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

Druid Ardun

Guest
Just got into Act 2. I haven't noticed anyone else mentioning this: has anyone else avoided pursuing the main quests and found the Johnny Silverhand interactions just... off? Like the only interaction we've had is him telling me to kill myself and that he'll take control of me. Then I'm walking around and he's just chatting like we're buds. It is really throwing me off, honestly.
Expecting the game to actually have a companion reputation is a bit unrealistic from such indie studio.
 

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 just played through a miniquest called "A Day in the life". How it goes - you overhear a conversation between a client and a food vendor at a market in Arroyo. You approach and order something from him. At this moment someone throws a rock or something at his stall. The vendor asks you to help with kids around the block. You follow him to where two punks are stealing his motorbike. I killed the punks when they threathened him with knives. Had a conversation with him afterwards. Had one blue question I could ask in addition to the yellow dialogue to continue the qest. He returned to his stall saying he will give me a nice discount in the future. When I approached his stall he said "Ah, it's you again" before we even started dialogue.

This alone had more scripting work and voiced dialogue put into it than two or three Regina Jones jobs. You can't convince me that the gigs are complete and represent CDPR's idea of how they should look and play.
 

Bliblablubb

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Lol anyone miss this interaction with Goro?
I only found out by accident, since I usually drive with him there. I felt so ripped off after finding out.
Even better, there are posters about that show in the game world. V can interact and comment on Goro making the big bucks. :hahano:

Game has many strange design decisions where you miss stuff by doing what seems to be the obvious choice. E.g. when you visit Fingers and don't talk to get in, but climb outside through the window, you can talk to him, while he operates on a woman with her jaw off. Ewwww.
 

typical user

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Joined
Nov 30, 2015
Messages
957
cyberpunk-2077-cyberware-menu-900x506.jpg


I've banked 250k of E$ and reached 45 Street Cred. Legendary Gorrilla Arms costed me 105k and I burned most of my funds to end up with 30k. Below are few things which I think should be changed:
1. It's overcomplicated. Instead of having circulatory or nervous system they could've just made a "torso" with 6 or 9 slots total. What I am getting at is there are upgrades that you can't install because you have low stats so you are left with empty slots. So Skeleton and different systems should be one category.
2. Berserk, Sandevistan and Kerenzikov should be toggleable with resource bar (like stamina). Instead you turn Sandevistan and have to wait 10 seconds in slow-mo when you've just needed 3 or 5 seconds.
3. Dodge-ing should be upgraded with a cyberware. I am thinking about dashing like nu-Doom which knocks back enemies in your path but has noticable cooldown and faster version with bigger range like the enemies using. Legs should have 2 slots so you can combine your dashing and jumping mod or the one that makes you silent.
4. Arms - I've already said it but as it stands Gorrilla Arms and Monowire are just glorified melee weapons. Gorrilla Arms should be required to force open-doors, rip turrets off their bases and grab human shields without perks (but there should be a perk that allows you to shoot your gun, instead the game has a perk when you are carrying someone not holding them). Monowire should allow you to breach the local network without access point if you use it on non-alerted enemies. The projectile launcher should just increase the range and damage of your grenades and have better capacity (the game needs limited backpack, because you can carry 100 healthpacks and grenades and play like Diablo everytime you take a hit). I would also add an arm mod that allows you to throw shurikens or khukri knifes. Also I would unify Arms with Hands - want to have Mantis Blades? Then you can't use Smart Weapons.
5. I feel like the Frontal Cortex should just be one slot instead of three. As a netrunner you can already be powerful if you get the right Cyberdeck. The Netwatch Driver Mk4 or something is the best you can get as it has huge base RAM, makes every legendary quickhack spread, increases spread distance and damage. For covert-style the Arasaka deck is better as it increeases performance of covert-hacks.
6. Better versions (rare>epic>legendary) should be prerequesites. Or there should be no rarity about them if they don't have numerical stats assorted to them.
7. Why Can't I sell the unused implants? I've found 2 identical Kerenzikovs and I can't throw them away.
8. Also Kerenzikov is annoying in use. I was thinking about reworking it to increase the counter-attack/parry window and showing when enemy is using light and heavy attack. Or maybe an upgrade to dodging which should make it quicker and allow you to aim. Slow-mo in this game isn't that powerful because it turns your hitscan weapons into projectiles so this implant should give more benefits. Sandevistan increases crit-chance, damage and can be further customized.
9. Cosmetic cyberware. Visible limb replacement, different looks on your body or head. Of course it should be in char-gen and Rippers should allow to change your character looks. Although a barbershops in the town would also be a welcome and immersive addition.
10. The Super Hero Landing shouldn't be automatic (on key press) and require more range as it shifts my character up when I use it during Berserk. It should be an ability that requires either Gorrilla Arms or Berserk active.
11. Berserk should give a different tint on your screen when active, I have to look at vague buff icons to know if it is still in use.
12. Also an animation and camera shift to show me when I can use super-jump? And actually restrict me from free movement while I am holding jump-button?

