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

Joined
May 6, 2009
Messages
1,876,811
Location
Glass Fields, Ruins of Old Iran
I took at the rebalance mod's page to see if the issue with the starting weapon being too weak had already been reported, and to be fair it's hard to blame the modder for lack of testing when the game is supposedly like this.

https://www.nexusmods.com/cyberpunk2077/mods/3010

Even with the current restrictions, I still get almost no damage sometimes. Let's say when the boss has a weapon with electrical damage. It was quite funny when we were at a distance of 5 meters for several minutes and could not kill each other. I couldn't destroy his 5k or 6k health pool(I don't know how many hit points he has, but a crit at 1300-1500 took off somewhere 20-25% HP.) before he healed, and he couldn't deal me enough damage. Of course, he would have one-shot me if he had a different type of damage or a different weapon.
Author said:
Enemies don't actually have damage types, so the resistances aren't what's lowering their damage. I think I've also made the enemy armor a bit high, although math-wise I haven't. I'll be putting out another change later today that addresses this and a few typos.
If the enemies do not have the type of damage, then I do not understand why sometimes (very rarely) they cannot kill me, although in most cases 1-2 bullets are enough for me (I only have 230 hit points). I believed that it was the resist that saved me.
And if they do not have a type of damage - why are resists needed at all? However, I will experiment on the next boss (I will take off my armor with resists, put on the same class of armor without resists and see what happens).
Author said:
Maybe try a higher difficulty. It's all customizable. As for why do we have resistances, who on earth knows. Bleeding wasn't even a thing for the player until this mod so why have we had immunities for it.

-

Hey, playing melee character, and I see a strange thing - my hits agains melee enemies do like 10x less damage...
I'm hitting someone with a gun for 40/50 dmg, and a melee guy for 2-4 dmg.

What is causing this and how to change it? :)

EDIT: Seems the same with ranged weapons, some enemies have really high damage reduction, maybe it's like high armor or something?

Author said:
Some of the armor was a bit high so I've lowered it. Although it wouldn't actually make sense math wise and no enemy has more than 150 armor (~30% reduction). I'll be putting out a hotfix soon addressing some of the typos and this. If you want to change it now, look at the variables at the top of the AI file, and there's a bunch of armor values for each enemy type you can change.

It's kinda strange, as I feel it's more like 90% reduction, but only on some (random?) enemies.

Is armor a percentage reduction, or does it depend on hit damage?
I'm using light melee attacks, maybe low damage attacks get reduced more than high damage attacks?
Like, would shotgun get reduced more cause it has a lot of low damage projectiles?

I don't think 150 armor would give as much reduction, I have more and was not nearly as tanky as those guys.

Author said:
Honestly who knows with this game. It should only be around 30% reduction at 150, but it's definitely not. But then reducing it down to 100 makes it feel a lot more normal. Also there was an if statement that shouldn't prevented player hits on the enemy from even applying armor, but I know that wasn't working. I'm just going to lower the enemy armors.

:prosper:
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,780
Well obviously they bypassed the need for balance in the first place, with a pretty fucking strong level scale. Both on items everywhere.
 

RRRrrr

Arcane
Glory to Ukraine
Joined
Nov 6, 2011
Messages
2,314
In my opinion the main quest and the real side quests were fine, but there were much too many filler quests from fixers and police. Is there already a mod to make the difference more clear on the map or do I need to make one myself?
I absolutely despise the cluttered map with shallow points of interests made solely to exploit people's compulsions and provide grinding to artificially extend gameplay. They could have achieved long playtimes by having emergent sandbox gameplay. Instead, they chose the absolutely worst design philosophies possible.

CP2077, despite its good moments (primarily thanks to Johnny), made me deeply despise CD Project as developers.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,780
(... ), made me deeply despise CD Project as developers.
???
By the looks of it anything else than this was deemed overarching / out of scope. Looks like chase scenes were a priority, too bad the chase scenes are for story not for side (apart from the cool mind control stuff) I think it's OK for what it is. It's not like Borderlands or ME2 did so much better despite both an acclaimed title. Wouldn't even think '2077 could even regress like those.
EDIT:

Also I find it kinda interesting how the "story chase scenes" are kinda "background specific", with background specific companions no less (who just never seem to interact really, and Johnny really tries to tie them together).


Maybe lack of side content made them decide to chop three backgrounds into the street kid's. At one point they should decide to add a skip button though, or somehow let the backgrounds become rather original. Then the corpo start could go into RE like "horror" stuff for example that you won't find in the others. Just no visceral trope pls: https://tvtropes.org/pmwiki/pmwiki.php/Main/EvilIsVisceral .
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,298
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
Gabe's Bye Bye Green (https://www.nexusmods.com/cyberpunk2077/mods/3007) - removes a green filter that's not otherwise changeable in the options, but I find it also makes the game look rather comparable to Witcher 3. Cyberpunk seems to need a bunch of filters on top to smoothen out edges.

Overall, revisiting after 10 months gives me the impression the game used to look better, and not just in terms of graphics but also animation. It's my recollection that's wrong obviously, but it's still bizzare. Even the 6 months montage seemed kind of "meh, nothing special".

BTW, I wonder if the "expansion" they are making won't be concerned with exactly the 6 months before the rescue mission. It would make sense I think. It's an often mentioned thing that people would have liked to play through this part of the story instead of watching a recap. It's also easy to plug in story-wise, and is guaranteed to be played by virtually every player.
 
Last edited:

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,959
I took at the rebalance mod's page to see if the issue with the starting weapon being too weak had already been reported, and to be fair it's hard to blame the modder for lack of testing when the game is supposedly like this.

How would a modder even be able to balance out over 100 mods applied at the same time? Is there at least one to make all the same weapons deal the same damage and not a random one? And only realistic looking clothes giving realistic protection? I really hated that my male V ran around some time in a bra because this was the best armor underwear which is ridiculous ;)!
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
100 mods in an overexaggaration by that dude. One of the mods is a texture swap for polish mayonese. Really? For memes cool, I rate it 420/69, but don't caption your video as "you need these 100 mods to fix it" when part of it is some stupid shit or texture packs.

Also that guy gave me Yongyea and Skillup vibes, so in other words, another aspiring sellout. There is another fanboy lurking on Reddit and other forums claiming Cyberdump is the best RGP eva because in one quest you can get different ending by reading some files on a computer or how LARP lifepath dialog choices haven't been done and how unique that is in gaming genre.

Game is broken. For example, the UI and camera controls are lower in priority stack than streaming map assets. Try riding your car at full speed through city center and open up your inventory or switch camera from TPP to FPP. And then tell me how can you fix that. This is an engine level issue.

Same thing with balancing loot and perks. No one really knows how resistances work or if they work at all. Guns are either completely instagib or it takes more time to reload them than to release Duke Nukem Forever.
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,298
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 managed to pass the rescue mission by grabbing one of the bad guys and using him as a human shield, dragging him back into a corridor and killing him there, and looting 5 grandes from his body. With the grenades, Jackie's help (if he does damage at all), and my own shooting, I killed everyone.

However in the drive and shoot section on the way back from the rescue I think it's entirely impossible to pass without using god mode temporarily, because there are parts where you are shoved in front of a bad guy shooting at you and you can't dodge or maneuver out of the way.

Edit: I somehow passed that and remained at 4 health.
 
Last edited:

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,966
Location
London, UK
Strap Yourselves In
I managed to pass the rescue mission by grabbing one of the bad guys and using him as a human shield, dragging him back into a corridor and killing him there, and looting 5 grandes from his body. With the grenades, Jackie's help (if he does damage at all), and my own shooting, I killed everyone.

However in the drive and shoot section on the way back from the rescue I think it's entirely impossible to pass without using god mode temporarily, because there are parts where you are shoved in front of a bad guy shooting at you and you can't dodge or maneuver out of the way.

Edit: I somehow passed that and remained at 4 health.

You need to loot all the stimpaks in the scopmunchers' lair before leaving :)

Interestingly, the rebalance mod author apologizes for having that first mission's difficulty be substantially lower than usual - for the reason that that scripted sequence is absolutely deadly out of the gate with the rebalance mod.

I remember someone saying in this thread that the first mission is one of the best in the game because the difficulty is pretty well-tuned, it's quite challenging on hard - and it all goes downhill from there. The rebalance mod sorts that out, at the cost of making the first mission too easy. You win some and you lose some.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,298
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
After a couple of deaths I did loot the few stimpacks lying around the place before the area with the 4-5 bad guys.

I also dropped the difficulty to Normal from the recommended Hard. If it starts feeling too easy I'll push it back to hard. The general rebalance is an interesting proposition. If I have a simple minigame of choosing the right resistance and the right damage type for various enemy types, it will be a cool little addition to make combat a bit better. Then if I stick to the main quest and the secondary "quests", I theorize that the game will be sufferable.
 

deem

Arbiter
Joined
Oct 3, 2019
Messages
421
Is there at least one to make all the same weapons deal the same damage and not a random one? And only realistic looking clothes giving realistic protection?
This is the type of mod I would be interested in. I do not like this Diablo-esque item randomization. It is especially egregious if you have the misfortune of finding a legendary item on a low level.

I have seen a mod that scales all the items in your possession to your level. Has anyone tried that one? How does it mesh with the crafting system?
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,298
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

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,966
Location
London, UK
Strap Yourselves In
why need a complete rebalance megamod when you can sit outside the objective building and oneshot everyone without even line of sight?

IIRC the rebalance mod gets rid of that functionality for tech weapons unless you have the deep perk (fuck all walls) or that signature Nekomata sniper rifle, which has the perk built in. Hacking also loses the functionality to "see through walls" until you get a particular later perk. Not sure about that one, since hacking isn't like seeing, but "being aware of position" via GPS or something.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,652
Location
Afghanistan
IIRC the rebalance mod gets rid of that functionality for tech weapons unless you have the deep perk (fuck all walls) or that signature Nekomata sniper rifle, which has the perk built in. Hacking also loses the functionality to "see through walls" until you get a particular later perk. Not sure about that one, since hacking isn't like seeing, but "being aware of position" via GPS or something.
You cant hack through walls anymore they changed that in vannila you have to use the cameras now to get line of sight.
 
Self-Ejected

T.Ashpool

Self-Ejected
Joined
Oct 19, 2020
Messages
270


don't know hos trustworthy this guy is but he talks about cyberpunk 2077 gettting massive changes to core systems over the next couple years including a rework of the police system, transmog, barbershops etc
 
Joined
Mar 3, 2010
Messages
9,415
Location
Italy
it took them 10 months for just a bunch of hotfixes, and as far as i know the game is still a gorram mess. trusting him? i'd rather let my daughter have a date with ted bundy.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,469
he talks about cyberpunk 2077 gettting massive changes to core systems over the next couple years including a rework of the police system, transmog, barbershops etc

Only two games that i ever saw getting this type of treatment were No Man Sky and Final Fantasy XIV and those games were a niche live service game and a MMO that had Director that had the balls to admit that shit was wrong and actually fixed everything including a In-Lore reboot.

I highly doubt it that CDPR going to pull off one those in a single player game.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,652
Location
Afghanistan
he talks about cyberpunk 2077 gettting massive changes to core systems over the next couple years including a rework of the police system, transmog, barbershops etc

Only two games that i ever saw getting this type of treatment were No Man Sky and Final Fantasy XIV and those games were a niche live service game and a MMO that had Director that had the balls to admit that shit was wrong and actually fixed everything including a In-Lore reboot.

I highly doubt it that CDPR going to pull off one those in a single player game.
There is no point of doing anything like that for singleplayer game they will maybe make 2 expansions do more fixes and move on. If Glitcher 4 is good anyone will forget about Cyberbug failure anyway. Most of the profit from singleplayer games is made in the first 3 months after release so they have 0 inventive to invest more money into revamping whole game.
 

RRRrrr

Arcane
Glory to Ukraine
Joined
Nov 6, 2011
Messages
2,314


don't know hos trustworthy this guy is but he talks about cyberpunk 2077 gettting massive changes to core systems over the next couple years including a rework of the police system, transmog, barbershops etc

Is feels like the game has been in development hell post-release. They have literally wasted a year.
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,338
Is feels like the game has been in development hell post-release. They have literally wasted a year.
Probably because they effectively spent it on making last gen-gen versions not run like a slideshow.
 

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