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

Gargaune

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There is Psycho SSR:
z0fWDip.jpg


It's effect is tied a lot to your screen resolution obviously. Here is the video https://youtu.be/pC25ambD8vs
Huh... Thanks, that video might come in handy. But unless I'm missing the point, are Screen Space Reflections even in effect if you're using Ray-Traced Reflections?

Hard to tell really. On one hand you have nice local shadows, some cool reflections and some additional correct lighting. But C77 looks great even without it as they either way introduced baked in GI and other fancy stuff.

So my take is. If you have shitload of FPS you can switch it on, if you don't don't bother.

Personally i use only local shadows which imho give the most bang for you buck and you can see actually effect of it.
I'm on the other side of the barricade, I think RT's worth the hit if you can afford it. Having to choose between DLSS with RT and native resolution without it, I chose the former. The game does look great even without RT, sure, but the lighting, shadows and reflections really make a difference to me.
 

AwesomeButton

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Huh... Thanks, that video might come in handy. But unless I'm missing the point, are Screen Space Reflections even in effect if you're using Ray-Traced Reflections?
Since I don't have an RTX card, I don't know if you can have both turned on. I think you can, and you should because RT reflections are not used everywhere, if I remember right. I didn't concentrate that much on the RT-related information when I rewatched the video recently.
 

Gargaune

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To take a break from the graphics whoring, damn, I'd forgotten just how annoying the low-level combat is in this game. Rolled a new character and we're back to goons tanking both barrels of the shotgun at point fucking blank or a full assault rifle clip. I upped the difficulty to Hard for a bit of a challenge and I can appreciate a game putting me through my paces, but this... I never asked for this.
 

AwesomeButton

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I don't have the endurance to go through all the on-rails shit with the heist, and then all the on-rails shit with Panam again. I just finshed up River's quest line and now I'm about to finish Dream On. The graphics look kind of OK during daytime, but inside the Peralez' penthouse, the characters look lit from directions and with intensity which doesn't match the rooms. I still think the game only looks really good at night.
 

AwesomeButton

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First time I see this level of retardation - a youtuber filling his video's time with reading comments from his previous video that got the most upvotes. Anyway - people have discovered some weird new functionality in 1.5 most notable is a transmog fuction, ability to grab onto surfaces as you are falling (gives birth to speculation about parkour skill), turning off street lights in sections of the city. It's actually interesting to see what people in his comments indicate they would like to see most. Apparently lots of people feel like the city is too thin on the side quests and there is too little interaction with the city factions/gangs. And there are even brave opinions that what side content is added should offer at least some variance in how it can be completed. Like in, you know, RPGs.



IMO until this game has either systemic interaction with gangs (a la Mount & Blade) or interaction with gangs is intertwined with a quest chain (like in Witcher 3), until there are systemic Max Tac and Trauma Team, this isn't half the RPG that was advertised.

Stuff like systemic transport systems over land and air are secondary priority. But just driving in the city isn't enough for me. It's like window shopping. Lots of things behind the glass, but you never get to touch anything.

EDIT: Oh yes, ffs, they have to make ripperdocs actually functional - at least give the people animations of applying the cyberware. Then gamify the cyberware with some negative effects, imunnosuppressors to avoid rejection, anything really.

Systemic Cyberpsychosis needs to be implemented for the player too.

The baseline functionality for Cyberpsychosis isn't even that hard to implement - you have to assign "weight" to each piece of cyberware, and randomly trigger debuffs or loss of control over the player character when the weight exceeds a treshold, combined with visual effects which are already present in the game.

I wonder if even modders couldn't do that on their own with just external scripting?
 
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Gargaune

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First time I see this level of retardation - a youtuber filling his video's time with reading comments from his previous video that got the most upvotes. Anyway - people have discovered some weird new functionality in 1.5 most notable is a transmog fuction, ability to grab onto surfaces as you are falling (gives birth to speculation about parkour skill), turning off street lights in sections of the city. It's actually interesting to see what people in his comments indicate they would like to see most. Apparently lots of people feel like the city is too thin on the side quests and there is too little interaction with the city factions/gangs. And there are even brave opinions that what side content is added should offer at least some variance in how it can be completed. Like in, you know, RPGs.


This is awkward. I was literally watching the same video when I loaded up the Codex and saw your post. I find this level of remote intimacy with another Codexer extremely disturbing, please stop.

Anyway, I like that there's other people complaining about the lack of flashlights and night vision in CBP, but it's also startling to see how decline has crept into the public consciousness. Dude recognises the problem where you have to shimmy around to be able to target specific pick-ups, but his proposed solution is a... button... that automatically picks up quest items in proximity. Or you could, you know, fix the fucking collison bounds and narrow the raycast! Fucking consoles, man.
 

Pegultagol

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I booted up the game with the update, and spent 10 minutes reassigning all the perk points...graphics overall are more snappy, cars actually drive on the highways. Cruised for some side mission and got into some police dispatch quest. Did some quickhacks to start things off and got stuck between some pipes while jumping on the roof. Exited.
 

somewhatgiggly

Scholar
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May 31, 2018
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A flashlight is going to be vital. And some damn radio on your smartphone.... And a lot more interactivity around the board. There's not even a damn radio or binds in the glen apartment. And that bean bag chair looks so enticing....

Everyone is caring about transmog, I guess....? I mever use it, but It seems we're getting that.
 

AwesomeButton

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Eventually modders will make things, and CDPR will hire them on. They seem to have done it once already and they have every reason to be hunting for more manpower. The "community" seems to have restored much of its optimism as soon as the first patch with meager feature additions came up.
 

Trithne

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"Transmog" (such an ugly term) is just a shitty way to fix the real issue: itemisation is still shit.

Fuck off all the innate armour in clothing that isn't literal armour. Stop scaling loot so that I start finding ripped t-shirts with 50 armour on them. More number isn't how you RPG. Focus more on gear mods - if you want armour, put armadillos in. But this is at the expense of other mods you could use.

This, of course, requires then to put more thought into making "late game" enemies more dangerous than just "number go up", so it won't happen.
 

AwesomeButton

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As it stands, the game is light both on systems, and on actual RPG content (which involves at least some meaningful C&C now and then).
 

Justicar

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"Transmog" (such an ugly term) is just a shitty way to fix the real issue: itemisation is still shit.

Fuck off all the innate armour in clothing that isn't literal armour. Stop scaling loot so that I start finding ripped t-shirts with 50 armour on them. More number isn't how you RPG. Focus more on gear mods - if you want armour, put armadillos in. But this is at the expense of other mods you could use.

This, of course, requires then to put more thought into making "late game" enemies more dangerous than just "number go up", so it won't happen.
About that I think they are working on making late game enemies more distict from regular fodder. They added optical camo that enemies can use later in the game many enemies have sandevistan mods that lets them dodge bullets and move quickly but they need more of stuff like this. Active abilities that npcs and the player can use can use not just numbers going up.

 

Bliblablubb

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So I fired the long-in-the-works 1.5 up to see what they changed content wise. FOR SCIENCE. Someone has to.

Using my save after the 6 month later cutscene, where I pimped V's starting outfit to legendary, because I liked the look.
First thing I noticed: a LOT less slots on clothing now, but even common stuff often has a modslot now. Gun still has 8 slots. :balanced:
Armadillo mod is crap now, armorvalue is now as your level, basically everything got divided by 10 or so. I wonder if they also changed the armor system, but on the other hand, dermal mods still give 150-300 armor. Which makes them useful instead of "less than a pair of sunglasses".
But you cannot slot mods in equipment of lower quality than those anymore, which sucks, because crafted mods automatically increase in rarity depending on your skill level. Back to looking like a clown again!
2nd thing I noticed: they removed 99.9% of all lootable box/equipment. Maybe a tenth of those coffees, guns and boxes were replaced at all. People are more careful now at letting dollar rolls lying around I guess? It's hillarious considering they already replaced every piece of loot 4 times now. Someone at CDPR made sure he had something to do all day... :hahano:
Tis okay tho, I prefer less but more meaningfull loot over having to destroy 100kg worth of booze and grenades once per hour.
Third thing: every +crit chance perk was lowered by a LOT. Gee CDPR, does that mean having 80% crit chance at level 10 wasn't intentional clever game design at all? :hahano:

