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

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Ok after playing it for a little while I have to ask: is this part 3 of the ancient gods dlc for Doom Eternal?
I mean...combat encounter after combat encounter. Are these people for real? This is an RPG according to them? The fuck....
I got to Chimera fight and I want to know: do the combat encounters actually continue like this until the end? Just one railroad of combat? Because if yes then I ain't playing this shit anymore.

It gets better after that sequence. Once you get to your destination, it becomes free roam with missions, just like the base game.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,206
Location
Belgrade, Removekebabland
CDPR really dropped the pretense of attempting to make this game somewhat grounded, enjoy your infinite grenades on cooldown and carry 50 weapons on you. Where do you hide them? Inside your fucking ASS!

Grenades were so easy to obtain, they were practically infinite anyway. Specially if you leveled Crafting. I would just go to a junk vendor, buy the components, wait for 24 hours, buy more and so on a couple of times, then craft enough of them to last me for a dozen quests even when liberally used. Having to buy or craft them didn't add anything to the game, because it was super easy to do so, it was just pointless busywork. If they were rarer, more expensive and more impactful, that would add something because you'd have to be more strategic about how and when to use them. As is, they just removed boring busywork.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,617
Location
Afghanistan
Grenades were so easy to obtain, they were practically infinite anyway. Specially if you leveled Crafting. I would just go to a junk vendor, buy the components, wait for 24 hours, buy more and so on a couple of times, then craft enough of them to last me for a dozen quests even when liberally used. Having to buy or craft them didn't add anything to the game, because it was super easy to do so, it was just pointless busywork. If they were rarer, more expensive and more impactful, that would add something because you'd have to be more strategic about how and when to use them. As is, they just removed boring busywork.
And balanced it with cooldowns so you cant spam 100 grenades in a single firefight.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,617
Location
Afghanistan
One of the high points of Phantom Liberty is that there's a dialog choice to tell some vodoo boys in dogtown to let you in because you had no issue ganking Brigitte, so doing the same to them will be no problem for you :smug:
Hey Slider was pretty based and wanted nothing to do with retarted nig nogz from Pacifica shame he gets cooked.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
speaking of grenades, ever utilized emp grenade disabling cyberware? Or am I not doing it because I just use quickhack to achieve the same?

Btw trying monowire with installed disable cyberware to have a boss beater but so far tests are... inconclusive
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,445
Location
Grand Chien
That would be interesting actually because those assholes with Sandevistan are a PITA and I don't have hacks to disable it
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
That would be interesting actually because those assholes with Sandevistan are a PITA and I don't have hacks to disable it
dont know how useful it is, those enemies tend to dash a lot so perhaps cant touch them this way.
There are some other exotic options, like fenrir smg, hope 1 bullet hits AND disables cyberware
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,773
Location
Danzig, Potato-Hitman Commonwealth
That would be interesting actually because those assholes with Sandevistan are a PITA and I don't have hacks to disable it
dont know how useful it is, those enemies tend to dash a lot so perhaps cant touch them this way.
There are some other exotic options, like fenrir smg, hope 1 bullet hits AND disables cyberware
Regular frag grenades are quite effective against DODGE gangoons, use them a lot although now crippling hax is my go to method, also I remember some getting hit by friendly fire grenades thrown by their gangoon chooms.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,445
Location
Grand Chien
I'm hoping that once I get the upgrade to the Doom Launcher, the electric one that shocks will counter them somewhat
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
does tech20 bolt disable cyberware?

btw right now im maxed headhunter, with camo. Im perma invisible crouch-sprinting knife throwing... thing. Thanks to cyber auto healing too.

Had 1 occasion when enemies crowded me and instead of running away I started spreading cyberware malfunction through monowire. I soaked quite a bit of dmg but I must say, all those quickhacks and electric dmg flying around was sight to behold. Perhaps I should try it with monowire finisher after all, pair with that cyberdeck which spreads weapon glitches and blindness on overdrive
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
BNu40Xt.jpeg


Free of this. Definitely felt it was dragging out by the time I got to the point of no return, just wanted it over with.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,108
Location
At large
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
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
 

S.H.O.D.A.N.

