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

Grauken

Arcane
Patron
Joined
Mar 22, 2013
Messages
13,183
Did anyone actually play this game and what were your thoughts about it?
I watched youtube videos of someone playing, which is practically the same as playing it. I gave this game 2 thumbs down and thought it was a complete disaster. It's is right up there with Ultima 9 and Superman 64 and Wizardry 8 and diablo 4 and diablo 3 and mechwarrior 5 and mario brothers 1 and that D&D game for the atari 2600
Wizardry 8 is one of the best cRPGs of all time, what are you smoking
 

Krivol

Magister
Joined
Apr 21, 2012
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2,186
Location
Potatoland aka Prussia
Did anyone actually play this game and what were your thoughts about it?
Good to see you!

I have played CP for about 100 hours and I liked it. It is indeed more like an interactive movie in the cutscenes and the open world is not as alive as in GTA 5, but still shooting stuff in a creative way is fun, you have a lot of options to use on your enemies; acting, voice acting and story are from competent to excellent, some quests are pretty fun and creative; the city looks great.

Mind you exploration is almost non-existent - yes, you can find some high-quality stuff here and there, but mostly there is nothing and 99% of side quests are exactly the same (there is a base full of baddies, go there, kill/hack/steal and return). RPG system is laughable (well, they called it action-adventure and not RPG for a reason :D ), and itemisation is shit.

Still - as I said - driving the city and killing enemies is fun, Panam is hot, and mods are an improvement.

tl;dr - wait for DLC and even then be careful if this is worth full price. But for a few bucks? Why not?
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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Mind you exploration is almost non-existent - yes, you can find some high-quality stuff here and there, but mostly there is nothing and 99% of side quests are exactly the same (there is a base full of baddies, go there, kill/hack/steal and return). RPG system is laughable (well, they called it action-adventure and not RPG for a reason :D ), and itemisation is shit.
That's true for the unmodded game. Exploration becomes rewarding once you install mods such as reduced loot (counter-intuitively), and mods that make combat more lethal.

Gigs are weak, because they lack connection between each other, which seems like something that was planned but never done. Secondary quests are on-rails and boring. There wasn't a single one of them that I liked, and I actually find "clearing outposts", the equivalent of Witcher 3 "bandit camps" more fun.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,639
That's true for the unmodded game. Exploration becomes rewarding once you install mods such as reduced loot (counter-intuitively), and mods that make combat more lethal.
I could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list. So is Skyrim's, but the main drive to explore there is to find quests, not loot, and that's inapplicable to Cyberpunk. The only "RPG" that I played where random loot worked as an incentive was Diablo 2, but that system was a thinly-disguised slot machine that did occasionally cough up some uberitems waaay ahead of your power curve.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,810
That's true for the unmodded game. Exploration becomes rewarding once you install mods such as reduced loot (counter-intuitively), and mods that make combat more lethal.
I could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list. So is Skyrim's, but the main drive to explore there is to find quests, not loot, and that's inapplicable to Cyberpunk. The only "RPG" that I played where random loot worked as an incentive was Diablo 2, but that system was a thinly-disguised slot machine that did occasionally cough up some uberitems waaay ahead of your power curve.
I think most of the people who disliked 2077 didn't play on a high enough difficulty. It's likely that CDPR intended for there to be survival/food/drink mechanics too, considering the entire game takes place in real time. Without them, the game is really a faceroll
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list.
https://www.nexusmods.com/cyberpunk2077/mods/2678
From the mod description:

  • Generally speaking, all loot you will get depends on two rounds of probability checks. The first round is just normal drops with vanilla game chances and when it's finished and resulting loot list populated with items the mod runs its own round of checks.
  • In this round each item compared to its drop chance declared in config section and then removed if probability check failed. In other words, the mod settings do not affect vanilla game items drop chances, it just decides if each dropped item must be removed.
  • For example if some particular NPC drops legendary weapon with 25% chance and your config has 100 for legendary weapons, the drop chance will not change from 25% and 100 just means that weapon will not be removed if dropped.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Exactly this! I forgot - there is literally no faction system! In the game, there are different gangs, corps, fixers and police! This is the biggest downfall for me, as this is wasting A LOT of potential.
The faction system is there, but the game doesn't utilize a reputation system. Gargaune said it exists, it's just not used.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,639
could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list.
https://www.nexusmods.com/cyberpunk2077/mods/2678
From the mod description:

