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

Bliblablubb

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Oh one thing I noticed they fixed, and it only took them over a year: when riding Delamain to Konpeki, his screen now correctly states that destination. Instead of always saying "NoTell Motel, combat mode on" OMGSPOILER. Priorities! :hahano:

Edit: huh, I wonder if that led to my bug. Nothing would surprise me with CDPR.
 

AwesomeButton

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Oh one thing I noticed they fixed, and it only took them over a year: when riding Delamain to Konpeki, his screen now correctly states that destination. Instead of always saying "NoTell Motel, combat mode on" OMGSPOILER. Priorities! :hahano:

Edit: huh, I wonder if that led to my bug. Nothing would surprise me with CDPR.
Strange. I've never had him say the wrong thing.
 

Bliblablubb

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Not him "saying" it. The screens in front of you had that written on it, because they were supposed to be displayed on the way back. Now the correct texture is loaded instead.
I guess nobody except me even noticed the bug in the first place. :hahano:
 

Justicar

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Did they increase the number of npcs on the highest setting? I played this 6 month ago and dont remember streets being this crowded.


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Bliblablubb

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I had that in old versions as well. Sometimes, when you are just standing/walking somewhere, the game got into a funny mood and spawned quiet a crowd. Because it had processing power to spare I guess.
I explored Chinatown on foot once, and it got very crowded at times.

But dude, the difference between shade and sun is yuuuge on your screens. I don't remember that being that spectacular on my toaster. Almost jelly.
But than again, the benchmark claims I get 50+ fps, so I am totally content with what I got. :hahano:
 
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Perkel

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Did they increase the number of npcs on the highest setting? I played this 6 month ago and dont remember streets being this crowded.

They didn't change anything. Since 1.0 always crowds and traffic was very random and highly dependent on time of day and place. From ini we know that high setting in pops gives 400 pops max at the same time. low 100 and medium 200.
 

Trithne

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So I just did the last Delamain side job, and my reward is another car that is indistinguishable from the rest? He even says "you need a driver", but expects me to drive myself around while he whines I'm going too fast.

I guess they couldn't script it to be able to taxi us to anywhere in the city.
 

Justicar

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So I just did the last Delamain side job, and my reward is another car that is indistinguishable from the rest? He even says "you need a driver", but expects me to drive myself around while he whines I'm going too fast.

I guess they couldn't script it to be able to taxi us to anywhere in the city.
Maybe they will get to it in patch 2.5 everything that has to do with open world systems is totally unfinished.
 

Bliblablubb

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None of the taxis drive alone, even worse, only one of them actually talks. Since games trained me that choices requiring skill checks are the best, I did that and didn't even know it existed.
I guess you were never meant to actually get one for the other choices, but they just slapped them on so players don't whine about loosing out on rewards. :hahano:

They just had to put in the line "Ima just take one of those now empty cars for myself" and nobody would have of complained.
 

Starwars

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I'm not sure what it is, if it's more diversity in how the crowd NPCs look, but something about 1,5 makes the crowd feel... well, more crowded than before. I replayed the game not that long ago and there is a difference there though I can't say what it is. Maybe there's greater draw-distance for crowd NPCs? Not sure. I felt it was instantly noticeable as soon as I stepped out of V's apartment building.
Maybe they increased spawns for certain locations or something. Or the improved visuals just make it "pop" a bit more.
 

AwesomeButton

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Sinnerman must be the single most annoying piece of horribly written machinima in modern gaming. And that iuncludes all Kojima drivel.

BTW, just when I had sat down on the bench, and the time to the right hour to proceed the mission had passed, I was in a sandstorm. I went to the pick up truck and spoke to that Jablonski guy, and as soon as I entered conversation, the weather magically reset to sunny. :D I tell you it's nothing but potato magic holding this open world together.
 
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AwesomeButton

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I'm not sure what it is, if it's more diversity in how the crowd NPCs look, but something about 1,5 makes the crowd feel... well, more crowded than before. I replayed the game not that long ago and there is a difference there though I can't say what it is.

There's definitely more obese people around now. They used to be a rare treat, but now they're everywhere.
More obese people, thicker crowds. Simultaneously economizing on number of individual NPCs on screen. Makes sense.
 

somewhatgiggly

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Again, all of this stuff is akin to 'make the game again'.

It's not going to happen. They can barely make police work properly ffs

I mean, do we want the police to work? What is work properly anyway? Everyone wants them to be gta level, fuck that. The police shouldn't be on V with a billion turrets and special forces everywhere in seconds. The system definitely needs a rework but they should have slower response times, far spawn times, and cops should drop shit, cower, be brought off, be lazy, be as inefficient as Nigh City Makes them out to be. Ditto the VB/Animals out in Pacifica.

But they're definitely not fun now, at all.
 

Trithne

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The police argument ties into the general identity crisis that the game's been given by the playerbase - a lot of them seemed to expect GTAV but in the cyber future, which is why they put so much attention on crowds reacting to you going on a killing spree and the NCPD turning up and chasing you. None of this is actually stuff the game intends you to do.

