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

Semiurge

Cipher
Joined
Apr 11, 2020
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Asp Hole
While I definitely agree about the nights being too short and that rain could be used more often, rain isn't tied to quests, like you suggest. It's just rare. I had been playing only side content for a long period of time, and rain happened from time to time. If I'd take a guess, they toned that down because of their performance issues. Rain drags that down in most games I know.

Still remember how in Witcher 2 during the Kayran quest Síle summons a lightning storm to get the Kayran's attention? And if you got to its lair during night it would result in a nice tentacle-rapey atmosphere straight from Lovecraft with the rain and darkness.

Are you honestly suggesting starting a new game after every single big patch. Thanx but no thanx I d rather not touch that polish turd ever again. There are plenty of great cyberpunk and/or open world games out there.

I'm suggesting that the least masochistic move would be to wait until all official patches and DLC have been released :smug:

TBH I expected the main story of the game to be like this:

Prolog: For Streetkid you have to deal with guards in the garage, steal the car and then the cops track and catch you. Meet Jackie in the pen. Corpo, Jackie calls a friend, he comes to Lizzie's, points you into some gang hideout to clean it out, once you get back, Arasaka bozos jump you. Didn't play Nomad but it is the most fleshed out intro from all three I've heard. Then have the montage be an actual gameplay. Jackie shows you different bars/clubs in town and the game teaches you these places are where you can find fixers who can give you work - compared to current skype-calls in an age where anyone can trace your phone or fry your brain if you jack-in to breached access-point. Your objective is to earn enough money to move-out from Jackie's place.

Act 1: You start with buying yourself apartment. Your current objective is to increase Street Cred until you get a job from Wakako to rescue Sandra Dorsett. Afterwards you need to again farm for Street Cred until Jackie calls you about Dex asking for your services. You get the spider-bot quest in meat factory. Afterwards you gain access to Afterlife with remaining fixers. Again increase the street cred by doing some jobs for Dex and others in town until DeShawn offers you to be part of the heist crew.

Act 2: Do work for different gangs, do favor or two for Militech, Kang-Tao or whatever to get the crew/intel/disguises for the heist. The game should measure how many gangers you killed from rival groups. How many favors you will get will mean greater chance of succes for the heist.

Act 3: If you succeed with the heist you have to find the chip. If you fail you get Johnny in your head. Either way you will have to find out where Evelyn Parker is and get in touch with Hanako. The city goes into lockdown after the heist, corpo-borgs start patrolling the streets and attack you on sight, all side-content is locked. The finale is to again ask for more favors to assault Arasaka tower and overthrow Yorinobou or blow it up with Johnny. You choose if you stick with the plan or not. Your remaining support and your decisions determine if you and your companions survive or die. I would change the narrative from 'chip is killing you, get it out asap' to 'how much you synchronize with Johnny increases your chance of merging and remembering yourself instead of him taking control permamently'.

Guess that was the initial story for the game. I believe current Act 2 and 3 were supposed to be Silverhand DLC and he was a cliff-hanger for one of the endings where Dex shoots you in the head. The game could easily be about pulling off the heist itself. Also seeing how 'The Hwangbo' glitch with quest-characters following you practically anywhere I gotta ask why Flathead was cut. Maybe someone in CDPR wanted it to be the drone to hack stuff remotely as a netrunner like we currently do in the heist itself. The bot cloaking abilities could explain disappearing or rubber-banding if it got lost from slow path-finding.

EDIT: The Street Cred farming could also leave a room for future DLCs, like put more hand-crafted quests which increase your rep instead of doing copy-pasted get here - kill - exit gigs.

Sounds good, but there's a problem - Johnny Keanu has to be introduced ASAP or casuals lose interest. And so, that's how we got the current quest structure...
 

Fedora Master

STOP POSTING
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Edgy
Joined
Jun 28, 2017
Messages
31,775
I've said it before: They shot themselves in the foot with the heavily scripted unskippable story missions. There's no way to organically insert additional content in there or really overhaul it for the better. Any future DLC means either using an old save - who the fuck keeps those around for 12+ months? - or trudging through the story again.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
652
I've said it before: They shot themselves in the foot with the heavily scripted unskippable story missions. There's no way to organically insert additional content in there or really overhaul it for the better. Any future DLC means either using an old save - who the fuck keeps those around for 12+ months? - or trudging through the story again.
don't know if it's any different in console but Steam just keeps your saves in the cloud so even if you uninstall you'll still have them next time you open the game
assuming they don't release a patch that just breaks the old save files lmao
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,102
Location
Nantucket
Feels bad man. Unhinged rockerboy Foltest on crack might have some truth to it.
lea-leonowicz-johnny-silverhand-03.jpg

https://www.artstation.com/lealeo
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
I've said it before: They shot themselves in the foot with the heavily scripted unskippable story missions. There's no way to organically insert additional content in there or really overhaul it for the better. Any future DLC means either using an old save - who the fuck keeps those around for 12+ months? - or trudging through the story again.