TL;DR Cyberware not fleshed-out, pic for reference.
 
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TT1

Arcane
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Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
So, now I am 193h in my playthrough and I finished all side quests, gigs, map markers... everything. I am ready to go to Arasaka building to go to the last mission.

I have now a pretty good vision of the game and what the hell is wrong with it:

First, lets take something out of this equation: level design is perfect, probably the best I've ever seen. Very often I finish a raid and I just realized that there is another entry, or a point of access that I didnt see before and I could approach it in another way. There are multiple entries to most of buildings: doors, tunnels, shafts... its damm perfect. 10/10. The same can be said about the city as a whole: districts are super detailed and I love to go to places, to explore and pay attention to those mini details. Its a labour of love.


Now, some thoughts about things are totally plain wrong:

- Relationship with factions:

You can kill every single gang member in NC, nothing will affect your relationship with gangs. Simply there are no counters about how good or bad is your relationship with a gang. Some missions can alter it to friend/ enemy state, but that's all, its just an on/off switch. And even if you are friends with a faction, this don't seems to affect any other faction at all. Corpos, NCPD, gangs, nomads... they are all in the same mixed bag.

- Gigs, Blue missions and street credit: nonsense, 100% crap, wrong and poorly developed.

Street Credit should be like a Fame/ Reputation counter, adding and removing points, but looks like its a counter just in one direction: up. It should be restricted to Fixer gigs, but any missions seems to add street credit, even if you play as a vigilant Punisher character, working to kill street gang members and cleaning the streets for NCPD. You can kill police, citizens, people, mercs... nothing will affect negatively your street credit.

Why would a cold merc help NCPD clean the streets? Nonsense. NCPD blue missions should not give any street credit and should affect your gigs negatively: Agent Saboteur, Thievery and SOS missions should be locked after a certain point (you are too famous in the streets) and if you have a certain profile, based on your attributes (You cannot be called to help in infiltration missions if you have less than X COOL. You cannot be called to help in Gun for Hire if you have less than Y REFLEXES, etc). This entire system needs to be redone from scratch. Its a mess.

- C&C: inexistent. I save scum very often to replay my dialogue choices and I am 100% sure they don't change anything. You can choose whatever you want, the outcome will be the same and with zero consequences to the story. Romances arcs change some things, but that's all.

- Itemization: one of the worst things in the game and should be redone from scratch. Some points:
  • Level-lock clothes makes no sense.
  • Also, all modding should be in your cyberware, not in your clothes: chrome skin, mechanic arms, mechanic legs, bulletproof stuff, etc. Where are the robotics limbs?
  • Where the fuck are night vision, thermal vision, infra red, zoom...? Optics are super crap and vastly underwhelming.
  • Some kind of transmog should be implemented or every character will look the same, as the good items are very few and every player uses the same ones.
  • Slots should be simplified and not random:
  1. Common/ white: zero slots
  2. Uncommon/ green: 1 slot.
  3. Rare/ blue: 2 slots.
  4. Epic / purple: 3 mod slots
  5. Legendary/ orange: 4 mod slots.
  6. Unique: have a special effect and can only be epic or legendary.
Simpler and you know exactly what you will have when upgrading / crafting. No random chances or save scumming to have what you need.

Consumables are tasteless and useless, as every food and drink just have one effect. Outer Worlds did it much, much better.

- Crafting: horrible, but at least its not an obstacle. Should receive some love from the devs to gain some features like craft X items at the same time and not one by one.

- Vendors/ selling: I checked in a hotel, went to the bar and when the bartender asked me what I want to drink, I took the opportunity to sell 37 bottles of moonshine, 13 of beer and 26 of absinth. THATS NOT BUY/SELL WORKS IN REAL LIFE. Stop it already. Every fucking game uses this shit. Jesus Christ. No vendors should buy any consumables.

Vendors should buy just items they sell. Period.


So, looks like they have a long, long road to improve the game. I'm pretty sure they will do it, but I dont expect them to fix it all. I dont think CDPR believes those things are problems, and probably modders will have to do it. Lets see.
 
