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

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,636
CDPR literally have a person(s) shill on the bankier.pl stock forum under the name "nagan", usually just reposting whatever nonsense news that are even slightly positive, or twisting reality trying to spin it in a positive light, but they once slipped up and posted a photo of the wall with magazine covers from the CDPR office that did not exist anywhere on the net (reverse image search), exposing themselves as either a CDPR employee or someone who got that photo from CDPR.
That's some juicy info actually, thanks! You made me curious to check their market listing, but if their new anime might upping the CBP player count, the impression on their stock price seems to be subdued.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
CDPR literally have a person(s) shill on the bankier.pl stock forum under the name "nagan", usually just reposting whatever nonsense news that are even slightly positive, or twisting reality trying to spin it in a positive light,
what a coincidence, so does the codex
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,594
It's supposed to be much darker and thought provoking than it ends up being.
Felt pretty dark to me the first time I bum rushed the ending and the game showed me how little I had impacted the world. Same thing with the suicide ending. Even seeing Rogue getting Rebecca'd by Adam Smasher felt way more dark than I remember feeling for any other NPC since Aerith.
The repeating day part of the Arasaka ending was the most horrifying for me.
 

Pink Eye

Monk
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Space Refrigerator
I'm very into cock and ball torture
Have they announced a season 2 of Edgerunners yet? It's too popular not to make more episodes...
Who'd they have as a protag though? Perhaps going for a nomad or corpo protag instead since S1 had the street kid?
Hmm. Maybe a corpo. I've always wanted to see a corpo's perspective and their climb to the top. Gotta lots of juicy betrayals, lies, and just general plays to power. Could make for an exciting anime with drama.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Have they announced a season 2 of Edgerunners yet? It's too popular not to make more episodes...
Who'd they have as a protag though? Perhaps going for a nomad or corpo protag instead since S1 had the street kid?
Hmm. Maybe a corpo. I've always wanted to see a corpo's perspective and their climb to the top. Gotta lots of juicy betrayals, lies, and just general plays to power. Could make for an exciting shitty Japanese pornographic cartoons with drama.
I wonder if it'd have the same push. It's sounded like the main driver or drivers that pushed this project have left the company.
 

Pink Eye

Monk
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I'm very into cock and ball torture
I wonder if it'd have the same push. It's sounded like the main driver or drivers that pushed this project have left the company.
I have no idea how well their Witcher series on Netflix is panning out, but they have to be stupid not to see the untapped market of thirsty an1me fans wanting a good an1me to watch. Capitalize on that yo.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I wonder if it'd have the same push. It's sounded like the main driver or drivers that pushed this project have left the company.
I have no idea how well their Witcher series on Netflix is panning out, but they have to be stupid not to see the untapped market of thirsty an1me fans wanting a good an1me to watch. Capitalize on that yo.
I thought I heard somewhere that the animated Witcher thing wasn't doing anywhere near as well as the live action one, but I don't recall where (or if I imagined it). If I did hear it somewhere it was probably in that recorded interview with the Edgerunners guy who left CDPR though.

EDIT: This interview (shared at time stamp of the interview)... It's long though.

 

Yosharian

Arcane
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Messages
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Grand Chien
Sandevistan just seems completely OP and makes the game boring, how can there be any level of challenge at all if you just pop bullet time and hack people apart while they are just standing there like idiots?

I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.

These videos honestly make me not want to play the game.
 
Joined
Sep 26, 2022
Messages
91
Sandevistan just seems completely OP and makes the game boring, how can there be any level of challenge at all if you just pop bullet time and hack people apart while they are just standing there like idiots?

I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.

These videos honestly make me not want to play the game.
do annihilation + blunt weapons + Berserk operating system combo. This is slightly more challenging than sandevistan + katana.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,167
I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.
after much playtesting, only interesting melee build to me was blade/mantis + deck without damaging hacks.
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,692
Location
On the internet, writing shit posts.
going over a certain amount of implants could give a scaling % chance to trigger psychotic breaks every now and then.
Gameplay-wise, a horrible design decision that would only frustrate players and have them reload.

Sure, but don't throw the baby out with the bathwater. It'd be nice to have some sort of nod to cyberpsychosis in gaming. It was a concept even in Shadowrun that wasn't really delved into much outside of the essence score.