I don't get why devs keep insisting on storylines that end with the main character dying or disappearing entirely. It seems so poorly thought out for DLC and sequels, I guess they want to completely start over if they keep doing the franchise? It reminds me of the retardation of Mass Effect 3 where Shepard dies and then the game pops up a message saying "You are a legend for dying! Now wait for DLC in our timewarp back to before you died! Aren't you excited?!"

It's the same reason I argue prequels almost never work very well. Once people know exactly how it ends up, anything new that happens before that known end is meaningless and has zero suspense or interest.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,296
Feels bad man. Unhinged rockerboy Foltest on crack might have some truth to it.
lea-leonowicz-johnny-silverhand-03.jpg

https://www.artstation.com/lealeo
its the same fucking character without keanu's head ffs,

+foltest stuff turned out fake and what does that even mean you? to anyone? don't remember foltest to be a special character. don't remember him from W1 at all; must have been pretty generic king there, and in W2 he only made a brief appearance saying stuff like "plough this, plough that"...
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I ruled out Int standing for integer because the integer limit for a possible value is way too high in order to be reached in game: https://www.tutorialspoint.com/cplusplus/cpp_data_types.htm (-2147483648 to 2147483647)

And also, the limitation Kev spoke about is a character level limitation, not intelligence limitation.


This gif summarizes everything wrong with developers, not the QA.
Imagine being angry because someone didn't complete something exactly the way you asked but still got to the goal anyways.

Did you seriously complain about this just after praising rdr2 for being impressive at every single level

I already said that I didn't like the campaign. I played it as a cowboy simulator, and it's amazing at it.
 

Haplo

Prophet
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Joined
Sep 14, 2016
Messages
6,559
Pillars of Eternity 2: Deadfire
After the last patch, the game actually seems to recognize I'm using lethal force to eliminate the cyberpsychos, the messages are a bit different.
Not that I expect it to matter...
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,296
After the last patch, the game actually seems to recognize I'm using lethal force to eliminate the cyberpsychos, the messages are a bit different.
Not that I expect it to matter...

in the end regina says something like "and you killed none of them", it was sooo rewarding to hear that extra line after 17 psychos, made all the reloads worth it(cos blunt weps killed them half the time in my game), really :P
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
After the last patch, the game actually seems to recognize I'm using lethal force to eliminate the cyberpsychos, the messages are a bit different.
Not that I expect it to matter...

in the end regina says something like "and you killed none of them", it was sooo rewarding to hear that extra line after 17 psychos, made all the reloads worth it(cos blunt weps killed them half the time in my game), really :p

I preferred gunning them down and then just not shooting them anymore once they fell over. Half the time they were still on fire and I'd been shooting them in the face. lol
 

Tacgnol

Shitlord
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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
After the last patch, the game actually seems to recognize I'm using lethal force to eliminate the cyberpsychos, the messages are a bit different.
Not that I expect it to matter...

in the end regina says something like "and you killed none of them", it was sooo rewarding to hear that extra line after 17 psychos, made all the reloads worth it(cos blunt weps killed them half the time in my game), really :P

I was expecting an extra bit in the epilogue or something for completing all the cyberpsychos non-lethally. But nope, just a line of dialogue.
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
Heh, after rewatching old gameplay trailer I remember how confused I was about the ricochet system in the game. The trailer showed a visual display for them after all. "How is that supposed to work, I am not seeing anything" I wondered.
Turns out you need an eye mod for that! A mod that never dropped for me, nor the majority of players it seems. :hahano:
Since 99% of the consoletards switch to autoaim smartguns ASAP anyway, and most of the other players just shoot through walls, because tech weapons fall off the sky... that's some very questionable game design decision affecting at least 1/3 of all guns....
Considering that the "grenade radius" mod is fixed loot in the first mission, I would even put it past CDPR that it was originally the ricochet mod, so they never added it to the loot table...

When I get home, I need to make a ripperdoc tour to see if you can at least buy it somewhere.
And let's be honest here: most of us didn't even know for a long time ripperdocs have an extra inventory, thanks to the awkward "no clicky tab, use Q/E instead!" :argh:
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
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2,925
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Copium Den
Also a another funny thing:
Remember the moment when V crawls out of the garbage heap? The game says: "use W/S to crawl", which is already bullshit. You cannot move backwards, you actually don't move at all, you just hold W to continue the interactive cutscene.
When I played that, I only pressed W once, and guess what?
The audio there is not dynamic. It's a fixed track that plays, even if you do not move! You can hear V moving onwards and falling of the fridge, even if you stay still. :hahano:
And if you do continue, it's just awkward silence....

Why would you... I don't even...

I continue to be baffled about what goes on in the head of a crunched potato dev.
 
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Haplo

Prophet
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Pillars of Eternity 2: Deadfire
As you noticed, its an ocular mod. The very first ripperdoc you visit, Victor Vektor, should have them (he also offers the legendary Kiroshi Mk. III - after you've repaid your debt to him)...
But you're right that the "extra mod stock" access is extremely unintuitive and it took me a long time before I found out about it.

The ricochets are a gimmick, though. IF there weren't Tech + Smart guns present (or maybe if they would be far more rare and valuable), they'd have a niche. As it is... nope. Or maybe if, like it was suggested in one of the vids, there was a visual aid - showing where on the wall/floor/ceiling you should aim to connect your shots with enemies. As it is, its doable, but other then shooting under enemy feet, it takes WAAY too much time & effort, given that you can simply headshot them trough 5 floors instead. And usually deal more damage too.
 
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Kev Inkline

(devious)
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Nov 17, 2015
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5,480
A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
After the last patch, the game actually seems to recognize I'm using lethal force to eliminate the cyberpsychos, the messages are a bit different.
Not that I expect it to matter...

in the end regina says something like "and you killed none of them", it was sooo rewarding to hear that extra line after 17 psychos, made all the reloads worth it(cos blunt weps killed them half the time in my game), really :p

I preferred gunning them down and then just not shooting them anymore once they fell over. Half the time they were still on fire and I'd been shooting them in the face. lol
After installing the kiroshi mod that turns all damage to non-lethal it's trivial to take them out without killing, though.
 

Haplo

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Pillars of Eternity 2: Deadfire
Guess so. But installing cyberware or a weapon mod, that will change a highly lethal weapon into a harmless one sounds iffy to me.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Guess so. But installing cyberware or a weapon mod, that will change a highly lethal weapon into a harmless one sounds iffy to me.

Because there should be a mod for a weapon like rubber bullets or sedative darts or something that deals very low damage but can take out your target. The only good thing about this optics mod is disabled headshot damage but it should go further and disable crits too and block your trigger if you aim at the head.

EDIT. About Patch 1.1 I just hope the devs are working on re-release of the game and trying to implement all planned features and those patches are just smoke and mirrors to keep the audience shut. But then again they could just communicate the game is an early access and they will bring something more when it's ready.
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
Downing cyberpychos is so wonky in this game. It seems they are generally coded to be only incapacitated regardless of dmg done to them, BUT!
Enemies are set to "downed" at the beginning of their animation, if your gun has lingering dot that does another tick, or you whack with a baseball bat again, he's dead. Shit, I once killed an enemy with the 1 dmg from hitting him with a grenade.

The most reliable way to achieve a non-lethal takedown for me was.... headshots with the assplosive anti-materiel rifle. :hahano:
 
Joined
Feb 11, 2007
Messages
2,952
I found quickhacks to be the most reliable way to deal non-lethal, but yes, single massive damage headshots also work surprisingly well. Unfortunately, despite everything sometimes enemies still die, I suspect when their body touches the ground thanks to wonky physics. Good thing (yeah, right) it almost never matters if you knock everyone unconscious or blow them to pieces.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,261
The ricochets are a gimmick, though.

50/50.

I thought they were gimmick until i started to play with LMGs. Especially in closed spaces (which is 80% of game) it just rips through everything and i don't even need to aim accurately.

Overall each "second mode" has its ups and down:

- ricochet - great in closed spaces useless outside
- smart - great in open spaces, useless inside
- tech - medium at both

Imho more enemies should have tech weapons. A lot of snipers do have them which is nice as it forces you out of cover
 

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