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

|NOVVAK|

Novice
Joined
Dec 12, 2020
Messages
29
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
1,448
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
1,744
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
2,258
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
1,182
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
8,211
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
2,880
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
17,364
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
2,970
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

Savant
Joined
Apr 28, 2019
Messages
347
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 :)
 
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Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,981
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.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,405
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.
Every time I see an youtuber "reviewer" saying crafting is useless, just reaffirms my conviction that those "reviewer" youtubers must be chemically castrated for the good of humanity. You need crafting to get the legendary versions of the iconic weapons that are OP as hell and to make the higher quality versions of weapon and clothing mods. Having a full legendary clothing set with lots of higher quality armadillo mods, you can get up to 12000 of armor by just doing a few crits or your life getting bellow 45% with the cold something perk tree. If you get that perk that gives you 50% damage reduction for 10 seconds after losing 50% of health, you can just tank any boss on very hard and murder him with Oda's katana or a clip of a legendary quasar pistol with 100% crit chance and 200% crit damage.

You also need crafting to recraft legendary weapons to keep them at your level because some genius at CDPR decided to make upgrading costs grow on an exponential fashion and soon, buying all the upgrade components from all Night City guns shops wont be enough to upgrade a single pistol. You also get random perks when crafting a legendary so you can get a really op gun that otherwise would pratically impossible to get.

My problem with this game is that all of this is useless even on very hard, the game has that retarded Witcher level scaling, meaning, if you reach a higher enough level, you are immortal and if your level is too low, random street trash take more bullets than a Terminator and all your build, that you did, that pales in comparison with the bonus from leveling. This level scaling seems to have a much bigger impact than your stats. What is the point of killing a dude with single hit with 2000 damage or 200.000 damage? Man, that is what you get with the youtube and media tards that kept fellating Witcher 3 non-stop and made CDPR think they are good game designers.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
My problem with this game is that all of this is useless even on very hard, the game has that retarded Witcher level scaling, meaning, if you reach a higher enough level, you are immortal and if your level is too low, random street trash take more bullets than a Terminator and all your build, that you did, that pales in comparison with the bonus from leveling. This level scaling seems to have a much bigger impact than your stats. What is the point of killing a dude with single hit with 2000 damage or 200.000 damage? Man, that is what you get with the youtube and media tards that kept fellating Witcher 3 non-stop and made CDPR think they are good game designers.

Since I love the setting and enjoy the core gameplay loop despite its issues, I really do look forward to what kind of rebalance mods might come out for this. I tend to bounce off those a lot of the time because they make shit annoying rather than difficult because they're made by autists, but a good one could do wonders for this game.
 

oneself

Arcane
Shitposter
Joined
May 14, 2010
Messages
9,507
Location
A minority-white, multicultural hellscape
Every character you interact with is so obviously good, that you start to wonder where are all those bad and evil ones that Night City is apparently so full of.
I've been saying this since day 1, while most people were giggling at T-posing NPCs.

Which is why I believe Codex are just full of fps chuds but of turn-based variety.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,800
Location
Republic of Kongou
- Takemura's float garage infiltration
Just a large outpost with multiple ways to enter.
- Takemura's float parade kidnapping
Linear setpiece that supposedly has multiple routes but I randomly got instakilled when I tried to take a shortcut across the floats so I stopped trying. Also boring boss fight.
Only interesting aspect is that you don't get a quest marker telling you to "save samurai man (optional)"
- Rescuing Saul
Large outpost
- Getting conned by the "vintage" BD salesman (don't wanna spoil)
This was the one good quest I mentioned. What makes it good is that it takes away your regen inhalers. Sadly it's short and you can just instawin with hacks.
- Killing the Animals member in their fight club (that one is a bit too simple if you do the fight first)
Was that the one for the Beat on the Meat mission or the boss fight at the GIM or something else? Neither of those were particularly interesting.
- Infiltrating GIM
A thoroughly braindead stealth mission with a boring boss. Or a large outpost with a boring boss.

Didn't do the other ones, not feeling particularly optimistic about their quality.

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.
Ultimately the problem with the game is that the braindead enemies, infinite near-instant healing (far worse mechanic than the classic CoD health regen) and shitty RPG mechanics make it so there really is no interesting way to approach a mission no matter how many "choices" (preferences, really) it presents.
 

SoupNazi

Guest
orcinator said:
Just a large outpost with multiple ways to enter.
Sure, if you want to look at it that way. But then you can also get inside the warehouse multiple ways (after entering the compound using one of the multiple ways, including stealing the faction's vehicle). And then in the warehouse itself you can reach the objective multiple ways. What more do you want? Genuinely, what would be your idea of a better mission setup, while keeping with the objective (sabotaging a vehicle)?

orcinator said:
Linear setpiece that supposedly has multiple routes but I randomly got instakilled when I tried to take a shortcut across the floats so I stopped trying. Also boring boss fight.
Only interesting aspect is that you don't get a quest marker telling you to "save samurai man (optional)"
Yeah, boss fights in this game are stupid. I didn't get killed on the floats - got on two in two separate tries:
https://streamable.com/?page=1 (here I also bypassed the elevator ride even though it was probably pointless)
https://streamable.com/?page=1 (shitty video, but proves it's a different float)

orcinator said:
This was the one good quest I mentioned. What makes it good is that it takes away your regen inhalers. Sadly it's short and you can just instawin with hacks.
I mean... you can instawin any game by installing a trainer. Or win even more by not playing and watching a YT playthrough instead. I don't know, I don't mind criticizing games but if you are so compulsive that you can't just stop yourself from abusing the game's inconsistencies in a way that makes it NOT FUN for you, maybe you should consider a different approach.

orcinator said:
Was that the one for the Beat on the Meat mission or the boss fight at the GIM or something else? Neither of those were particularly interesting.
This is something else. You get it from one of the fixers, and you have to assassinate an Animals member in their gym/fight club. And if you do the Beat on the Brat mission first, it gets easier because you're friendly with everyone inside. That's what I found interesting.

orcinator said:
Ultimately the problem with the game is that the braindead enemies, infinite near-instant healing (far worse mechanic than the classic CoD health regen) and shitty RPG mechanics make it so there really is no interesting way to approach a mission no matter how many "choices" (preferences, really) it presents.
Totally agreed on the braindead enemies, and I too had something like 200+ regen items by the endgame but on Very Hard difficulty you rarely get the chance to use them because by then you're usually dead. I dunno, I understand your problems with the game and I definitely agree it needs improvements and is far from perfect. But that's what I was saying in the first place - it has some really promising missions and level design that, if improved a little bit, could be legendary. There are clear signs of potential in this game which I haven't seen in a long time in any FPS. :shrug:
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,221

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