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

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,663
Imagine the disbelief when after a 100 hours+ you go back to one of the first areas you did for gigs only to realize 2 things:
- enemies don't respawn.
- crates are still "full" of the bodies you disposed of.

The more I think the more I feel this is a Bethesda game. Ironic when CDPR loved to trash Skyrim...

B-but the enemies do respawn in Skyrim...
Or in FA4 when you loot a safe, come back later and it's full again.
Resetting the word regularly is worse than stuff staying the way you left it. I would prefer dynamic changes to the world stage thou.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,605
Young Rogue is pretty hot



roguer4k0x.png

photomode_31122020_210ikqe.png

photomode_31122020_21sckyd.png

photomode_31122020_2181km6.png


:shredder:
 
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Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268
The broken mechanics also effectively make the 'open world' concept redundant, because you can go everywhere, but only for sightseeing because in certain areas ALL quests/encounters are tied to a certain level (let's forget for a moment that they're still winnable through exploits). This is retarded because you tie difficulty to locations instead to specific encounter/quest design. In a good open world environment, the game should give you clues or context to decide which encounter is doable and which is not for your level. It's like a fantasy RPG where rats are as powerful as dragons just because they happen to be in a high level area

More like your broken head. "NONONO i want to go into military base at lvl 1 and gundown everyone and everything including tanks ! with my 9mm pistol" " WHY I AM DYING TO TANK ROUNDS !" "HELP OPEN WORLD IS RAPING ME !"

And yes game gives you clues. You have literally build in scanner that shows you if fighting someone is good idea.

World is unscaled which is great. If you want to invert that, Oblivion thread is also somewhere in codex.
 

Cpt. Dallas

Learned
Joined
Dec 15, 2020
Messages
607
Location
Keep on the Borderlands
Interesting bug. Call Rogue on the phone in your apartment, hang up, and take a nap. When you wake, she's sitting nearby in midair, posed like she's sitting in Afterlife.

In the run up to the Arasaka ending, I expected the timed 'Chekov's Gun' action to have an impact. Like the rest of the timed events, it had none. This ending would have been quite empty if you hadn't saved Goro, and the suggestion that you even can is near hidden, or maybe impossible without the leg/ankle mod.
Ending voicemails if you decide to go home instead of get uploaded make no sense.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,734
Pathfinder: Wrath
So many long videos and articles only to say "the hype was huge, actual game is wide as an ocean, deep as a puddle. Go play Deus Ex instead". The interesting thing is what happens now that the game is shit and everyone is mad. Revolution? I say revolution.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,734
Pathfinder: Wrath
I'm happy that now even normies want deep RPGs
Normies wouldn't recognize a deep RPG if it hit them in the face. Cyberpunk actually has more "RPG-like elements" than the Witcher 3 for example, yet people clamor that it's not enough of an RPG while giving Witcher a pass. The truth is none of them are RPGs (or good). What they have to clamor for in these abominations is better combat and more build variety. Cyberpunk tried to be everything to everyone and failed spectacularly.
 

TNO

Augur
Joined
Aug 21, 2009
Messages
452
Location
UK
[...] I don't recall an enemy with a tech weapon blasting me through my cover. If they could it would be extremely annoying to play (e.g. "enemy tech sniper tracks and starts blasting you from the other side of a building, and there's nowhere you can go where they can't shoot you", "enemy netrunner uploads 'suicide': you die in 10 seconds"). I wonder whether a good rule of game design is "if the game would be stupid if the AI used the same abilities of the player, the game mechanics need work".

Eh? There are actually quite a few snipers who can blast you through cover with Nekomata sniper rifles. Off the top of my head: 1) the sniper at the cop event where there's the Russian chick with the fast movement who was hired by cops to get rid of homeless people (near Cassius' ripperdoc shop), 2) the sniper at the cop event in the city where you have to climb up to a sizeable area where a whole bunch of criminals with a guy who's been stealing from Trauma Team (sometimes there's a Trauma Team AV there), 3) the sniper at the cop event where Biotechnica hired goons are breaking a strike. Quite a lot of them actually. You can tell with them because you see a red laser homing in on you when you're out in the open, and if you sit in any cover for too long they will hit you. It means you can't always sit still behind cover and hack away merrily, you sometimes have to move. It's actually quite a good counter to the OP netrunner problem you talk about, but they don't quite make enough of it.

There was a discussion a while back about the missed opportunity with netrunning, where any sizeable group should have a netrunner you have to have some sort of "duel" with. I would suggest a minigame of Battleships type of thing, or at any rate something to acknowledge that there are netrunners out there who are as good as you are and can give you a run for your money. Some of the enemy netrunners are buried quite deep in their nests and can pump out a steady stream of Overheats - which would be a problem if you didn't have almost infinite health stims. Also, I don't think they have to be jacked into anything, they are mobile with their hacking the same way as you are, and actually do move around sometimes to avoid your hunting them.

Weirdly though, all these enemy netrunner shenanigans are front-loaded, they seem to dwindle away the deeper you get into the game.

My bad, you're right. I didn't remember as this happened to me maybe once per 10 hours or so. Maybe brawlers/guns blazing types see it more often, as stealth/hacking builds will eliminate everyone without them firing a shot. I'd guess the same applies to enemy netrunners (they also gave me more aggravation early game versus later, but I'm not sure how much of that front-loading is due to worsening encounter design or you just become powerful enough to kill everything before they can do anything).