There are a number of ways that this could be modelled without necessarily having a % chance to lose control and go nuts (which would likely work better in a turn-based party CRPG anyway, like X-Com's panic mechanics). Obviously it could be a narrative thing, but it could also impact you mechanically too, like maybe getting too cybered starts to lock out certain options like non-lethal takedowns and non-lethal targetting implants because you're too far removed from humanity to care, or perhaps if you did have the implants, maybe they'd have a % chance to simply not function because your character has gone berserk and chosen not to activate it.

There are probably all sorts of interesting things that could be done to model this aspect of the world and almost any of them would be better than only being limited by slots, cash, essence score, etc.
Deus Ex 4 has it too, in a sense, you load up too many black market augs up to a certain plot point, you risk Jensen's firmware turning into Windows 95. Or the Wild Mage in D&D is pretty much a walking "I never asked for this" billboard. Chance-of-failure mechanics, even major ones, aren't that controversial even among mainstream gamers as long as decisions and effects are made clear in advance.

If CBP flashed a warning for growing cyberpsychosis risk past your, I dunno, fifth implant, I think it could work. The more important bit would be to present the consequences in a manner that's effective without actually wresting control from the player. For example, imagine a brief, 30-second cyberpsychosis episode during combat where the game replaces all NPCs in the vicinity with ganger models shown as and acting hostile, faux-shooting at you. Even if the player might notice they're not taking damage from certain enemies or remember where certain civillians were, they're bound to sometimes lose track in the chaos and mow down a few innocents, a reasonable rendition of cyberpsychosis that could also be interesting in play.
The player could also be given the option of taking suppressants to keep the psychosis at bay.
So they can keep chroming up, but they'll need more medical care and maintenance and there would be diminishing returns. Or just go nuts and embrace the machine.
Isn't that how it basically worked in the PnP version anyway?
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,446
Location
Grand Chien
I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.
after much playtesting, only interesting melee build to me was blade/mantis + deck without damaging hacks.
Interesting, could you elaborate?
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,692
Location
On the internet, writing shit posts.
Have they announced a season 2 of Edgerunners yet? It's too popular not to make more episodes...
Who'd they have as a protag though? Perhaps going for a nomad or corpo protag instead since S1 had the street kid?
Hmm. Maybe a corpo. I've always wanted to see a corpo's perspective and their climb to the top. Gotta lots of juicy betrayals, lies, and just general plays to power. Could make for an exciting shitty Japanese pornographic cartoons with drama.
Probably Falco to cover the events leading up to 2077. We don't know much about him anyway, other than he's an absolute bro who survived a bitchslap from Smasher and got Lucy out of there.
A corpo story would be nice, but I have a sneaking suspicion that CDPR would just copy Tales from the Borderlands.
Ideally they should ape the Tolstoy's The Cossacks; make a story about a corpo with a misguided romantic notion of the Cyberpunk life, only to discover that everyone distrusts and dislikes him for being a corpo and that it's not as nice as the pulp stories make it out to be.
For extra trolling factor they should make the corpo's daily life as close to the average first world アニメ viewer's life as possible.

There's no guarantee that it would be by Trigger either. Apparently the first choice was IG but they were were busy.
A Cyberpunk アニメ by the same guys who did GITS does sound great.
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,446
Location
Grand Chien
Sandevistan just seems completely OP and makes the game boring, how can there be any level of challenge at all if you just pop bullet time and hack people apart while they are just standing there like idiots?

I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.

These videos honestly make me not want to play the game.
do annihilation + blunt weapons + Berserk operating system combo. This is slightly more challenging than sandevistan + katana.
Interesting, thank you for the recommendation.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,636
They player could also be given the option of taking suppressants to keep the psychosis at bay.
So they can keep chroming up, but they'll need more medical care and maintenance and there would be diminishing returns. Or just go nuts and embrace the machine.
Isn't that how it basically worked in the PnP version anyway?
Yeah, dunno about the tabletop, but that's what I was arguing, creating some interesting effects and strategic tradeoffs. DX4 lets you use all your standard augs without penalty, but if you wanna unlock one of those new black market toys, you gotta forego a vanilla system or risk "unpleasantries." With Cyberpunk, you could have a safe number of implants and you could choose to go higher, but with an added upkeep burden or facing the risk of sometimes spazzing out during combat or when using your hardware.

