Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,769
Location
Bogotá
Y because Arma traffic Ai is something good :lol:



Ai even in Arma 3 is trash so its really shitty comparision.


It has problems, and in some ways has actually gotten worse over the years, but there is actually an AI system in place rather than nothing but a facade.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,656
Location
Afghanistan
It has problems, and in some ways has actually gotten worse over the years, but there is actually an AI system in place rather than nothing but a facade.
Dude I have been playing this series since operation flashpoint and AI didnt change a bit I bet they just copy paste the old code from 2001 at least in Cyberbug Ai takes cover in combat in Arma 50% of time they will go prone in middle of the street :lol:. When I played Arma 2 in a co-op group we had to use AI mods (so AI would try to take cover instead of just going prone in the middle of field), script the missions to hell and give enemy at least 4:1 numerical advandatage otherwise the bots were just too easy for us.
 
Last edited:

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,769
Location
Bogotá
Dude I have been playing this series since operation flashpoint and AI didnt change a bit I bet they just copy paste the old code from 2001 at least in Cyberbug Ai takes cover in combat in Arma 50% of time they will go prone in middle of the street :lol:. When I played Arma 2 in a co-op group we had to use AI mods, script the missions to hell and give enemy at least 4:1 numerical advandatage otherwise the bots were just too easy for us.

This just isn’t true, man(I’ve also played since OFP) AI will perform bounding advance, use cover fire, clear areas and can drive from point A to point B or patrol. With mods(again, because there is a system to be modified) they will clear buildings, use them as defensive positions, use cover fire/smoke and work as a team to recover wounded comrades, the list goes on and on.

Absolutely nothing can be changed about Cyberpunk because there is no system, there is just the hand of the little girl on your convertible as she pushes it around under the dinner table.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
my criticisms would be a lot less if this wasn't one of the most hyped up and expensive video games ever made

janky AI and other issues could be explained away by "we didn't have the budget", no idea what cdpr's excuse is
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,656
Location
Afghanistan
This just isn’t true, man(I’ve also played since OFP) AI will perform bounding advance, use cover fire, clear areas and can drive from point A to point B or patrol. With mods(again, because there is a system to be modified) they will clear buildings, use them as defensive positions, use cover fire/smoke and work as a team to recover wounded comrades, the list goes on and on.

Absolutely nothing can be changed about Cyberpunk because there is no system, there is just the hand of the little girl on your convertible as she pushes it around under the dinner table.
Are you sure about that? What is this then?

 

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,769
Location
Bogotá
Are you sure about that? What is this then?



It’s an unimplimemted, totally savage aggressive ‘drive to point’ with minimal ability to try and avoid some obstacles. How many Cyberpunk mods are there adding AI traffic?

GTA San Andreas had AI vs. AI chases and functional driving in an open world that ran on a toaster. Cyberpunk doesn’t have shit. Hilarious that video you linked is stamped to advertise the GTX 3090. :lol:
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,656
Location
Afghanistan
Are you sure about that? What is this then?



It’s an unimplimemted, totally savage aggressive ‘drive to point’ with minimal ability to try and avoid some obstacles. How many Cyberpunk mods are there adding AI traffic?

GTA San Andreas had AI vs. AI chases and functional driving in an open world that ran on a toaster. Cyberpunk doesn’t have shit.

You said there was nothing and Arma has better Ai this is about on par with great arma ai which has problems crossing a fucking bridge :lol:.



Yep great traffic AI.
 
Last edited:

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,769
Location
Bogotá
You said there was nothing and Arma has better Ai this is about on par with great arma ai which has problems crossing a fucking bridge :lol:.

So it’s nothing, thanks. I was watching civil traffic and convoys cross a bridge on Sahrani last night, don’t know what to tell your dumb ass. Too bad Cyberpunk is such lame shit.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,656
Location
Afghanistan
So it’s nothing, thanks. I was watching civil traffic and convoys cross a bridge on Sahrani last night, don’t know what to tell your dumb ass. Too bad Cyberpunk is such lame shit.
I dont care nigger Its not like Arma is any better with regards to AI I played it enough to know and it has been number 1 problem for fans since like Arma1 but sure keep comparing shit with shit.

