I already tried that when the game first came out and it wouldn't let me map any of the numpad keys I tried. How hard would it be to just give us an option to remap one of the keys you'll be using almost all the time...
Bind it to a thumb mouse button if you have one. You might wanna keep a backup of the original .xml, though, since I've had patches refuse to deploy because of the modified file and simply reverting contents didn't fix it, had to download the full setup again.
I don't even know what possessed them to think they were capable of making a GTA: Online ripoff in a monumentally more complex gaming environment
I don't know
why they'd want to... Well, that's a lie, I do know why, I just think it's unfortunate.
I imagine it's also the kind of hubris that made them think they could just wing it and make an open-world immersive sim with a branching narrative - when bigger and more experienced publishers struggle to this day to make the open-world formula mesh with other gameplay elements in an engaging way, and this after 20 years of experimentation.
The thing is they
could have. Not an actual immersive sim, the logistics of an open-world Deus Ex are a nightmare beyond current development processes, but they could've managed a well-written Fallout 4 with pertinent DX elements, the assets are there, but the core game design can't make use of them in a compelling manner. In chasing that GTA dragon, they gave us a Witcher 3 with poorer narrative design and gameplay pacing. And I love TW3, but Cyberpunk isn't really delivering on that game's strengths and the minor mechanical evolutions aren't enough to make up for those losses.
a narrative that has more in common with GTA than anything Cyberpunk specific or cyberpunk in general. Why even bother buying up the IP if you're not going to do anything interesting with it?
This one I don't agree with. I haven't finished the game, but I've seen a steady supply of writing coming back to cyberpunk motifs along the main quest and side ones like Delamain and Peralez, with the technological impact on society, humanity and personal identity being a constant presence. I think the writing's generally competent, it's the narrative design that falls short.
Also, it's quite telling that they learned very little from developing Witcher 3. Itemization and character progression in that game were two of the main points of complaint, as was the unpolished combat - and yet these are the same exact problems that crop up in Cyberpunk. So not only is the game a buggy, unfinished mess, but the very foundation it is built upon is flawed.
Other have mentioned it before, but if 2077 had been delivered without any of the glaring bugs and technical issues it would still have been a massive disappointment in all aspects - from worldbuilding, to writing, to interactivity and immersion. About the only thing anyone can objectively praise 2077 is the art direction, but games with good art direction aren't anything novel nowadays - even EA and Ubisoft routinely managed to get those right.
And the reason I'm so disappointed is the wasted potential. After TW3, CDPR was large, experienced developer, with virtually limitless material and publicity resources and a massive cost advantage over its Western competition. It was a generational opportunity to provide videogaming incline and they blew it because they didn't accurately assess the limitations and requirements of their Witcher 3 formula and ultimately designed Cyberpunk GTA with a few RPG trappings strapped on. The likes of journalists and Reddit keep whining about bugs and the lack of "activities", but CDPR could've shipped it with all its "free DLC" features and rock-solid software engineering, and it would still be an exceptionally pretty but ultimately mediocre videogame experience.
It's not bad, it's middling, and I doubt anyone else in the industry will get the same golden opportunity they had any time soon. Damn shame.