Then it was boxing time. It was rebalanced, right? I'll be the judge of that. Aaaand the training bot almost knocked me out. On normal difficulty. The bugger can now block counter attacks and dived below my view to attack. Oh noes, real fights are going to be more pain now, let's check the twins, labeled "very hard"...
Nope, they died in one hit. Literally. I just wildly clicked like a consoletard would and they... just fell over. "Balanced" indeed... :hahano:

But then... I met an old friend. Well, a bug from back at 1.04. All Tvs turned black again, and will stay so forever, effectivly breaking that save for me. Awsome work there PotaTodd Howard! :argh:

Loaded an endgame save instead to check apartments at least. 10k to turn your apartment into a slightly darker/lighter shade of color, but no other changes? Seriously?
Oh well, on to the new real estates. Northside one is a reuse of the motel room there, Chinatown the one from a Wakako gig, Center one is a bland corpo assets reuse. I have seen MUCH better mods a year ago.
The Glen one I like tho. Even tho they reused a Konpeki NPC in the foyer. Still wearing the nametag. Oh come on, that's just lazy. :roll:
Also the cat does not move with you. While I don't expect that from mods, I do expect that from CDPR. Not cool.

It does run much better now, barely hear my fans, that's a plus. And those sandstorms sure are pretty.

Bottom line: while it makes for a much better "first time playing", it does not fix any of the real problems.
Like, what is the point of just lowering prices for implants if they raise income a the same time, while still keeping stat requirements?

As expected, it's just "one year spent to make it run properly on consoles". Sad.
 
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AwesomeButton

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Bliblablubb , maybe some of these things may be addressed if you start from a new game?


I remember this was my first cyberpsycho and I practically killed her by sneaking into the area through the small corridor, and sniped her with a headshot from a non-lethal pistol. If you don't enter the flooded area she would just stand there. I may also have been overleveled somewhat, but I passed it easy.
 

Bliblablubb

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The black TV screens are apparently a result of entering the Delamain car, when the game blocks radio/tv for the ride. In 1.3 you could hear it getting switched back on, since on exiting the car radio news started playing. But now I didn't even get the "Delamain music" during the ride. Guess a script didn't properly fire. Nothing new here...
Not sure if yet another new game would fix that. Gonna check if I have an old save before the heist for testing, kinda sorta wanted to get the lizrrrd pet. :cry:

I'd prefer avoiding a fresh game until the editor/console is ready again. Not wasting points just for crafting, or run around dressed like a parrot.:M

Welp, at least you can skip the braindance tutorial now, one less hour wasted...
 

Starwars

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Started the game up just to check the patch out a bit and I'm pretty impressed by the visual upgrade. I had to reconfigure my graphics options but in the end I only had to turn down like two options which seemed to be heavy on the FPS. It was Volumetric clouds and one of the shadow options (can't recall which one). The ray tracing options don't seem to be all that heavy on my system for some reason.

After that I was very impressed by how it runs and looks. And that's after finding the "old" version of the game gorgeous as well. The city looks more vibrant and alive somehow, can't point my finger on exactly what they did.

A few new problems though. Going into the map fucks my FPS up and it seems opening certain menus tanks the FPS in the game after closing them again. I was in a bar, everything ran fine. Opened up the bartenders buy menu and when I closed it, the FPS collapsed quite a lot.
So more, different problems along with the improvements.

Still, quite happy with the patch in terms what I saw and from the patch notes. Hopefully they can fix the new problems.
 

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