Imagine you're rolling up to an NCPD call where a bunch of gangers are shaking down some civvies. You could activate bullet time and get cracking... But let's say V's running two implants over the limit with a total, I dunno, 6% chance of cyberpsychosis onset. Let's also say there's a fatigue mechanic and V hasn't slept in 48 hours, bringing that up to 12% and a stamina debuff. Now, you have a dose of cybercocaine that would give you a -10% chance of cyberpsychosis, but it's a costly consumable and it comes with a significant health and stamina debuff. Do you snort it and suffer the mobility and survivability penalties? Or do you take the risk of your hardware BSOD'ing on you or, worse, slaughtering the civvies and falling out with the NCPD?

It'd be a good opportunity to build some interesting tactical and survival loops, but between cyberpsychosis, fatigue, itemisation and faction reputations, we're already dreaming up a different game here.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
In the lore, cyberpsychosis is a persistent condition, not something you get like an epileptic attack and then you're back to normal. It's not instant, most people function for a time in some augmented state before they succumb to it - some for longer than others. And it's effects are progressive - the more chrome the more 'psychotic' your new normal becomes.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,636
In the lore, cyberpsychosis is a persistent condition, not something you get like an epileptic attack and then you're back to normal. It's not instant, most people function for a time in some augmented state before they succumb to it - some for longer than others. And it's effects are progressive - the more chrome the more 'psychotic' your new normal becomes.
You're right, but we touched on this in the beginning, isn't it worth taking some minor liberties with the lore for the sake of better gameplay? It could be a build facet with meaningful resource management choices and some potentially more interesting challenges (in the "seizure" itself) than strictly abstract +/-X% stat modifiers. It seems CDPR's writers were already making inroads in that direction anyway, what with Regina's cyberpshycho bounties ostensibly being for researching a treatment.
 
Joined
Jun 10, 2022
Messages
110
I've spent a stupid amount of hours on this game, far more than I'm willing to admit and I have a lot to say about the game. I've started a new character because I saw that every single NPC on Youtube was giving the SECRET and ULTIMATE DAVID MARTINEZ GUIDE!!!1!!! THAT DEEVS DON'T WANT YOU TO KNOW. I hate the niggers that come 2 years late to the party and act like king douche on dickhead mountain to us plebs.

Anyways, I'll give props to CDPR to put the minimal timegate to fixer gigs so it feels that V is getting better and better contracts but holy shit does it show that everything past act 1 was rushed. Regina Jones has 23 gigs to her name, some better, some worse but most have unique NPC's that feel they could appear again in the story (Aaron the dirty cop, Hwanbo the gonk that robbed TC's, Sgt Nate that stole cyberpsycho meds) but NOPE - fuck you player. There's not a single other fixer that comes close to this level of activity with the game: Wakako has 7 gigs, Dino has 5 and Mr Hands has a singular gig.

Most rpg's that are considered classic have an Act 2 where there's a money or resource time gate and the MC can chose to interact with the world to reach that milestone. It feels that that was what the heist was supposed to be and all side quests somehow could contribute to it. Acts 2 and 3 should have been a single act 3 where shit hit the fan and you need to bum rush to find a cure. Act 1 should have been the initial 6 months pre heist where V is just getting used to their life in NC.

Won't complain though, but I am installing the mod that lets you fuck Judy regardless of your sex.
 

lukaszek

the determinator
Patron
Joined
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Messages
13,167
I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.
after much playtesting, only interesting melee build to me was blade/mantis + deck without damaging hacks.
Interesting, could you elaborate?
per zombra definition its basically larping. Anyway:

savistan/berzerk is boring, hence deck instead. Also I like sneaking and using environment.
Normally you start by using both weapons and hacks. Quickly as you progress you gravitate towards damaging quickhacks 100%. As such you need to rule them out.
Once you do so you will explore cool usage of other hacks, like luring enemies away etc. Problem is that if you use ranged weapons, you will wonder - why am I bothering with this? And just start doing headshoots.