https://steamcommunity.com/app/107410/discussions/0/1696048879956253055

Why i think the AI in Arma III is awful
1. They will not respond to your waypoints/commands
2. The Squad leaders always abandon their squads and run off alone
3. AI medics will not heal other soldiers in the squad even when asked 1000 times
4. AI path finding is terrible
5. Tanks and APC's always bump into each other and its impossible to create a convoy mission/scenarios
6. Tank battles are so ridiculous because they drive around like morons and and will only see the enemy tanks when they're 10 meters away
7. CAS Helicopters and planes will never hit thier Targets
8. AI troops are terrible at attacking because the second they spot an enemy they all go prone and wait for god knows what
9. Dogfights is the worst part, if you put 2 fight jets against each other, they will chase each other in the limits of the map untill they run out of fuel.

See, the thing is.... they only work when given specific pointers on what to do. Most games have AI hints, cover points and nav meshes to guide their AI.... This game doesnt actually do that... The AI is only helped by scripts and specific orders given by the scenario.

https://forums.bohemia.net/forums/topic/191515-ai-driving-feedback-topic/

Driving Ai is so good in Arma developers had to open their own topic about it to silence dissent :lol:
 
Last edited:
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
oh no, wait, they fixed the exploit without fixing athletics barely getting any XP whatsoever
so the only way to level it is to cheat

Q U A L I T Y
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Scrapping "common"/"uncommon"/etc components is just laziness, even Bethesda did far better with their various component types in FO4. Having color-coded items in the first place is stupid and I hate diablo for the damage it did to RPGs.
I like that you automatically walk at the same speed as NPCs you're supposed to be following, and if you sprint they sprint with you. A nice QoL touch in a sea of shittiness. A shit sea, if you will.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,309
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
I'm actually having fun with the gameplay, playing a stealthy techwizard with a gun that punches through cover is fun. But
In my case, this took 50 hours to start feeling worn out. Combined with the on rails story, there was nothing to keep me playing
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
economy is done surprisingly well, btw. Something that most RPGs get horribly wrong CDPR actually managed to nail. I never have enough money for the things I want, except maybe one or two shiny things.
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,893
Location
Your ignore list.
https://twitter.com/eurogamer/status/1409152418009518091
d3sztGN.png

:hmmm:
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
This just isn’t true, man(I’ve also played since OFP) AI will perform bounding advance, use cover fire, clear areas and can drive from point A to point B or patrol. With mods(again, because there is a system to be modified) they will clear buildings, use them as defensive positions, use cover fire/smoke and work as a team to recover wounded comrades, the list goes on and on.

Absolutely nothing can be changed about Cyberpunk because there is no system, there is just the hand of the little girl on your convertible as she pushes it around under the dinner table.
Are you sure about that? What is this then?


Holy shit this graphics. Deferred shading need to die in a dumpsterfire ASAP.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
The graphics look good most of the time. But I only play at dusk/night/dawn in the city.
The city really does look good at night, the artists did a great job. No idea why they decided to have daytime when it doesn't match the theme at all. If they really wanted a 24-hour cycle, maybe there should have been heavy smog or something fitting a cyberpunk setting.

The brightness of it just pulls me out of the setting.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
There's a lot of missions you can follow up by talking to various people related to it, which is always a nice touch. Every once in a while I call people and there's new dialogue.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
661
The graphics look good most of the time. But I only play at dusk/night/dawn in the city.
The city really does look good at night, the artists did a great job. No idea why they decided to have daytime when it doesn't match the theme at all. If they really wanted a 24-hour cycle, maybe there should have been heavy smog or something fitting a cyberpunk setting.

The brightness of it just pulls me out of the setting.
There are some areas where even in daylight you can't really notice because the giant skyscrapers obstruct the daylight entirely (like in V's department), they should've implemented a lot more areas like that imo. Something like what you see in Bladerunner I guess.
to be honest most of the game would look better if they just copied bladerunner. imagine if the badlands actually looked like the mad max shithole it's supposed to be instead of a generic desert with some unique parts to it (like the trash landfill or the wind turbine place)
MV5BMDEyZTM3YTYtZWE5Ni00MjZjLThhNTMtZTlhY2E5N2M1YjdiXkEyXkFqcGdeQXVyNDgwNDg1NzQ_._V1_SY1000_SX1600_AL_.jpg
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom