest instead), hearing about an underground casino with a dark side whilst talking with/eavesdropping with locals on the street). There's enough content in the game, it just needed to be far more then calls/texts and dots on the maps.
In a city of such size with so many npcs it would be an incredible chore. And it would get more and more annoying with time - the more quests you've cleared the harder it would be to find the remaining.
Then make it optional, you find the quests by exploring and intracting with NPCs and when you want to do some jobs straight and without spending time for it YOU call a fixer and he gives you the information about nearest job to your location.
It's the classic gossip and bartender method, How many fucking years have RPGs been doing this?
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,121
Aww, the romance sequence with Judy is really sweet, with quite an imaginative and beautiful preamble. My female character seems to have drifted into having a lesbian relationship with Judy without trying, the little minx.

Somebody mentioned Detroit: Being Human above. I didn't actually play that but I found myself intrigued by Christopher Odd's playthrough so I know it fairly well. It does seem to have good C&C but my god are the themes shallow and trite (or rather, treated shallowly and tritely) compared to this game's. Even though I don't think BDs and Engrams are actually possible, they're still a wonderful philosophical thought-experiment to play with.

Ontology V, ontology.

I had a hilarious bug where my character still had a revolver in her hand. Sure made the sex scene...interesting. Who knew V was that kinky. :lol:
 

moon knight

Matt7895's alt
Joined
Apr 7, 2015
Messages
1,101
Location
Italy
The sad thing is that CDPR's marketing team honestly deserves promotions and raises, because goddamn did they do their job right.

It's marketing's job to lie to you so you spend money. Never think otherwise.

It's easy to sell something that doesn't exist by promising the world. And it creates an unsatisfied user base.

Much more difficult to sell a product based on its actual strenghts
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
I've noticed crafted legendaries have more mod slots than looted ones, and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG. Looted Purples and Oranges are actually pretty rare, at least for me. So I don't think crafting is bad anymore. It's just that Normal isn't tough enough to warrant it. On Hard/Very Hard it seems worth it.

I'm on hard, and when I do jobs that are "high" or "very high" danger level I can definitely encounter enemies that take more than one headshot to kill. Well, I did before crafting that gun anyway, I bet it will help with that. Still, hitting a guy a second time real quick before anyone sees you isn't that hard to do. I could see it being a lot more important in a normal combat build. I load up my nomad assault shotgun and SMG guy here and there and the game is definitely a lot harder when you're not sneaking.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,042
The sad thing is that CDPR's marketing team honestly deserves promotions and raises, because goddamn did they do their job right.

It's marketing's job to lie to you so you spend money. Never think otherwise.

It's easy to sell something that doesn't exist by promising the world. And it creates an unsatisfied user base.

Much more difficult to sell a product based on its actual strenghts

The CDPR business model:

1. spend a decade+ generating good will from consumers

2. spend almost a decade working(?) on a game in complete secrecy

3. Burn all that good will in a single month

4. ????

5. Profit?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG

Except for not being able to choose the damage type. Ugh, what the fuck they were thinking... Reeks of MMO design in which you have to spend time crafting over and over to get the damage type you want, except here is reload. Damage type in any case should have been an ammo "mod".
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,240
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG

Except for not being able to choose the damage type. Ugh, what the fuck they were thinking... Reeks of MMO design in which you have to spend time crafting over and over to get the damage type you want, except here is reload. Damage type in any case should have been an ammo "mod".
It reeks because it is MMO design. I'm willing to bet that they quite deliberately designed the items and crafting to be interchangeable between the single player and MMO game. To "save resources" you know.
 

TheHeroOfTime

Arcane
Joined
Nov 3, 2014
Messages
2,888
Location
S-pain
They should have created hubs like Deus Ex and gone to town making every inch come alive and interactive.
Unfortunately CDPR have commercial rather than strictly artistic incentives these days. They wanted to have their cake and eat it with the GTA openworld/ Borderlands shlooter juxposition & exhausting console marketing cycle . There's simply not enough enough focus and artistry woven into the overall product. It's compromised from the top down.

I agree that they wanted to cash in on the GTA crowd, but the Night City is an absolute spectacle to explore and I'm glad they went above than just copying HR and MD

They could have cut some boring districts and stuff, like the badlands. They could even eliminate the driving system altogether, it wouln't be neccesary. It's actually a pleasure to go to places walking at times, so they could have reinforced that making the exploration more intimate like in Vampire: Bloodlines. I'm not in the idea of cutting the sandbox aspect of Cyberpunk 2077. But I see the point, they game could benefited a lot in regards of interactivy and scripting if the map were smaller.

Just remember how much you can actually make with so little:

latest


 

Red Hexapus

Learned
Joined
Apr 28, 2019
Messages
321
Location
The Land of Potato
Aww, the romance sequence with Judy is really sweet, with quite an imaginative and beautiful preamble. My female character seems to have drifted into having a lesbian relationship with Judy without trying, the little minx.

Somebody mentioned Detroit: Being Human above. I didn't actually play that but I found myself intrigued by Christopher Odd's playthrough so I know it fairly well. It does seem to have good C&C but my god are the themes shallow and trite (or rather, treated shallowly and tritely) compared to this game's. Even though I don't think BDs and Engrams are actually possible, they're still a wonderful philosophical thought-experiment to play with.

Ontology V, ontology.

I had a hilarious bug where my character still had a revolver in her hand. Sure made the sex scene...interesting. Who knew V was that kinky. :lol:
Talked with a friend of my brother yesterday. He had an opposite bug during the Mealstorm mission - he pulled a gun on Royce, but for some reason had no guns in gun slots, which made his hand to be empty. So he threatened Royce with an empty hand. And then he chose an option to pull the trigger... killed the guy with an imaginary gun :)
 
Last edited:

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,669
Location
Wandering the world randomly in search of maps
and the ability to craft exact the weapons you want at the highest level available is useful instead of relying totally on RNG

Except for not being able to choose the damage type. Ugh, what the fuck they were thinking... Reeks of MMO design in which you have to spend time crafting over and over to get the damage type you want, except here is reload. Damage type in any case should have been an ammo "mod".

Iconics always have the same damage type, though the interface doesn't make this obvious, usually because their damage type is intrinsic to how they function. The Yinlong smart SMG will always do electric damage because thats what it's themed around.

OTOH, damage types are mostly pointless anyway. I have never noticed a difference in damage output between fire/chemical/electric/physical, and everything dies too fast for burn or poison to really matter much. If there was real armor in the game that mattered, or bots that could only be hurt by one damage type, then it would be a different story.
 

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