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

Frozen

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Let's put the question thus: Is there anything in this patch that would make an impression on you if you ditched this game in January 2021 and would start it up now?

For me, there isn't.

There is awesome knife exploding cars new feature.
 

AwesomeButton

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Let's put the question thus: Is there anything in this patch that would make an impression on you if you ditched this game in January 2021 and would start it up now?

For me, there isn't.

There is awesome knife exploding cars new feature.
Just remember that they delayed from December to February. To deliver... this. I honestly feel embarassed watching these poor people on the stream by now. It pains me to look at them. I know it's not their fault. I've worked on mismanaged projects too.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,217
Let's put the question thus: Is there anything in this patch that would make an impression on you if you ditched this game in January 2021 and would start it up now?

For me, there isn't.

I would wait for an actual expansion. This seems to be just major bugfixing.
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
Let's put the question thus: Is there anything in this patch that would make an impression on you if you ditched this game in January 2021 and would start it up now?

For me, there isn't.

Neither for me. I've 100% it twice I believe and got most of the achievements. The storyline and most of the quests are still garbage - too much walking around and nonsense chit-chat with no skill checks, decisions or interactive gameplay. Why should I bother with the game now? It's still Far Cry under the hood. I guess there was an effort but after a year? Ubisoft could do 1.5 in 4 months PLUS release at least one DLC. Cyberpunk still needs inventory and loot overhaul, first person animations remade, cyberware and ripperdocs remake and vast changes in UI to feel less gamey and witcherlike.

How long until patch 1.6 or 2.0? Another year?
 

gerey

Arcane
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Ubisoft could do 1.5 in 4 months PLUS release at least one DLC.
Ubisoft actually made a much better cyberpunk game in Watch Dogs than Cyberpunk 2077 will ever be (and yes, WD is shit, but 2077 is somehow even worse).

Actually simulated city, pedestrian AI, vehicle AI, hacking, functional stealth, wide selection of guns and vehicles, substantial side content etc. And this isn't me praising Watch Dogs, Ubisoft made the game with these features because that is the expectation, the bare minimum, for open-world games set in an urban environment.

How pathetic do you have to be to make something more uninspired than Watch Dogs?
 

Justicar

Dead game
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Ubisoft could do 1.5 in 4 months PLUS release at least one DLC.
Ubisoft actually made a much better cyberpunk game in Watch Dogs than Cyberpunk 2077 will ever be (and yes, WD is shit, but 2077 is somehow even worse).

Actually simulated city, pedestrian AI, vehicle AI, hacking, functional stealth, wide selection of guns and vehicles, substantial side content etc. And this isn't me praising Watch Dogs, Ubisoft made the game with these features because that is the expectation, the bare minimum, for open-world games set in an urban environment.

How pathetic do you have to be to make something more uninspired than Watch Dogs?


Sure thing nigger.
 

AwesomeButton

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Actually simulated city, pedestrian AI, vehicle AI, hacking, functional stealth, wide selection of guns and vehicles, substantial side content etc.
These are all well and good, and it's true they are lacking in CP77. But even if CP77 still had this, the main content is butchered, or at least feels so, because it offers none of the variety that the setting suggests should be there.

What the megalopolis with functioning activities and systems means for the variety in the open world aspect of the game, is what C&C means for the main story of the game. And that's what is lacking in Cyberpunk, and never will be there.

Compare it to RDR2 - an open world game where the main quest is still on rails, but the open world offers functioning systems that power side activities and single player "challenges". The big difference is that RDR2's setting doesn't pressure the game and its main quest into offering so much variety and so much C&C. I think that's the ultimate reason RDR2 manages to not feel lacking in the C&C department, whereas Cyberpunk feels empty.
 

gerey

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These are all well and good, and it's true they are lacking in CP77. But even if CP77 still had this, the main content is butchered, or at least feels so, because it offers none of the variety that the setting suggests should be there.

That's very true, but that's also a symptom of the lack of simulation and other expected features of modern open-world games. Everything must be scripted and handmade, there is no "emergent" gameplay.

As an example, a car chase in GTA can be designed and scripted very simply - the devs just need to spawn vehicle, make them hostile and tell them to chase after the player. Since the AI is more-or-less capable of navigating the environment and shooting at the player, the player can shoot back and actually damage the vehicle and passengers, and any destroyed vehicles can be replaced by new spawns the whole chase is actually dynamic.