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Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
I just realized cops can't chase you with police cars. What the fuck
Clearly some cut content again, beggining of the game they show you the super cops special unit with a flying craft , those cops you will never see again . Could be glorious to have a chase against that .
 

TT1

Arcane
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Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
I just realized cops can't chase you with police cars. What the fuck
Clearly some cut content again, beggining of the game they show you the super cops special unit with a flying craft , those cops you will never see again . Could be glorious to have a chase against that .

Also they don't chase you if you enters any shop.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,605
I just found out after 100h of playing that you can turn the lights (on and off there is even long range and short range mode) in your vehicles by pressing left alt its not explained anywhere I found this shit by accident. :lol:

 
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typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
- Itemization: one of the worst things in the game and should be redone from scratch. Some points:
  • Level-lock clothes makes no sense.
  • Also, all modding should be in your cyberware, not in your clothes: chrome skin, mechanic arms, mechanic legs, bulletproof stuff, etc. Where are the robotics limbs?
  • Where the fuck are night vision, thermal vision, infra red, zoom...? Optics are super crap and vastly underwhelming.
  • Some kind of transmog should be implemented or every character will look the same, as the good items are very few and every player uses the same ones.
  • Slots should be simplified and not random:
  1. Common/ white: zero slots
  2. Uncommon/ green: 1 slot.
  3. Rare/ blue: 2 slots.
  4. Epic / purple: 3 mod slots
  5. Legendary/ orange: 4 mod slots.
  6. Unique: have a special effect and can only be epic or legendary.
Simpler and you know exactly what you will have when upgrading / crafting. No random chances or save scumming to have what you need.

Consumables are tasteless and useless, as every food and drink just have one effect. Outer Worlds did it much, much better.

Actually after I finished my previous post I was thinking about itemization in this game. How I would change it:
  • Diablo-esque grid, clothes, weapons take more slots than consumables, play Tetris around if you want to carry more stuff. This would force players to pick up only useful things instead of looting everything like a OCD maniac to get as much credits as possible.
  • Clothes should give more "pocket" slots (so a jacket has more pockets - more stuff you can carry) based on their type.
  • Medkits and grenades should take one slot like in Diablo. Can't just overheal the damage with hundreds of MaxDocs. Also a cooldown should be put in place between healing.
  • Clothes should have static armor ranges. Remember armors from Diablo 2? Ancients' Armor always had around 150 Armor while Sacred Armor had close to 1000. Also armors and weapons should cost more than petty 50-500 Eddies.
  • No mod slots on clothes. Want more armor wear a bulletproof vest or military gear. Or install better subdermal armor implant. Clothes should directly affect your movement speed. If you look like a tank then you should move like a tank.
  • Rarity should determine how rare a piece of equipment is not it's "game" power. If you find something epic or legendary then you should know at glance that it is military quality instead of how many mod slots it has.
  • Weapons should be modded more like in GTA. Different scopes, grips, muzzles and ammo-types to customize it to your liking. It would leave more room to have unique guns as currently they have to act unique than just have unique stats.
  • Keep the numerical weight limit. It would really well mesh together with the volume of items.
Clothing mods I only use are Armodillos. Shows how shallow this system is in practise. I would just ditch them. And just have unique/iconic casual clothing scattered around map with better armor values. The only problem with the changes I proposed would make crafting very limited / almost completely useless. I guess crafting should be used to make consumables at workbenches and improve armor and damage ratings of base-type weapons (as they would have stat ranges still to keep the loot system intact). Maybe bring back the same durability system from Witcher 3 and have crafting as money-saver or something.
 

alyvain

Savant
Joined
Mar 18, 2017
Messages
386
Should be like a Fame/ Reputation counter but looks like its just a counter in one direction: up.

There are two of them: street cred, which goes from 1 to 50, if I remember it right, and the fame percentage, which is on the same screen with relationship with Johnny and the progress of the chip. As far as I understand, two of the percentage indicators simply update with the main quest and actually are only... well... flavor-stats?..

God, there is so much wrong with this game.
 

simtam

Novice
Joined
Nov 5, 2019
Messages
9
Just got into Act 2. I haven't noticed anyone else mentioning this: has anyone else avoided pursuing the main quests and found the Johnny Silverhand interactions just... off? Like the only interaction we've had is him telling me to kill myself and that he'll take control of me. Then I'm walking around and he's just chatting like we're buds. It is really throwing me off, honestly.
Most damning, in case of Delamain crash in the garage, it is V who starts the interaction: "V: Johnny, did you see what just happened...". Even the guy who voiced Gary the prophet in the game had to stop there a bit.
 
