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

Haplo

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Pillars of Eternity 2: Deadfire
Imagine if bullets and consumables had weight, just like an RPG :happytrollboy:

Well, 'nades do have weight, at least.

But bullets and healing injectors do not :negative:
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
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...

To be honest, rolling item properties on opening container or picking it up is COMPLETE shit.
Styg got rid from that shit in like early access of Underrail, in the beginning of it actually.
How they can't see it's bad and bullshit mechanics?
 
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Haplo

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Pillars of Eternity 2: Deadfire
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.

Been using a Nowaki AR from the start and it served me well. Well, at range/trough walls I obviously snipe. And when able to keep stealthy, the Nova revolver does the job. But when hell breaks loose, Nowaki AR is usually the most reliable option. It stunlocks the enemies easily and greatly benefits from headshots too. Damage per shot is lower, but aiming at a head of a running and strafing enemy with a pistol is often not so easy. Tracing semi-auto fire is much easier for me. The poor cyberpsychos under AR fire typically could never land a hit - due to constant stagger-lock.
 
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Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
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...

To be honest, rolling item properties on opening container or picking it up is COMPLETE shit.
Styg got rid from that shit in like early access of Underrail, in the beginning of it actually.
How they can't see it's bad and bullshit mechanics?
It can make finding legendary gear very disappointing, and I'm talking about hand-placed loot here. Unless they want to encourage save scumming.
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,026
Unless they want to encourage save scumming.

I think savescumming is punished here. A lot of times whenever I checked some container for loot and then restarted - its tier would degrade. Like I was in a shootout and grabbed a blue mask, then got killed, restarted, decided to pick up the mask again - and it was green. I decided to restart again out of curiosity and the mask got white. It was white on that save ever since.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
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.
The difficulty curve between areas in this game is quite harsh. While Maelstrom and Tyger Claws are easy mode for me now - although my V gets occasionally one-shot if I'm careless - Inner City and Pacifica have the opposite problem. Yes, stealth from very far away works well, but as soon as the gangsters get closer, it's bullet sponge and health inhalator spam time.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Unless they want to encourage save scumming.

I think savescumming is punished here. A lot of times whenever I checked some container for loot and then restarted - its tier would degrade. Like I was in a shootout and grabbed a blue mask, then got killed, restarted, decided to pick up the mask again - and it was green. I decided to restart again out of curiosity and the mask got white. It was white on that save ever since.
Not with hand-placed legendaries. However, you better save some distance away, but it doesn't need to be too far.
The indicator for legendaries shows up from a farther distance than the others.
 

Mefi

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waiting for a train at Perdido Street Station
The difficulty curve between areas in this game is quite harsh. While Maelstrom and Tyger Claws are easy mode for me now - although my V gets occasionally one-shot if I'm careless - Inner City and Pacifica have the opposite problem. Yes, stealth from very far away works well, but as soon as the gangsters get closer, it's bullet sponge and health inhalator spam time.

Didn't find that particularly with melee build 'on level' (below 'very high' danger), although true enough with getting two shot by snipers if careless. Feels a bit like how W3 handled 'overlevelled' opponents rather than a curve.
 

Turjan

Arcane
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Mar 31, 2008
Messages
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The difficulty curve between areas in this game is quite harsh. While Maelstrom and Tyger Claws are easy mode for me now - although my V gets occasionally one-shot if I'm careless - Inner City and Pacifica have the opposite problem. Yes, stealth from very far away works well, but as soon as the gangsters get closer, it's bullet sponge and health inhalator spam time.

Didn't find that particularly with melee build 'on level' (below 'very high' danger), although true enough with getting two shot by snipers if careless. Feels a bit like how W3 handled 'overlevelled' opponents rather than a curve.
I found melee easy mode, even when specced for assault rifles, at least on lower levels. Admittedly, it doesn't work that well on my current level anymore (28), given I didn't put any points into it, except the regeneration one.

I wonder what the difficulty cut-offs are here. Enemies just started throwing that power at me that flushes you out of cover.
 

Mefi

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waiting for a train at Perdido Street Station
I found melee easy mode, even when specced for assault rifles, at least on lower levels. Admittedly, it doesn't work that well on my current level anymore (28).

Actually found the reverse that it got easier as I got cyberware and armour, much less sneaking about because I could pick and choose quick entry and had more room for brain farts without needing to find something to duck behind to huff on something. My blade is parked at level 27 at the point of no return.

edit: ah sorry, caught your edit now. Yeah, my blade is almost pure blade bar a few perk points in body stuff for stamina and pack rat purposes. Specialising pays off and is probably where balancing needs doing, although sure it'll upset those who want to do all the things all the time.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I found melee easy mode, even when specced for assault rifles, at least on lower levels. Admittedly, it doesn't work that well on my current level anymore (28).