  • Generally speaking, all loot you will get depends on two rounds of probability checks. The first round is just normal drops with vanilla game chances and when it's finished and resulting loot list populated with items the mod runs its own round of checks.
  • In this round each item compared to its drop chance declared in config section and then removed if probability check failed. In other words, the mod settings do not affect vanilla game items drop chances, it just decides if each dropped item must be removed.
  • For example if some particular NPC drops legendary weapon with 25% chance and your config has 100 for legendary weapons, the drop chance will not change from 25% and 100 just means that weapon will not be removed if dropped.
I don't follow, so it does a second culling pass but it's still off the default-balanced leveled lists, isn't it? Diablo 2 pulled it off because while you were farming Duriel at a level where ~200 armours were the norm, you could get lucky and have him drop a 400 one, every once in a while you got some gear that was genuinely OP and you'd hang on to it for many levels. In CBP, though, Legendaries are usually better than other shit, but I don't recall any of them ever blowing my mind or anything.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list.
https://www.nexusmods.com/cyberpunk2077/mods/2678
From the mod description:

  • Generally speaking, all loot you will get depends on two rounds of probability checks. The first round is just normal drops with vanilla game chances and when it's finished and resulting loot list populated with items the mod runs its own round of checks.
  • In this round each item compared to its drop chance declared in config section and then removed if probability check failed. In other words, the mod settings do not affect vanilla game items drop chances, it just decides if each dropped item must be removed.
  • For example if some particular NPC drops legendary weapon with 25% chance and your config has 100 for legendary weapons, the drop chance will not change from 25% and 100 just means that weapon will not be removed if dropped.
I don't follow, so it does a second culling pass but it's still off the default-balanced leveled lists, isn't it? Diablo 2 pulled it off because while you were farming Duriel at a level where ~200 armours were the norm, you could get lucky and have him drop a 400 one, every once in a while you got some gear that was genuinely OP and you'd hang on to it for many levels. In CBP, though, Legendaries are usually better than other shit, but I don't recall any of them ever blowing my mind or anything.
Regarding what drops, and what's culled, it's pretty configurable.

Legendaries are not random in Cyberpunk, as far as I know.

I tried getting into scripting once but the process of testing changes was too slow, and I left it eventually due to lack of time for hacking and studying others' mods.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
652
That's true for the unmodded game. Exploration becomes rewarding once you install mods such as reduced loot (counter-intuitively), and mods that make combat more lethal.
I could see drastic loot reduction helping, but not fixing the problem altogether because that loot is still randomly spawned off a generic leveled list. So is Skyrim's, but the main drive to explore there is to find quests, not loot, and that's inapplicable to Cyberpunk. The only "RPG" that I played where random loot worked as an incentive was Diablo 2, but that system was a thinly-disguised slot machine that did occasionally cough up some uberitems waaay ahead of your power curve.
I think most of the people who disliked 2077 didn't play on a high enough difficulty. It's likely that CDPR intended for there to be survival/food/drink mechanics too, considering the entire game takes place in real time. Without them, the game is really a faceroll
Nah, if someone doesn't like how 2077 plays bumping the difficulty won't change this. My last playthrough was on the hardest difficulty and the only notable change was that enemies were a tad bit more spongey in the early game (still dropped like flies in lategame) and that you only get to resist a few shots before going down yourself.It really doesn't change what the core gameplay experience is, especially not if you go for a stealth/out of sight build like netrunner.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,620
Location
Afghanistan
Did anyone actually play this game and what were your thoughts about it?
Photographer simulator

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photomode_13072023_03vectq.png

photomode_27082023_063jc0s.png
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,810
What's wrong with a gorgeous walking sim? Add in a little gunplay and some decent vehicles and that's enough to keep me occupied for a few hours at a time.
actually a walking sim would be an improvement. procedurally generated pizza deliveries like death stranding would at least give 2077 some content

at minimum a taxi driver service for delamain would be cool. maybe there's a part of Night City where the internet is down and they need a human driver. 2077 would have benefitted from some areas where there are internet jammers and cyberware doesn't work like anti-magic areas in D&D
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,620
Location
Afghanistan

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