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

Tyranicon

A Memory of Eternity
Developer
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Oct 7, 2019
Messages
8,217


I thought today was drama Wednesday or whatever the fuck.

I don't particularly like Dunkey, but his shit's alright. YouTube is a cesspool.

If anything, Cyberpunk inspired me to make a mission where you assassinate influencers.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Just out of curiosity, what are these autoplaying videos you're talking about? I'm not seeing any of these videos autoplaying, maybe we're running different browsers or something?
If you're browsing in Windows and using Chrome, don't know about others, embedded Reddit's videos start automatically.

Fortunately, I'm usually browsing from my Samsung Tab S6 tablet where the Android Chrome never allows autplaying of videos ever. For some reason embedded reddit videos slip through on desktop Chrome.
From steam:

Hotfix 1.06 is now available!

Quests
Dum Dum will no longer go missing from Totentanz entrance during Second Conflict.

PC-specific
Removed the 8 MB save file size limit. Note: this won’t fix save files corrupted before the update.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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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
I feel like there is a lot undocumented changes, ~1GB to remove a savegame limitation? How would this update have to work, is it swapping whole .archive files or something?

Game is so bad, you are excited for an update. Is it really that bad?
Concentrate on the text more and look for subtext less ;)
 

Derringer

Prophet
Joined
Jan 28, 2020
Messages
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Sleeping Dogs is fun for Hong Kong GTA with Bamham combat but just like Bamham you can just mash the dodge button and attack on-cue to finish it, and just like most Canadian games the good bits are copy-pasted to shit and there isn't enough environmental objects to smash people with to make up for the lack of variety for the combat. I guess it's slightly better than generic 3rd person shooters like Saints Row past 2 and cover shooters like GTA past 3.
 

TheHeroOfTime

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S-pain
NEWS
1


HOMENEWS 1PRE-ORDER NOW




1280×720



HOTFIX 1.06
December 23, 2020

Hotfix 1.06 is available on PC and consoles! Here is the full list of changes:

Quests

  • Dum Dum will no longer go missing from Totentanz entrance during Second Conflict .
Console-specific

  • Improved memory management and stability, resulting in fewer crashes.
PC-specific

  • Removed the 8 MB save file size limit. Note: this won’t fix save files corrupted before the update.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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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
Sleeping Dogs is fun for Hong Kong GTA with Bamham combat but just like Bamham you can just mash the dodge and attack buttons to finish it, and just like most Canadian games the good bits are copy-pasted to shit and there isn't enough environmental objects to smash people with to make up for the lack of variety for the combat. I guess it's slightly better than generic 3rd person shooters like Saints Row past 2 and cover shooters like GTA past 3.
For me it was great because of the Hong-Kong setting. I played mostly for the story, can't say I was burning with anticipation of the next trash combat.
 

Tyranicon

A Memory of Eternity
Developer
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Sleeping Dogs is fun for Hong Kong GTA with Bamham combat but just like Bamham you can just mash the dodge and attack buttons to finish it, and just like most Canadian games the good bits are copy-pasted to shit and there isn't enough environmental objects to smash people with to make up for the lack of variety for the combat. I guess it's slightly better than generic 3rd person shooters like Saints Row past 2 and cover shooters like GTA past 3.
For me it was great because of the Hong-Kong setting. I played mostly for the story, can't say I was burning with anticipation of the next trash combat.

It was a competent open-world game that isn't filled with Ubisoft collectathons and is memorable for hot asian pussy.

7/10
 

ADL

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Oct 23, 2017
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Nantucket
I feel like there is a lot undocumented changes, ~1GB to remove a savegame limitation? How would this update have to work, is it swapping whole .archive files or something?

Game is so bad, you are excited for an update. Is it really that bad?
Concentrate on the text more and look for subtext less ;)
When I went to update the game, it warned me I needed 50GB of temporary storage so it must be touching a lot of files.
Also it's taking a while. Five minutes and I have one of those big dick NVMe drives.
 

Zed Duke of Banville

Dungeon Master
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13,442
The Peralez' apartment has spectacular views of Night City:

5h68mv.jpg


dxnboe.jpg


u3kt4r.jpg


7r112t.jpg
 

Takamori

Learned
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Apr 17, 2020
Messages
934
This is what makes me sad and angry about this game, there is a good game inside this pile of shit. But sadly due to popamole decisions and the schizo game design it just didn't do justice.
If they stuck to a vision where they respected the Tabletop this would be GOAT.
 

SoupNazi

Guest
Can you name some? because I'm still on my "find more than one mission that isn't completely braindead" quest.

Off the top of my head:
- Takemura's float garage infiltration
- Takemura's float parade kidnapping
- Rescuing Saul
- Final mission for the Peralezes - after following the van
- Defiled Shrine for Wakako
- Getting conned by the "vintage" BD salesman (don't wanna spoil)
- Killing the Animals member in their fight club (that one is a bit too simple if you do the fight first)
- Getting Sandra Dorsett's databank
- Infiltrating Maelstorm with Rogue
- Infiltrating GIM

Those are all good-verging-on-great, with potentially just a few adjustment to either the level design or game design/functions that could make it excellent. Both Takemura's missions are absolutely the best, then rescuing Saul. The rest is slightly below those but still have the signs of a great potential and you can play around with them quite a bit.

You can also cheese all of these in the most boring way possible, but I guess it depends on how much you want to enjoy the game.
 

Agame

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I cum from a land down under
Insert Title Here
Just noticed that combat regen doesnt seem to ever work, annoying as I maxed Body to put a lot of points in that ability... Dunno if this has been all game or just got bugged recently.

Also I still consistently get 2-shot by enemies, even with good gear and lots of armor mods. Not sure if I am just missing something with armor system or its impossible to make tank build without exploits. I have not invested in the 'on hit' regen stuff so maybe that is a better avenue for tankiness.
 

Derringer

Prophet
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Jan 28, 2020
Messages
1,934
For me it was great because of the Hong-Kong setting. I played mostly for the story, can't say I was burning with anticipation of the next trash combat.

It was a competent open-world game that isn't filled with Ubisoft collectathons and is memorable for hot asian pussy.

7/10
I get why people praise it since it's an issue of standards vs literal garbage but AAA games really are homogenized messes at this point, notBotW clones from fucking Ubisoft brings it close to home.
 

Agame

Arcane
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Insert Title Here
And a simple fix for the stupid 'stimpack' spam trivializing healing would be make all healing over time/slow regen (like Witcher swallow). Would make combat harder and more tacticool.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Off the top of my head:
- Takemura's float garage infiltration

Can you elaborate what is great about this quest (put it in a spoiler)? If you mean scoping out and infiltrating Arasaka warehouse then I stealthed through it and found it pretty basic on that manner. Unless you mean the opening dialog with Goro which was decent. Spoiler below on my thoughts about him and endings:

It's quite sad you can't open his mind about how he was used by literal genocidal tyran and how they have twisted the honor code of japan samurais for their own gain. He seeks revenge when he should let it go and be grateful that now he is free. Goro is quite a mirror for Corpo V that I have played. Takemura does better job at showing how megacorps are bad than Johnny. Even the Arasaka ending it feels weird how Misty/Johnny out of nowhere tell you in your dying face how you have betrayed everyone including yourself when the alternative is almost praying for Deus Ex Machina when you plug yourself into Mikoshi.

The worst offender for balance is how devs went The Division/Destiny route with looter-shooter loot instead Fallout 2 with every weapon/armor having same numbers across the board and looking for natural upgrades (for example auto-shotgun surpassing double-barrel due to higher magazine size and fire-rate or Arasaka plate-carrier overpowering Samurai jacket due to kevlar plating). As it currently stands if you find some cool-design weapon you will throw it away if it has significantly lower DPS/damage than your current gun. But that's stuff that should be discussed for finished game. Devs won't fix that anytime soon (or ever as Witcher 3 didn't receive any official rebalance, only 1 mod from one of the devs, something like JSawyer-lite).
 

DalekFlay

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New Vegas
After around 40 hours I finished yesterday the main plot of Cyberpunk 2077. I have enjoyed the game like a pig, mainly because of its plot, characters, setting and world. The game is truly brilliant in those respects. Where CD Projekt, as it is not surprising, stands out. However, the game has several problems in the rest of its facets. On its RPG side, resembling games like Fallout: New Vegas or the recent The Outer Worlds, it suffers from a poor dialog system in which only those decisions we make near the end matter. There are few dialogue options that depend on how we have constituted our character. There are no attributes like charisma, or abilities that give us extra dialogue. V is a predefined character, and only a few dialogue options depend on its origin. There's C&C, but in very small doses. As a looter shooter, resembling games like Borderlands, it pales because of an inconsistent AI (which sometimes gets stuck in the middle of a shootout, sometimes they are able to rotate and catch us from behind). And from an uninspired gear loot system. With weapons that only vary mainly at the level of numbers, and very few actually provide something new at the playable level. The interesting jumps are when we go from power weapons to smart ones, for example. But the game holds few surprises in this regard. Finally in its sandbox facet, resembling games like GTA, the game fails at the level of interaction with the city. Few leisure activities to do, NPCs with very poor routines and a broken launch cop system. It feels from several generations ago. Night city is undoubtedly the best city ever created in a video game in terms of physical design and setting. But it doesn't feel alive enough. There are many surprises, mind it. But it could have been much more.

I think this is the best analysis in the thread so far, cheers.

I enjoy the game a good bit because I love the setting, characters and core gameplay loop of stealth killing dudes in relatively unique locations. The yellow "side jobs" and "gigs" usually take you to a unique location for you to have a little playground time to sneak around, hack stuff, take dudes out, rescue someone or steal something or whatever. If you like Deus Ex/Thief type stuff it rubs that area of your brain enough to enjoy playing it.

However as you say, it could have been so much more. I think a lot of people expected a New Vegas style game with factions and choices that matter more and significant RPG aspects and none of that is really there. Obviously even Deus Ex has more choices and impact. I also think the all-out combat aspect is pretty weak, due to poor AI and the areas/missions not really being designed around barging in and blowing up the place. I expected these elements to be weak since it seemed more GTA than New Vegas, as you perfectly summarize, but it's still weaker than I expected.

However as an open world espionage treadmill with a cool story and setting, it pleases me well enough. People who didn't expect the world will probably come away a lot more satisfied.
 

gurugeorge

Arcane
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London, UK
Strap Yourselves In
And a simple fix for the stupid 'stimpack' spam trivializing healing would be make all healing over time/slow regen (like Witcher swallow). Would make combat harder and more tacticool.

I'd like to see the enemies using airhypos (I think they're called) occasionally, I mean there are so many of the fuckers lying around everywhere you'd think they'd have the brains to use them. The only enemy I've seen use an airhypo is the special forces cyberpsycho on Pacifica pier, and the game seems to think that makes him super difficult. You don't want it too often ofc otherwise fights would drag on too much, but maybe once every fight if someone used it, it would be a pleasant surprise, and add a bit of realism and a teensy bit of challenge.

It's quite jarring when you're the only person in the whole of Night City who seems to have the brains to use these thing that are lying around everywhere, and huff them like there's no tomorrow.

And speaking of huffing them like there's no tomorrow, what happened to CDPR's cool thing of you building up toxicity? That would be a nice thing to add IMHO, given that the gameplay is set up as it is, and is unlikely to change any time soon. You could have the antitoxins be moderately available but rarer than the airhypos. That might balance it out a bit. You even have a biomonitor built into your cyberware, so it would make sense to tell you when you're getting into the yellow, then the red.

**********

Re. the combat AI, I really do think the game does have proper responsive AI in there somewhere, because it does seem to work perfectly well about a quarter of the time (maybe less, about 1/6 of the time if you're sniping the fools). For example, in both runs I've done at the old petrol station in the Panam quest, the AI has been pretty good, actually quite sneaky.

I think this is probably one problem they'll be able to fix in the not to distant future.
 
Last edited:

SoupNazi

Guest
Can you elaborate what is great about this quest (put it in a spoiler)? If you mean scoping out and infiltrating Arasaka warehouse then I stealthed through it and found it pretty basic on that manner. Unless you mean the opening dialog with Goro which was decent.

Totally agreed on Takemura. Also, best character in the game in my opinion / maybe tied with Johnny (in case of redemption).

When it comes to that mission:

Like I mentioned, it's imperfect. But it shows the potential the game has, and sadly has been missed (which is what the whole conversation was started about). The prep itself is great, one of the best one-on-one interactions in the game, but I'm talking about the mission itself - and hilariously, it has even better potential if you DON'T do the preparation (you can skip it).