Given the red laser of doom I don't think they exploit the 'I don't need to popamole and can just completely hide behind cover and shoot you'. Tech weapon penetration/penetration definitely needs a rebalance - as far as I can tell tech weapons have ~ infinite penetration (they can't shoot through hills I think, but seem to do any amount of objects). Combined with aforementioned AI weakness, it seems tech builds can just ping everyone then start blasting red silhouettes behind n obstacles/walls/floors/etc.

Agreed entirely the hacking is a huge miss. There are a lot of rich mechanics you could add (breach protocol minigame obviously doesn't count): you could imagine jacking in gives you an avatar in a parallel cyber dungeon you have to navigate to get progressively more access/control, where entrenched/resident netrunners (or hardened systems) have had time to add lots of environmental hazards (cf. black ice), and where enemy success goes from 'enemies now alerted --> enemies know where you are --> enemy netrunner can quickhack you --> enemy netrunner fries you', so there might be a trade off between 'stealthy hacking' versus 'fully pwning the network'. As you say, anything beyond 'I cast a spell on you! ggez' would be welcome, but unfortunately 'anything' would need to be more 'total conversion' than 'mod' (mechanistic gating like this would also mean potentially a lot of rebalancing, given quickhacks can be used similarly well in all situations.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I'm happy that now even normies want deep RPGs
Normies wouldn't recognize a deep RPG if it hit them in the face.
They often mean something completely different, yes. I didn't watch the video, but it's obvious that this game is at least two games in one, and unfortunately, those two games don't communicate well with each other. For example, when Wakako speaks on the phone to Rogue of "her Claws" (Wakako's) during the main quest, I guess even someone very inattentive (like missing item descriptions that say the same) will notice that this woman who gave him all these gigs claims to be the boss of those people he has been slaughtering by the hundreds up to this point. And then any immersion (probably what most people think of as "RPG") falls apart.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,509
Location
Poland
Strap Yourselves In Codex Year of the Donut
when Wakako speaks on the phone to Rogue of "her Claws" (Wakako's) during the main quest, I guess even someone very inattentive (like missing item descriptions that say the same) will notice that this woman who gave him all these gigs claims to be the boss of those people he has been slaughtering by the hundreds up to this point.

There's also one quest where she specifically asks you to get something out of a tiger claw compound, and doesn't care if you butcher them by the dozen...
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
when Wakako speaks on the phone to Rogue of "her Claws" (Wakako's) during the main quest, I guess even someone very inattentive (like missing item descriptions that say the same) will notice that this woman who gave him all these gigs claims to be the boss of those people he has been slaughtering by the hundreds up to this point.

There's also one quest where she specifically asks you to get something out of a tiger claw compound, and doesn't care if you butcher them by the dozen...
Also Padre is kind of clear. Those people who wrote the main quest obviously saw most fixers as the local gang bosses. Which would actually make sense. The fixers could have simply sent you to a different part of town in order to solve this, but then the the illusion would break as soon as you get a different fixer's quests.

Who knows. Maybe, they planned a pure stealth/netrunner game that avoids all the bloodshed.
 
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msxyz

Augur
Joined
Jun 5, 2011
Messages
296
The broken mechanics also effectively make the 'open world' concept redundant, because you can go everywhere, but only for sightseeing because in certain areas ALL quests/encounters are tied to a certain level (let's forget for a moment that they're still winnable through exploits). This is retarded because you tie difficulty to locations instead to specific encounter/quest design. In a good open world environment, the game should give you clues or context to decide which encounter is doable and which is not for your level. It's like a fantasy RPG where rats are as powerful as dragons just because they happen to be in a high level area

More like your broken head. "NONONO i want to go into military base at lvl 1 and gundown everyone and everything including tanks ! with my 9mm pistol" " WHY I AM DYING TO TANK ROUNDS !" "HELP OPEN WORLD IS RAPING ME !"

And yes game gives you clues. You have literally build in scanner that shows you if fighting someone is good idea.

World is unscaled which is great. If you want to invert that, Oblivion thread is also somewhere in codex.

World is semi-scaled in a retarded way. One thing is having to wait to do certain missions because they're clearly too difficult for the current level. Another thing is to have every single punk and scav in the area to pack more punch than an Arisaka combat droid just because you happen to be in a 'high level place' This is bad world design pure and simple. They could have disposed of the open world concept entirely because going to certain areas means:

A) very difficult combat with ANY encounter regardless of who you're facing (scav or veteran corpo squad)
and
B) if you're good or lucky enough to win a difficult encounter or to sneak your way into some guarded area, the loot is level locked.

So, goodbye incentive to try your luck against superior opponents or exploration in dangerous areas because you won't get anything good besides the usual junk to recycle. And by the time you get good enough to enter those areas, there's no point in exploring them because you'll find everywhere the same levelled shit.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268
Well that part about arasaka is true. But on other hand you don't actually fight arasaka elites in prologue, Arasaka elites are supposed to be people like Goro and those assasins on bikes that chased after you.

Thanks to unleveled world you can take much harder content early testing your build.

In my first playtrough, i often attacked much higher dudes with my netrunner and had to use turrets, cyberpsychosis etc to manage and still i would die a lot.
 

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