It's because every scene and every event in this game is 100% scripted.
Each cool moment in this game happened because it was handcrafted for a specific situation. There is nothing dynamic or procedural, so most of what you see/experience will only happen once.
? Almost every rpg is scripted. There are almost no systemic rpgs out there. I struggle to even remember any with AA or AAA budget that was based on systemic aproach.
Is this another stealth "gta/rdr is better" or something ?
Here is your rdr2:
Damn autostarting videos. Scares the shit out of me every time I load this page.
Firefox defaults to blocking autoplay audio, but Reddit worms its way past that on page load. If it can't be fixed Codex-side, is it even worth having Reddit in the embed function? It's not exactly known for its high-value video content.Damn autostarting videos. Scares the shit out of me every time I load this page.
https://chrome.google.com/webstore/detail/autoplaystopper/ejddcgojdblidajhngkogefpkknnebdh?hl=en
GTA/RDR also uses a lot of scripted stuff, especially for car chases but they became subtler over the years. They come a long way since the last mission in San Andreas where that pink-not-mercedes was glued to the tarmac. That said having simulation systems regardless of special scripts for whatever is expected in games like these because of rockstar/bethesda, being an RPG is not an excuse just like it isn't/wasn't for clunky gameplay/combat when akshun RPGs were infamous for such.
I've found a working configuration now. At first I switched the resolution a couple of times. It turned out that the stripper will be visible at any resolution other than my 1440p, either lower or higher. I thought it may have to do with the vsync being on or off, but it wasn't that. Eventually I loaded up a savegame in 1440p, at my initial settings and the stripper was visible just fine. I turned my FOV value back down to the default 80 just in case.That sounds like a frustrum culling bug, maybe they messed something up with the boundaries of the hologram model. Either way, it's vexing to see regressions with such a slow patch cycle. Things breaking when Owlcat patches Kingmaker three times a day are a given, but Cyberpunk's patching solstice to equinox.
This is already "fixed" by mods afaik.lololol
GTA/RDR also uses a lot of scripted stuff, especially for car chases but they became subtler over the years. They come a long way since the last mission in San Andreas where that pink-not-mercedes was glued to the tarmac. That said having simulation systems regardless of special scripts for whatever is expected in games like these because of rockstar/bethesda, being an RPG is not an excuse just like it isn't/wasn't for clunky gameplay/combat when akshun RPGs were infamous for such.
That is from RDR2 their latest game. Moreover this is not some weird "fail" but standard along whole game. Same goes for GTA5. Also both GTA and RDR does not simulate anything. All of their "simulations" are scripted sequences. They get praised for "detail" but "detail" is pretty much what those games are because outside of that there isn't really anything.
Betsheda i think is the only one who at least tries to have some simulation like replacing NPC traders after killing them but still all of those are mostly heavily scripted not a result of some math equation bounded by design rules (what drives Dwarf Fortress).
As much as people shit on C77 for "scripting", none of C77 quests can end because you took wrong way or killed wrong npc. And despite scripting there is plenty of choice around when it comes to resolving situations including "failed" quest outcomes that feel like proper endings to quests. Case in point mentioned by me River quest where i didn't feel right to finish quest according to my character RP and in the end game aknowledged that in later River meeting where River described what he did after my choice to not involve myself and "it felt right"
The problem you have trouble understanding is that RDR2 never billed itself as an RPG. Nobody is surprised the missions in RDR2 are linear, and it was expected.GTA/RDR also uses a lot of scripted stuff, especially for car chases but they became subtler over the years. They come a long way since the last mission in San Andreas where that pink-not-mercedes was glued to the tarmac. That said having simulation systems regardless of special scripts for whatever is expected in games like these because of rockstar/bethesda, being an RPG is not an excuse just like it isn't/wasn't for clunky gameplay/combat when akshun RPGs were infamous for such.
That is from RDR2 their latest game. Moreover this is not some weird "fail" but standard along whole game. Same goes for GTA5. Also both GTA and RDR does not simulate anything. All of their "simulations" are scripted sequences. They get praised for "detail" but "detail" is pretty much what those games are because outside of that there isn't really anything.
Betsheda i think is the only one who at least tries to have some simulation like replacing NPC traders after killing them but still all of those are mostly heavily scripted not a result of some math equation bounded by design rules (what drives Dwarf Fortress).
As much as people shit on C77 for "scripting", none of C77 quests can end because you took wrong way or killed wrong npc. And despite scripting there is plenty of choice around when it comes to resolving situations including "failed" quest outcomes that feel like proper endings to quests. Case in point mentioned by me River quest where i didn't feel right to finish quest according to my character RP and in the end game aknowledged that in later River meeting where River described what he did after my choice to not involve myself and "it felt right"
Yes, you're driving through the movie set, but someone didn't have time to write the... script.if i was a working at the art team at cdpr i would leave the studio as soon as i could for a better dev. i just drove through the city center at night and everything looks amazing, sucks that whoever is responsible for the gamepalay is incapable of making anything good out of it.
Yep, they were screwing around with lighting and reflections and broke most of them in 1.3. Then they put out a patch that restored them... partially. At least that's what I gathered off YouTube, I'm still on 1.22.The other stuff i noticed are screen space reflecions that are weirdly lower FOV than it used to ending usually before edges of screen instead of properly at edges of screen.
Yep, they were screwing around with lighting and reflections and broke most of them in 1.3. Then they put out a patch that restored them... partially. At least that's what I gathered off YouTube, I'm still on 1.22.The other stuff i noticed are screen space reflecions that are weirdly lower FOV than it used to ending usually before edges of screen instead of properly at edges of screen.
I imagine I'll have to update eventually, once they bring out some worthwhile DLC or for mods, so I hope they'll fix it by that point. Because, honestly, if I gotta put up with a visual downgrade for the sake of console parity post-launch, CDPR's going on my discount list. Visuals are genuinely the only thing great about this game.
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
The only letdown in there that I have seen is that the girl's tits are made out of stone and don't even budge when she sways in every direction.It's amazing how this game continues to be a huge letdown even on the most basic level, almost a year after launch.
See this video: https://youtu.be/P1RqnE45cRI From 28:40 onwards you can clearly see a hologram of a stripper dancing on the table while you're there talking with Evelyn. Well, now that I'm revisiting the same quest and the same location, the stripper is not there.
I don't get why would they censor this of all things, but it's another move that's hypocritical, stupid and futile at the same time.
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
My hopes are connected to the 1 year anniversary date. If they put out something significant it will be then. This "something", however, will most likely be *an announcement* of an expansion. I don't think they officially recognize that they have downgraded the graphics, nor that most of their side content is not worth the player's time, i.e. they've massively failed at the "no difference between main quest and side quests" selling point.This game was a wet shit on release, and is no different almost a year on. How much fucking slower could they possibly be going on releasing updates and reworking systems?
rather slowly let it be forgotten.
The majority of mouthbreathers are not critical of the game for reasons which can't be patched.I don't think they will invest a lot to improve the game, rather slowly let it be forgotten.
If I were to guess, I'd say they will invest heavily in W4 and a new IP that is Thorgal related.
I imagine I'll have to update eventually, once they bring out some worthwhile DLC or for mods, so I hope they'll fix it by that point. Because, honestly, if I gotta put up with a visual downgrade for the sake of console parity post-launch, CDPR's going on my discount list. Visuals are genuinely the only thing great about this game.
BTW, has the fixer cellphone spam been patched, or is it just me not having ran around the city much? So far I've only got one call and later one message from Regina Jones - the one with the cyberpsychosis investigation. Where I am is I've just entered Konpeki Plaza for getting the Relic.
I don't think they will invest a lot to improve the game, rather slowly let it be forgotten.
If I were to guess, I'd say they will invest heavily in W4 and a new IP that is Thorgal related.