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

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Someone on reddit said before picking up legendries save and load to choose their stats, is that true? I thought at least Unique and Legendries would be really unique and you just needed to upgrade them to your level later or something, not be randomized as well.

Then they work exactly like in Witcher 3. The so called "relics" are all level scaled.
The issue here is the number of mod slots your legendary item has. Inner and outer torso legendaries can have maximally four mod slots, all other legendary clothing items maximally 3 slots. However, the moment you pick the item up, the number of mod slots gets rolled randomly, and the mods they get filled with are random, too. Which means, you can have legendaries that aren't better than rares (2 or 1 mod slots, respectively), and only a minor percentage of them are truly legendary.

And that's exactly the point where the reloading comes in...
 
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Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,265
So out of curiosity i loaded an earlier save and tried all the alternative routes for the endings - each one adds a few hours so it isn't like DXHR's "press button to get different cutscene", which was nice. I have to say that each ending sort of remind me of 80s/90s sci-fi movies, though i can't exactly pinpoint which movies. But they have that trippy/freaky feeling i associate with the movies i watched back then and each one is a bit different in its tone from the others.

If you finish the game i recommend checking the other endings out.

Yep, well, maybe not the Arasaka ending. Even with my bro Takemura there it's still pretty crap, was nice to see him threaten Hellman - and also is a shame you can't punch him out or something.

Sunk ~60 hours into the game, think I've seen all it has to offer right now. May try a blades build - like a katana or mantis blades, my current one was a mish mash of netrunner and pistoleer - mainly I short circuit people and then headshot them to death even with a silencer on.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
For missions that have an optional objective of not being seen, I kinda wish they force you to stay hidden and not leave evidence of you being there or something.

I just knocked everyone from far away using the cameras and then ran in looting and hacking everything while still completing the optional objective of being hidden, I don't see the point of staying unseen if you get rid of all witnesses either way.

Hard agree on this. There was some quest where I had to place a bug on a computer and I was told I had to do it stealthily so they wouldn't know to check for it. All that meant was "don't be seen" though, you could kill every guard in the place and still get praise and a bonus. As if they're not gonna wonder why all their guards were shot in the head.
 

|NOVVAK|

Novice
Joined
Dec 12, 2020
Messages
29
I suddenly noticed that the cyberpsycho had apparently committed suicide or something - he'd gone splat and lost over a thousand health all on his own, spontaneously, whereas previously he'd just been writhing on the ground.
It seems that there is a bug that deals some insane damage to NPCs that are laying on the ground (usually the moment they touch it) and makes them explode.
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
Wow, just did the quest with the cop looking for the missing kid. That shit got really DARK! Great questline.

But once again highlights how scizophrenic the design is. You go from randomly dismembering 100s of choombas in the streets to a very tight claustrophobic narrative around rescuing a kid.

Could have made a good LA Noire style game with Cyberpunk and leaned into the RPG stuff, detective stuff. Instead we have some interesting quests and storylines dropped into a Farcry bandit camp city. And the open world could have worked if they focused on that instead and created factions you could fight in a gang war with.

I think they got really lucky with Witcher because everything kind of worked with all these different systems mashed together but the wheels come off really fast in CP2077.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
935
Wow, just did the quest with the cop looking for the missing kid. That shit got really DARK! Great questline.

But once again highlights how scizophrenic the design is. You go from randomly dismembering 100s of choombas in the streets to a very tight claustrophobic narrative around rescuing a kid.

Could have made a good LA Noire style game with Cyberpunk and leaned into the RPG stuff, detective stuff. Instead we have some interesting quests and storylines dropped into a Farcry bandit camp city. And the open world could have worked if they focused on that instead and created factions you could fight in a gang war with.

I think they got really lucky with Witcher because everything kind of worked with all these different systems mashed together but the wheels come off really fast in CP2077.
The difference between TW3 dev cycle and Cyberpunk 2077, they stuck to a vision in TW3 so its pretty straightforward the quests were thought and didn't get discarded like in Cyberpunk where you had many remakes and revamps, so thats why you get this feeling of being all over the place. S
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
Wow, just did the quest with the cop looking for the missing kid. That shit got really DARK! Great questline.

But once again highlights how scizophrenic the design is. You go from randomly dismembering 100s of choombas in the streets to a very tight claustrophobic narrative around rescuing a kid.

Could have made a good LA Noire style game with Cyberpunk and leaned into the RPG stuff, detective stuff. Instead we have some interesting quests and storylines dropped into a Farcry bandit camp city. And the open world could have worked if they focused on that instead and created factions you could fight in a gang war with.

I think they got really lucky with Witcher because everything kind of worked with all these different systems mashed together but the wheels come off really fast in CP2077.
The difference between TW3 dev cycle and Cyberpunk 2077, they stuck to a vision in TW3 so its pretty straightforward the quests were thought and didn't get discarded like in Cyberpunk where you had many remakes and revamps, so thats why you get this feeling of being all over the place. S

Yes, but stuff 'works' in Witcher that does not work in Cyberpunk. The NPCs in towns do nothing and probably have similar AI to Cyperpunk but it does not matter. Same with town guards vs police. And you can wander round open world as Geralt slaughtering 1000s of monsters and it is not as jarring as being Judge Dredd/Robo Cop singlehandedly solving all crime in Night City. I think Witcher 3 setting let them get away with alot more. But now we see how it fall apart in a more modern/realistic setting.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
935
Wow, just did the quest with the cop looking for the missing kid. That shit got really DARK! Great questline.