Hence we finally land on using non damaging hacks and melee weapons. It will make your early and mid game enjoyable and give a feel of progression.
Normally cyber samurais just go for reflexes + cool. In general build would be just stacking life gain/speed/damage/resistances. It goes from hard to easy quickly (basically binary state whether you can survive out of cover or not).
With hacking you will be spreading your stats thin so wont enter god stage too quickly.
Instead you will have interesting options in combat, not just sprint from enemy to enemy.

For example: you are under fire; behind the cover; enemies are a bit far; if you just sprint towards them you will be full of holes; So you upload blind hack on 1 guy, jam weapon of another; Then you sprint
At one point you will be uploading hacks through breach too.
Whole playstyle will feel closer to ghost in the shell. It will be up to you how much INT you raise, since its not your damaging attribute you might just follow hacking requirements.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,446
Location
Grand Chien
I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.
after much playtesting, only interesting melee build to me was blade/mantis + deck without damaging hacks.
Interesting, could you elaborate?
per zombra definition its basically larping. Anyway:

savistan/berzerk is boring, hence deck instead. Also I like sneaking and using environment.
Normally you start by using both weapons and hacks. Quickly as you progress you gravitate towards damaging quickhacks 100%. As such you need to rule them out.
Once you do so you will explore cool usage of other hacks, like luring enemies away etc. Problem is that if you use ranged weapons, you will wonder - why am I bothering with this? And just start doing headshoots.

Hence we finally land on using non damaging hacks and melee weapons. It will make your early and mid game enjoyable and give a feel of progression.
Normally cyber samurais just go for reflexes + cool. In general build would be just stacking life gain/speed/damage/resistances. It goes from hard to easy quickly (basically binary state whether you can survive out of cover or not).
With hacking you will be spreading your stats thin so wont enter god stage too quickly.
Instead you will have interesting options in combat, not just sprint from enemy to enemy.

For example: you are under fire; behind the cover; enemies are a bit far; if you just sprint towards them you will be full of holes; So you upload blind hack on 1 guy, jam weapon of another; Then you sprint
At one point you will be uploading hacks through breach too.
Whole playstyle will feel closer to ghost in the shell. It will be up to you how much INT you raise, since its not your damaging attribute you might just follow hacking requirements.
That sounds really cool. Thanks!
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
I want to make a melee character for my first proper playthrough but I want it to be actually interesting, having to stay hidden in the shadows or at least play tactically using cover, environment etc. This just seems boring. Like every other 'look at this maxed-out build' Cyberpunk video on YT.
after much playtesting, only interesting melee build to me was blade/mantis + deck without damaging hacks.
Interesting, could you elaborate?
per zombra definition its basically larping. Anyway:

savistan/berzerk is boring, hence deck instead. Also I like sneaking and using environment.
Normally you start by using both weapons and hacks. Quickly as you progress you gravitate towards damaging quickhacks 100%. As such you need to rule them out.
Once you do so you will explore cool usage of other hacks, like luring enemies away etc. Problem is that if you use ranged weapons, you will wonder - why am I bothering with this? And just start doing headshoots.

Hence we finally land on using non damaging hacks and melee weapons. It will make your early and mid game enjoyable and give a feel of progression.
Normally cyber samurais just go for reflexes + cool. In general build would be just stacking life gain/speed/damage/resistances. It goes from hard to easy quickly (basically binary state whether you can survive out of cover or not).
With hacking you will be spreading your stats thin so wont enter god stage too quickly.
Instead you will have interesting options in combat, not just sprint from enemy to enemy.

For example: you are under fire; behind the cover; enemies are a bit far; if you just sprint towards them you will be full of holes; So you upload blind hack on 1 guy, jam weapon of another; Then you sprint
At one point you will be uploading hacks through breach too.
Whole playstyle will feel closer to ghost in the shell. It will be up to you how much INT you raise, since its not your damaging attribute you might just follow hacking requirements.

This is pretty similar to how I played the game, except I went further and basically disallowed weapons at all as well - Takedowns and non-Combat hacks only. If I was spotted then I'd evade and use blind etc to make enemies briefly vulnerable to takedowns.
 

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