There's scripted firefights between NCPD and gangs, which are just at points, but there's no reactivity to them: I saw 2 cops standing 15 feet away from one happening, focusing on their short conversation.

But that's just standard RPG fare, isn't it? They weren't really trying to make a reactive open world, it's just a really big hub. Powered by potato magic.
 

AwesomeButton

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The winds of potato magic blow ever stronger. And so does the Sinnerman mission ("quest"?):
Attempt 1:
1. From the moment you meet Jablonski to the moment you meet Wacko-Jesus you are not allowed to save the game.
2. When you exit the car with Jablonski who rushes to kill Wacko-Jesus, if you run ahead of him, the cop will kill Jablonski as per the game script.

However, that is when the "police "system"" kicks in, the cop considers you a felon, you get a wanted rating, and the cop shoots you down.
It gets better - the cop seems to be invulnerable because he is a quest NPC :lol:

Reload game, try again.

Attempt 2:
1. Go through the car chase again because you are not allowed to save the game, complete with dumb ass scripted cars that jump in your way, to add "tension".
2. Once you start chasing Wacko-Jesus who is riding in the NCPD car, a quest-specific "car chase" music starts.
3. If you turn down Wacko-Jesus and refuse to ride with him, the mission ends there, which is really a deliverance.

However,
the "car chase" music never stops.

I've seen people reporting this bug with combat music and one suggestion was to enter some other combat so the music switches and then stops after that combat is over, supposedly.

Didn't work. Reload game, fuck this mission, go do something else.

Potato magic at work.

PP: these bugs would be discovered by the most superficial of QA testing. You can bet your balls no one in CDPR played through this mission more than once, making sure he passes it right.
 

Yosharian

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The police argument ties into the general identity crisis that the game's been given by the playerbase - a lot of them seemed to expect GTAV but in the cyber future, which is why they put so much attention on crowds reacting to you going on a killing spree and the NCPD turning up and chasing you. None of this is actually stuff the game intends you to do.

There's scripted firefights between NCPD and gangs, which are just at points, but there's no reactivity to them: I saw 2 cops standing 15 feet away from one happening, focusing on their short conversation.

But that's just standard RPG fare, isn't it? They weren't really trying to make a reactive open world, it's just a really big hub. Powered by potato magic.
I'm not expecting GTAV but in a game that relies heavily on its open world sandbox to create immersion, it is very immersion-breaking to have a police force that doesn't respond realistically to events that occur in the game world.

And this is just the tip of the iceberg in terms of the lack of realism in the open world, there are tons of other things I could mention.

All these little things drag you out of the simulation and remind you that the game you're playing is pretty shit.

Which is, you know, a problem if you are trying to enjoy the game
 

potatojohn

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Jan 2, 2012
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The police argument ties into the general identity crisis that the game's been given by the playerbase - a lot of them seemed to expect GTAV but in the cyber future, which is why they put so much attention on crowds reacting to you going on a killing spree and the NCPD turning up and chasing you. None of this is actually stuff the game intends you to do.

There's scripted firefights between NCPD and gangs, which are just at points, but there's no reactivity to them: I saw 2 cops standing 15 feet away from one happening, focusing on their short conversation.

But that's just standard RPG fare, isn't it? They weren't really trying to make a reactive open world, it's just a really big hub. Powered by potato magic.
I'm not expecting GTAV but in a game that relies heavily on its open world sandbox to create immersion, it is very immersion-breaking to have a police force that doesn't respond realistically to events that occur in the game world.

And this is just the tip of the iceberg in terms of the lack of realism in the open world, there are tons of other things I could mention.

All these little things drag you out of the simulation and remind you that the game you're playing is pretty shit.

Which is, you know, a problem if you are trying to enjoy the game

There's no game with a realistic police response.

You round the corner, and the police just forget someone murdered 10 people 30 seconds ago.

They shoot you for the smallest offence, and suicidally ram you with their cars, they clearly spawn in around you and it's always obvious that they know where you're hiding so the game forces you to move around hiding spots.

Since the police has the memory of fish, the chases are completely meaningless waste of time.

Police mechanics in open world games are annoying and retarded. Really 2077 has the least annoying version.
 

Bliblablubb

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There's definitely more obese people around now. They used to be a rare treat, but now they're everywhere.
Now that 'murican consoletards can play it too, they probably went apeshit on the internets because 90% of Night City's population are asians AZN. "I thought this is 'MURICA!" {{{PeacefulProtest}}}

CDPR just tried to defuse the situation by increasing the amount of... familar looks. And they are not obese, they are filled to the brim with freedom and liberty! :salute:
 

Justicar

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There's definitely more obese people around now. They used to be a rare treat, but now they're everywhere.
Now that 'murican consoletards can play it too, they probably went apeshit on the internets because 90% of Night City's population are asians AZN. "I thought this is 'MURICA!" {{{PeacefulProtest}}}

CDPR just tried to defuse the situation by increasing the amount of... familar looks. And they are not obese, they are filled to the brim with freedom and liberty! :salute:
It's realistic we should see way more trannies on the street though and some body postive gangoons.

 

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