Meanwhile in Cyberpunk 2077 the devs need to painstankingly code and animate everything by hand, and since everything is basically on rails the player is not allowed any agency - the enemy vehicle will always crash in the same location and blow up. Once players become aware of this any sense of immersion the game is trying to create is shattered.

What the megalopolis with functioning activities and systems means for the variety in the open world aspect of the game, is what C&C means for the main story of the game. And that's what is lacking in Cyberpunk, and never will be there.

They could have avoided all the meaningless fluff by making most of the game linear, and making the few presented choics actually meaningful and further enhanced the feel of freedom by allowing the player to tackle missions ala Deus Ex. I mean, they sorta do this, but there's all these smoke and mirrors of pointless replies and NPC responses that likely wasted a ton of resources that could have been better spent elsewhere.

Also, I feel 2077 should have taken more inspiration from GTA IV, or maybe that's what CDPR actually tried but eventually gave up when the scale of the project overwhelmed them. GTA IV actually lets you indulge in social activities with acquaintances and friends, and making them like you offers concrete in-game benefits.

CDPR basically fucked themselves over with their marketing because they gave the impression 2077 was going to be a next-gen GTA IV with all the simulation and immersion, the social aspect, on top of emergent gameplay out of an immersive sim, coupled with cRPG choices and consequences and award-winning writing.

The game ultimately delivers none of this.

Compare it to RDR2 - an open world game where the main quest is still on rails, but the open world offers functioning systems that power side activities and single player "challenges". The big difference is that RDR2's setting doesn't pressure the game and its main quest into offering so much variety and so much C&C. I think that's the ultimate reason RDR2 manages to not feel lacking in the C&C department, whereas Cyberpunk feels empty.

There's also the fact that many of the missions in RDR2 (and GTA games as well) are structured around side-activities and often serve as an introduction to them, so they can always be used to break up the gameplay loop of driving around and shooting enemies.
 

AwesomeButton

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Meanwhile in Cyberpunk 2077 the devs need to painstankingly code and animate everything by hand, and since everything is basically on rails the player is not allowed any agency - the enemy vehicle will always crash in the same location and blow up. Once players become aware of this any sense of immersion the game is trying to create is shattered.
The moral of the story - develop an engine first, it lowers the cost of producing fun content in the long term. One more thing CDPR didn't do.
 

AwesomeButton

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They could have avoided all the meaningless fluff by making most of the game linear, and making the few presented choics actually meaningful and further enhanced the feel of freedom by allowing the player to tackle missions ala Deus Ex. I mean, they sorta do this, but there's all these smoke and mirrors of pointless replies and NPC responses that likely wasted a ton of resources that could have been better spent elsewhere.
I was saying pretty much the same thing in the first months - with this kind of main story, they could have made the game hub-based and it would have been just fine. But we know why they couldn't back down and do it.
 

Tarkleigh

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
I think most, if not all, of the little changes they showed make sense and the combination probably does make the game noticeably better. But of course, it took way too much time for them to do it and they still have not fixed some of the core mechanic problems of the game - the horrible itemization for instance - that prevent the game to live up to its hype. I guess it is good news that the patch came out after all - and that they seem to check what people are complaining about - but there is still a lot to do. Let's see what the first DLC brings.

And did they actually fix the idiotic nudity implementation (meaning that you are only naked in your inventory but clad in boxers when you look down)? I thought it was implied by the shower change but I am not sure.
 

catchaser

Savant
Joined
Sep 16, 2018
Messages
296
And did they actually fix the idiotic nudity implementation (meaning that you are only naked in your inventory but clad in boxers when you look down)? I thought it was implied by the shower change but I am not sure.
It works this way to prevent people (mostly console peasants, you can mod this on PC) from taking nude screenshots in photo mode and sharing them all over the internet. It will never be "fixed".
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,926
So somebody stated you still don't have a flashlight. But with all the new scopes, some of which probably are night visions ones, do we finally have a night vision eye implant?
 

Theodora

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  • Extended romances with Panam, Kerry, River and Judy by adding new messages and interactions.
  • Added interactions in the homes of love interests, including sleeping in bed with a given partner.

Excellent. :smug:

(At least, a bit more interesting than the GTA-esque rent apartments and LARP your morning routine.)

To be serious for a moment, from just reading the patch notes there's a lot of small yet positive changes to visuals and UX, and a handful of new toys, but it's mostly things that probably should've been there 'out of the box':
  • Added a benchmark mode. You can find it in Settings > Run Benchmark.
  • Added AMD FidelityFX™ Super Resolution (FSR) 1.0 algorithm, replacing Contrast Adaptive Sharpening (CAS). On PC it can be enabled in Settings > Graphics > Resolution Scaling. The option is not configurable on consoles.
  • Improved readability, consistency and visuals in UI panels, notifications and popups.
  • Added a new notification with the song's name when it starts playing on the radio.
  • The name of the vehicle will now be shown on the HUD when getting in.
  • Players are now able to reject non-essential holocalls. There will be a prompt on the screen allowing them to accept or reject a holocall. If they reject the call, they will receive a text message instead.
  • Time skips affect the state of NPCs, as well as reset the state of the devices, environments and certain scenes.

Just nothing that would make me want to reinstall it by itself. Big AI improvements are great, but only if they're going to make more content. The driving rework sounds great on paper too, but I would imagine most car nerds would rather just play an actual driving game?

Kinda suspect the biggest improvements will be those that let you just soak in more of Night City, and help you suspend disbelief longer -- which is essentially what wrangling the ridiculous AI was aimed at fixing too:
  1. Drastically reduced the amount of loot lying around as a part of an effort to allow players more breathing room to experience quest scenes and the world itself.
  2. Improved the weather system so that its states change in a more logical order and when certain conditions are met.
  3. Crowds and communities of Night City are now more diverse during the day and at night. Increased occurrences and added more variety of conversations in all districts.
  4. V now has standing with fixers throughout Night City. New fixer gigs will appear gradually in sets as your standing increases, and a fixer will offer you another set of gigs only after the previous set is completed in a given district.

That last one should stop fixer gigs feeling spammy and unnatural -- 'game-y', even.

Or maybe it's just:
Added neon rims for bikes. You can switch them on and off with the E key (or by pressing Left Stick on a gamepad).
 
Last edited:

Justicar

Dead game
Glory to Ukraine
Joined
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Messages
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  • Extended romances with Panam, Kerry, River and Judy by adding new messages and interactions.
  • Added interactions in the homes of love interests, including sleeping in bed with a given partner.

Excellent. :smug:

(At least, a bit more interesting than the GTA-esque rent apartments and LARP your morning routine.)

To be serious for a moment, from just reading the patch notes there's a lot of small yet positive changes to visuals and UX, and a handful of new toys, but it's mostly things that probably should've been there 'out of the box':
  • Added a benchmark mode. You can find it in Settings > Run Benchmark.
  • Added AMD FidelityFX™ Super Resolution (FSR) 1.0 algorithm, replacing Contrast Adaptive Sharpening (CAS). On PC it can be enabled in Settings > Graphics > Resolution Scaling. The option is not configurable on consoles.
  • Improved readability, consistency and visuals in UI panels, notifications and popups.
  • Added a new notification with the song's name when it starts playing on the radio.
  • The name of the vehicle will now be shown on the HUD when getting in.
  • Players are now able to reject non-essential holocalls. There will be a prompt on the screen allowing them to accept or reject a holocall. If they reject the call, they will receive a text message instead.
  • Time skips affect the state of NPCs, as well as reset the state of the devices, environments and certain scenes.

Just nothing that would make me want to reinstall it by itself. Big AI improvements are great, but only if they're going to make more content. The driving rework sounds great on paper too, but I would imagine most car nerds would rather just play an actual driving game?

Kinda suspect the biggest improvements will be those that let you just soak in more of Night City, and help you suspend disbelief longer -- which is essentially what wrangling the ridiculous AI was aimed at fixing too:
  1. Drastically reduced the amount of loot lying around as a part of an effort to allow players more breathing room to experience quest scenes and the world itself.
  2. Improved the weather system so that its states change in a more logical order and when certain conditions are met.
  3. Crowds and communities of Night City are now more diverse during the day and at night. Increased occurrences and added more variety of conversations in all districts.
  4. V now has standing with fixers throughout Night City. New fixer gigs will appear gradually in sets as your standing increases, and a fixer will offer you another set of gigs only after the previous set is completed in a given district.

That last one should stop fixer gigs feeling spammy and unnatural -- 'game-y', even.

Or maybe it's just:
Added neon rims for bikes. You can switch them on and off with the E key (or by pressing Left Stick on a gamepad).
They added a lot of missing small details example npcs will use umbrellas during rain. Weather system is out of alpha too you can even hear weather announcements on the radio now.

tgx725bap2i81.jpg


also this
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czterej-pancerni-historia-1574513017.jpg
 

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