- one "open" entrance you can shoot your way through
- one "closed" gate entrance that you were supposed to be able to tank through with a heavy vehicle (not sure if it's possible in the current game)
- "sideways" bridge you can stealth/shoot through
- stealth in by stealing a vehicle (would be an incredible moment if the game didn't just straight up tell you, but taught you that this /might/ be possible)
- stealth in by climbing the AC unit or whatever it is, then sneak through
- (my favorite) stealth in by climbing the "AC unit", then just run along the top of the fence to reach the side entry, completely bypassing the outside of the mission
- given you have the right augs / know the double-dodge exploit, jump in from an adjacent roof (like when in Deus Ex you could reach Maggie Chow's apartment by mine-climbing)
- knowing the crouch-slide-to-avoid-damage exploit, drop in from the construction site

Again, that's just off the top of my head and I haven't replayed it all that many times to explore everything, I'm almost certain there are more ways, and more ways could be easily added if the devs really paid attention to missions like this. Keep in mind this is just for the entry, afterwards you still have choices of:

- straight up sneaking through to one of the warehouse entrances
- underground tunnels via grates
- top floor entry
- shooting through

etc. And then inside the warehouse, you have a few more choices again.

All that said, the game doesn't encourage you to do any of this, it doesn't show you these things properly, there's no "Liberty Island" mission that teaches you that levels like that can be approached 20 different ways, so I'm not saying the game design is excellent as it is. All I'm saying is, it has potential and the game is systems-based enough for you to play around with it, and devise your own way of approaching the problem. I just wish the devs also thought about those ways, and included some responses to taking certain approaches so that the game recognizes your "innovative" thinking.
 

SoupNazi

Guest
And a simple fix for the stupid 'stimpack' spam trivializing healing would be make all healing over time/slow regen (like Witcher swallow). Would make combat harder and more tacticool.

I'd like to see the enemies using airhypos (I think they're called) occasionally, I mean there are so many of the fuckers lying around everywhere you'd think they'd have the brains to use them. The only enemy I've seen use an airhypo is the special forces cyberpsycho on Pacifica pier, and the game seems to think that makes him super difficult. You don't want it too often ofc otherwise fights would drag on too much, but maybe once every fight if someone used it, it would be a pleasant surprise, and add a bit of realism and a teensy bit of challenge.

It's quite jarring when you're the only person in the whole of Night City who seems to have the brains to use these thing that are lying around everywhere, and huff them like there's no tomorrow.
They do use the health items quite regularly, even the ones in "random crime happening" world events. It's just that the combat is usually too easy that you don't end up giving them the time to. But right now I'm using a revolver that basically gets everyone to 10 percent health with 1 shot, and if I leave them instead of finishing them off, even the most basic of grunts will then try to heal about 1/2 times.
 

gurugeorge

Arcane
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Joined
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Messages
8,075
Location
London, UK
Strap Yourselves In
And a simple fix for the stupid 'stimpack' spam trivializing healing would be make all healing over time/slow regen (like Witcher swallow). Would make combat harder and more tacticool.

I'd like to see the enemies using airhypos (I think they're called) occasionally, I mean there are so many of the fuckers lying around everywhere you'd think they'd have the brains to use them. The only enemy I've seen use an airhypo is the special forces cyberpsycho on Pacifica pier, and the game seems to think that makes him super difficult. You don't want it too often ofc otherwise fights would drag on too much, but maybe once every fight if someone used it, it would be a pleasant surprise, and add a bit of realism and a teensy bit of challenge.

It's quite jarring when you're the only person in the whole of Night City who seems to have the brains to use these thing that are lying around everywhere, and huff them like there's no tomorrow.
They do use the health items quite regularly, even the ones in "random crime happening" world events. It's just that the combat is usually too easy that you don't end up giving them the time to. But right now I'm using a revolver that basically gets everyone to 10 percent health with 1 shot, and if I leave them instead of finishing them off, even the most basic of grunts will then try to heal about 1/2 times.

Oh well, that's good to know. Maybe I should finally bump up the diff to Very Hard, as the combat really is getting too easy (for my lvl 30).
 

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