Vatnik Wumao
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Niggeria
Maybe Cyberpunk had a Mask of the Betrayer style time limit when the game was first conceived? That would make the chip's progress stat and Johnny's favorability make far more sense. Denying Johnny's influence would allow V to take back mental ground from the chip.
 

gurugeorge

Arcane
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Aug 3, 2019
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London, UK
Strap Yourselves In
Just got into Act 2. I haven't noticed anyone else mentioning this: has anyone else avoided pursuing the main quests and found the Johnny Silverhand interactions just... off? Like the only interaction we've had is him telling me to kill myself and that he'll take control of me. Then I'm walking around and he's just chatting like we're buds. It is really throwing me off, honestly.
Most damning, in case of Delamain crash in the garage, it is V who starts the interaction: "V: Johnny, did you see what just happened...". Even the guy who voiced Gary the prophet in the game had to stop there a bit.

That's one of the other things that suggests there's been some shufflings in narrative order - and changed quite late at that. That comment from V sounds very much like it comes from a later, more friendly stage of V's relationship with Johnny, which means that Epistrophy, at one time, came up later. I always thought it was a bit odd to take away V's transportation as soon as he gets back into the game - what's the point of it?

And Delamain's quest, Epistrophy (also a music quote btw, a jazz tune by Thelonius Monk) peters out with the suggestion that Delamain's problem is some kind of sophisticated virus, which looks like it might hook into something later on that relates to beyond-Blackwall AI.
 

gurugeorge

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Strap Yourselves In
I would just ditch them. And just have unique/iconic casual clothing scattered around map with better armor values.

Better not to have armor or any other values related to clothing, and clothing be purely about looking cool (since "style" is such an important part of the cyberpunk genre). Maybe just have a few real life armor things like bulletproof vest for the inner torso item.

We already have something that could give you stats, it's called cyberware, which even includes such things as "subdermal armor." And if you want to be really armored up then you go full Iron Man suit or full chrome or whatever.

They definitely dropped the ball on that. Even though one is mostly in first person, and even though the NPCs are pretty lifeless, one doesn't want to look like a clown, and one doesn't want the NPCs to laugh and point :)

**********

In other news, I think I'm finally starting to get a bit bored after about 100 hours in total. I think while the city felt huge and mysterious, there was a lot of headroom for just wandering around blasting things, but as I'm starting to get to know at least the central zones a bit more, it's all getting too familiar and small-seeming, the illusion is breaking and it's starting to feel more like just another game now. Still some areas I don't know very well yet, but I think once I'm familiar with those that'll be that.

I certainly don't think I could start another character, as I know Watson like the back of my hand now, and I don't think I could bring myself to clear Watson again for a long time.

The fact that I know the ending isn't bothering me as much in terms of replayability as I thought it would, but this growing over-familiarity is.
 
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Sigourn

uooh afficionado
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Feb 6, 2016
Messages
5,739
- Vendors/ selling: I checked in a hotel, went to the bar and when the bartender asked me what I want to drink, I took the opportunity to sell 37 bottles of moonshine, 13 of beer and 26 of absinth. THATS NOT BUY/SELL WORKS IN REAL LIFE. Stop it already. Every fucking game uses this shit. Jesus Christ. No vendors should buy any consumables.

Vendors should buy just items they sell. Period.

My personal opinion is:
  1. Don't make the game annoying to the players. If you are gonna have me sell my shit over to 10 different vendors just because "they wouldn't buy that item" I'm gonna kick you in the nuts.
  2. I would simply make it so that you can sell your shit to a handful NPCs who will buy anything from the player, as long as it is of genuine value.
I dislike it when loot is only useful as vendor trash. Just remove it at that point and do like Pokémon and just have Nugget-like items that are worth a ton of cash and at least make for a good quest reward.
 

TT1

Arcane
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Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
My personal opinion is:
  1. Don't make the game annoying to the players. If you are gonna have me sell my shit over to 10 different vendors just because "they wouldn't buy that item" I'm gonna kick you in the nuts.
  2. I would simply make it so that you can sell your shit to a handful NPCs who will buy anything from the player, as long as it is of genuine value.
I dislike it when loot is only useful as vendor trash. Just remove it at that point and do like Pokémon and just have Nugget-like items that are worth a ton of cash and at least make for a good quest reward.

Good points. I would just add more vendors in general, and make use of all those stalls, small markets to add more junk/ food/ drink vendors, so the player would not have to look for 10 different vendors
 

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