But once again highlights how scizophrenic the design is. You go from randomly dismembering 100s of choombas in the streets to a very tight claustrophobic narrative around rescuing a kid.

Could have made a good LA Noire style game with Cyberpunk and leaned into the RPG stuff, detective stuff. Instead we have some interesting quests and storylines dropped into a Farcry bandit camp city. And the open world could have worked if they focused on that instead and created factions you could fight in a gang war with.

I think they got really lucky with Witcher because everything kind of worked with all these different systems mashed together but the wheels come off really fast in CP2077.
The difference between TW3 dev cycle and Cyberpunk 2077, they stuck to a vision in TW3 so its pretty straightforward the quests were thought and didn't get discarded like in Cyberpunk where you had many remakes and revamps, so thats why you get this feeling of being all over the place. S

Yes, but stuff 'works' in Witcher that does not work in Cyberpunk. The NPCs in towns do nothing and probably have similar AI to Cyperpunk but it does not matter. Same with town guards vs police. And you can wander round open world as Geralt slaughtering 1000s of monsters and it is not as jarring as being Judge Dredd/Robo Cop singlehandedly solving all crime in Night City. I think Witcher 3 setting let them get away with alot more. But now we see how it fall apart in a more modern/realistic setting.
Ah indeed but thats another issue of remaking the same game over and over. They never had the time to focus on immersion stuff like restaurants, citizen behavior and police chasing. Or structuring the game in a way where it establish limits for the player, in the case of CP as Tabletop it should open paths based on the class the person is playing. You can see during those quests they had at some time during their dev cycle classes planned, but they decided to simply drop it in favor of Oh the player should be able to do anything.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,606
giphy.gif


Cowboy hat and boots? That's faggot stuff! You wanna call it by its name? That's strictly for fags!
 

msxyz

Augur
Joined
Jun 5, 2011
Messages
296
For me it turned into a urban hiking simulator even faster than Bethesda games.

I never completed my first play-through, instead now I'm 30 hrs into wandering through Watson and with the help of the official guide, I'm discovering a lot of secret details. As I said before, it's as if, on one side, you had the people working on gameplay, story and the overall vision - and these made a mess of a job. On the other side, you had the guys working on the world and these have made a tremendous good job because the quantity of little details and hand placed props (sometimes they do tell a story all by themsleves) is incredible. It's as if the upper management forgot about these guys in the basement working 24/7 on creating the world assets. :D

At any rate, stealth becomes largely broken once you have 35000 E$ to spend on the Legendary cyberdek sold by the ripperdoc in the kabuki market. It pays by itself through hacking terminals (at 1500+ E$ for every terminal), it can disable or reconfigure any camera, turret or implant. A machete and a silenced revolver is all that is needed to complete most missions without even triggering the combat mode.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
Translate to me, I'm illiterate in Rusky Runes

Original source for meme is this, which translates as "Legendary singer Boka and his grandson popular singer Joka", which is hilariously funny by itslef as they aren't known at all except in some backwater parts of backwater countries on Caucasus.
So, you just replace their faces, names and even text for every thing you desire for some fun effect.
In case with CP2077 it's "Legendary Voka and his tulpa popular singer Joka" ahah.

 
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SoupNazi

Guest
Hard agree on this. There was some quest where I had to place a bug on a computer and I was told I had to do it stealthily so they wouldn't know to check for it. All that meant was "don't be seen" though, you could kill every guard in the place and still get praise and a bonus. As if they're not gonna wonder why all their guards were shot in the head.
I would personally much more appreciate some added challenge in cases when you get discovered. A time limit, reinforcements, something. The mission with
Takemura to kidnap Hanako on the float
for example is excellently made in terms of level design, absolutely beautiful with many routes, and the added danger of falling down. But it's SO boring and simple to stealth through it because there's not enough enemies, and for supposedly a high-security level event, nothing really happens if you are found out. It needed high-octane action jumping left and right, getting chased across the platforms, and a time limit (as much as I normally abhor them) to reach the final objective if you get discovered.

There are a few missions like that which are just excellent and have a huge potential to be even better if only the game reacted better to how you're doing.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Yep, well, maybe not the Arasaka ending.

I include the Arasaka ending too, if anything it is the most different of the other endings - as if you were transported to another game and both outcomes have this weird feeling (especially
if you decide to engram yourself
). Though the part in the Johnny ending where
you have Johnny cross the bridge is probably the trippiest
:-P.

The NPCs in towns do nothing and probably have similar AI to Cyperpunk but it does not matter.