Actually found the reverse that it got easier as I got cyberware and armour, much less sneaking about because I could pick and choose quick entry and had more room for brain farts without needing to find something to duck behind to huff on something. My blade is parked at level 27 at the point of no return.

Hmm, I'm not sure what we are talking about here exactly. Yes, on Tyger Claws turf, I can waltz right in, ignore the pew-pews (especially SMG's) and kill them easily with an assault rifle. Unless they have a sniper hidden somewhere. Maelstrom have those annoying netrunners with their constant "Overheat", but are quickly disposed of. Animals are often bullet sponges to no end.

Edit: Admittedly, discussions like these are always a bit hard to evaluate without having all the specifics. I regret not putting any points into Body so far, for example. Let's see whether I should at least put three points into it during the next four levels (still need one point for Reflexes, which should give a huge boost to my rifle damage output).
 
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Mefi

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waiting for a train at Perdido Street Station
Hmm, I'm not sure what we are talking about here exactly. Yes, on Tyger Claws turf, I can waltz right in, ignore the pew-pews (especially SMG's) and kill them easily with an assault rifle. Unless they have a sniper hidden somewhere. Maelstrom have those annoying netrunners with their constant "Overheat", but are quickly disposed of. Animals are often bullet sponges to no end.

I mean just purely when the mission says 'moderate' or 'high' challenge. Anything green or grey is trivial and you can do a video and put in on Youtube showing how great you are one shotting everyone. Reverse is stuff above level, like you mentioned, highest level NPCs are particularly concentrated in some areas.
 
Joined
Jun 13, 2019
Messages
808
Ugh. I already feel that replaying the whole
Heist final + JS Arasaka Tower stuff + car chase + ripperdoc reviving you + JS first encounter
section is going to get VERY OLD VERY FAST. I'm on my 3rd playthrough and I could barely do it again...

You can't skip through the Dexter Deshawn talk in the limo either. Among other things. Gets really fucking old...

Protip: use Cheat Engine. You can set up the speedhack to activate/deactivate while inside games (i used numpad keys). Any part in this game flies by when you activate 4x speed.
Been doing that to get past stuff I've already done and also use it in other games :dance:
 

Mefi

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waiting for a train at Perdido Street Station
One nice touch the game does is linking the soundtrack to the ingame world. As well as the Samurai stuff, there's Lizzy Wizzy's (Grimes') song as they advertise a gig if your credit rating is high enough. Namakopuri's Poppon Shit as the latest hit from Japan arriving in Night City soon. My favorite moment in the game was
doing the introduction to the Voodoo Boyz at night, as you're led from the church through the marketplace, and the radios were playing Ratatata. Worked really well and made me wonder how each area could have been improved with an introduction similar to that.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479


Maybe posted already, but def worth a repost even so since it's one of the few discussing the shortcomings of the game beyond the bugs.

I'm glad this video exists. They nicely articulate the idea that the reason Cyberpunk sucks so hard, is that CDPR decided to scrap and rebuild their entire game around Keanu Reeves. He only joined the game 6 years after they began working on it, but it's pretty much his story, and they had to throw out the entire RPG concept to accomdate him. So yes, Cyberpunk sucks, and it's Reeves's fault to a large extent. He is on record saying, he insisted CDPR put more and more of him in the game.
 
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Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,056
It's nowhere near the 20-30 million the investor monkeys were expecting, so -10% again tomorrow.
>game is a hit in China!
>will sell millions!!!!
Watching the bankier forum is more fun than the game was.
:lol:

Also
2020-12-22-211209.png

Not a fanboy, by the way.

They beat GTA5 launch sales. Also they didn't say 20-30mln in first few days but in 2 years. Imho they should get it easily in just 12 months.
GTA5 launched 7 years ago, only on 2 platforms, and sold 11.21 million in 24 hours. They have 13 million in 10 days.
They didn't beat shit.
 

Druid Ardun

Guest
Somewhere deep underground in the CDPR facility is hidden the true Cyberpunk they worked on for 6 years. I think I might have a gig for my fellow codexers.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,243
Location
Adelaide
If anyone still wonders why this marvel of coding cannot survive savegames larger than 8 MB... it can't even display more than 9999 items in a container. :hahano:
That's probably because the UI coders didn't want the number overlapping the contents text and didn't want to make the UI asymmetrical. The problem is more navigating a list that just goes up and down its a poor use of screen real estate this is something Deus Ex did better where the loot items were spread out horizontally rather than vertically makes sense as our screens are larger in the horizontal so to convey that sort of information you'd want to do it that way rather than how its done here in Cyberpunk. (deus ex didn't support stacking though which sucked multiple items are shown in duplicate).

But that said its ridiculous to think that a game with a crafting system like Cyberpunks wouldn't allow you to display more than 9999 items given how easy it is for that to happen. There seems to be a lot of that thinking going on with this game in general which is a blatant oversight.
 

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