I'm almost certain that the Cyberpunk NPC behavior is much more simplified. In Witcher 3 NPCs have (very simple, but still there) routines with some NPCs moving around and doing different tasks (e.g. cleaning at some point then switching to brushing off stuff), going to sleep during night time, taking cover when it is raining, occasionally commenting on you and other minor stuff. They aren't exactly the most interactive, but i didn't notice any similar behavior from the Cyberpunk NPCs which seemed to either just stand at their places all the time and occasionally repeat a single line or walk around aimlessly.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
Imagine if bullets and consumables had weight, just like an RPG :happytrollboy:

Like to make stealth gameplay interesting, they should add a time limit when the AI start getting suspicious if you KO'd and hid someone in the trash lid. Also instead of having a detection bar, if you are caught in the LoS you are detected, but could be overturned if you managed to hack the commsystems first and managed to kill the guy before he yelled or start shooting at you. Could add the detection bar in case you got augs or armor that had a stealth field.

As for full frontal assault builds just make a decent armor system where you take into consideration armor categories and limit the healing capabilities.

THOUSAND TIMES "YES!"
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,026
I'm almost certain that the Cyberpunk NPC behavior is much more simplified. In Witcher 3 NPCs have (very simple, but still there) routines with some NPCs moving around and doing different tasks (e.g. cleaning at some point then switching to brushing off stuff), going to sleep during night time, taking cover when it is raining, occasionally commenting on you and other minor stuff. They aren't exactly the most interactive, but i didn't notice any similar behavior from the Cyberpunk NPCs which seemed to either just stand at their places all the time and occasionally repeat a single line or walk around aimlessly.

The pedestrians spawn into the gameworld very close to the player, it's a game design decision so there was no reason to make extensive AI for something that spawns and despawns in a matter of seconds (if you drive or walk fast) - it's resources managment. There're several types of spawns too - those who just walk, those who stay in place, special spawns that do some kind of animation on spawn and then walk away. I'm pretty sure it was the same in Novigrad just different pools of spawns for different districts just like Cyberpunk. Villagers had more predefined action markers and routines because villages are smaller. All in all I think pedestrians in CP do their job just fine - creating a backdrop for a sprawling city, they could've had more dialog lines AND there could've been more predefined spawns in some quests locations with some unique lines.
 

Mefi

Prophet
Patron
Joined
Apr 7, 2005
Messages
1,364
Location
waiting for a train at Perdido Street Station
It is all boring TBH. As mentioned above sniping is simply broken. If you get out a certain distance the AI 'turns off' and even if you are up close when the AI is 'active' it is still fish in a barrel because you can shoot through several layers of thick material (steel, rock, etc) and the AI won't attempt to move away from you even though they can't return fire.

Melee is second behind that in lack of skill because V moves SO fast, especially with some moderate cyberware, that it becomes once again fish in a barrel. I sprint forward and in a few seconds there are 4-5 heads on the ground before the enemy even reacts. On the one hand, this is a kick ass power fantasy because I would imagine an actual Street Samurai with Wired Reflexes would move exactly like this and be that lethal. On the other hand, you are like Geralt on steroids and combat is trivial unless you just like hitting the 'I win' button over & over even on the hardest difficulty.

Pistols are next in line for the OP award coming in 3rd. Same reason, insta-kill headshots over & over no matter how many HPs the enemy has so long as you pick a few supporting perks. This build is probably tied with a pure 'mage' build using hacking because the netrunner can also kill nearly everyone from a distance with no threat to themselves at all. Literally outside of the building in most cases like the sniper.

The only viable build if you want a 'challenge' would be assault rifles / SMGs since they are inherently shit the way the game set them up, and especially Light Machine Guns which are just awful in all ways.

I'm finding assault/smg easier than melee so far, hardest difficulty. Just a bit more boring because perks kind of reinforce cover play before your armour and cyberware make it possible to just bounce in. Thing with any ranged weapon I'm noticing is how frequently the AI glitches at even medium distance. Other side to it is how few opponents are hard counters to some things - smart guns do have the occasional hard counter,
Oda annoyed my melee build because of it
, but any amount of clearing Tyger Claw brothels out will show that very few have that immunity tattoo and those who do must have smart katanas. I've kept to power weapons as a result. Game needs them to go through a fair few systems and look at balance but this is known already.
 

JustMyOnion

Educated
Joined
Jul 3, 2015
Messages
97
Like to make stealth gameplay interesting, they should add a time limit when the AI start getting suspicious if you KO'd and hid someone in the trash lid. Also instead of having a detection bar, if you are caught in the LoS you are detected, but could be overturned if you managed to hack the commsystems first and managed to kill the guy before he yelled or start shooting at you. Could add the detection bar in case you got augs or armor that had a stealth field.
The modern Hitman games have nothing like that (their AI is nearly as shit as Cyberpunk's) and they're lauded as the pinnacle of stealth games. No way a popamole developer like CDPR could have done something like that.
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,026
The modern Hitman games have nothing like that (their AI is nearly as shit as Cyberpunk's) and they're lauded as the pinnacle of stealth games. No way a popamole company like CDPR could have done something like that.

Honestly. MGS2 had guard radio checks 20 years ago. If a hostile area in CP has an active enemy netrunner an alarm should absolutely go off at some point if you've killed even a single guard.
 
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