Learned
Joined
Dec 16, 2020
Messages
444
The story would have flown better without the initial sequence as well. Coming from the base game where the cinematic elements generally don't get in the way of doing stuff your way, the whole thing felt really off.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,445
Location
Grand Chien
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
Yeah I've heard that the initial part is the worst bit of the dlc
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
Yeah I've heard that the initial part is the worst bit of the dlc
Well the forced combat is anyway. But I had fun sneaking around, especially when you get outside.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,108
Location
At large
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
But I had fun sneaking around, especially when you get outside.
This was good actually, reminded me of the Kinshasa mission in Splinter Cell: Chaos Tneory. You could optionally get into combat, but this didn't set every enemy on the map on your location. The waves of enemies after you got into the stadium (was it a stadium) hurt though, and they were forced regardless of your stealth being perfect or no.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
652
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
I didn't mind it (hell I even enjoyed it somewhat due to how visually impressive it all was) but dear god I can only imagine just how annoying it will be for anyone who's playing again after their first playthrough. The base game is already filled to the brim with these unskippable cinematic segments that pretend to need your input but they really, really don't. Did we really need MORE of them?
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
I didn't mind it (hell I even enjoyed it somewhat due to how visually impressive it all was) but dear god I can only imagine just how annoying it will be for anyone who's playing again after their first playthrough. The base game is already filled to the brim with these unskippable cinematic segments that pretend to need your input but they really, really don't. Did we really need MORE of them?
This is what gets on my nerves the most. I've lost it last time I tried second playthrough and uninstalled the game, starting the "Heist" again is like a god damn torture. This game is 3 years old, isn't there any mod that deals with unskippable cutscenes?
 
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jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,096
This is what gets on my nerves the most. I've lost it last time I tried second playthrough and uninstalled the game, starting the "Heist" again is like a god damn torture. This game is 3 years old, isn't there any mod that deals with unskippable cutscenes?
Choose skip to the dlc instead of starting new game. You'll be just after the heist, 15 lvl with respec option and some gear.
 

Wasteland

Educated
Joined
Aug 23, 2021
Messages
138
I just came out of the initial linear part of PL. It felt like Poland discovered Call of Duty, 16 years after CoD4: Modern Warfare. And then maniacally reproduced every cliche of scripted fps combat that used to be exciting to console players around 2010 (because they didn't know of Half-Life). I welcome the occasional linear sequence, to set the atmosphere but jeez, that lasted over an hour. Was the intention to avoid refunds? Anyway I'm glad it's over, it was certainly not fun by the time of the last boss fight. And it not being avoidable is pure distilled retardation.
I didn't mind it (hell I even enjoyed it somewhat due to how visually impressive it all was) but dear god I can only imagine just how annoying it will be for anyone who's playing again after their first playthrough. The base game is already filled to the brim with these unskippable cinematic segments that pretend to need your input but they really, really don't. Did we really need MORE of them?
This is what gets on my nerves the most. I've lost it last time I tried second playthrough and uninstalled the game, starting the "Heist" again is like a god damn torture. This game is 3 years old, isn't there any mod that deals with unskippable cutscenes?

You've reminded me to check up on possibly the greatest mod of all time, which is now updated for patch 2.0!

Skip Unskippable Cutscenes



I don't think I could ever play through this game again without fast forward.
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,044
Location
Romania
Yeah I'm stopping the stealth/takedown only no perks/upgrades/quickhacks run. It's not possible in the DLC. Just combat arena after combat arena. Forced combat sections out the ass, invisible walls in parts where you should be able to go, essential NPCs, very hard difficulty just adds like 5 zeroes to the Hp of enemies. Fuck this. This is just part 3 of the ancient gods DLC for Doom Eternal. I'll play through at some point with another character.
 

Wasteland

Educated
Joined
Aug 23, 2021
Messages
138
On a more general note, I started a second play through last night. Because I hate the cinematic portions of the game*, this time I just sped through the start and abandoned the main quest after the first meeting with Viktor. And I'm having a great time, just puttering around the starting zone at low level, and on Very Hard difficulty, doing Gigs and NCPD missions, while Jackie sends impotent text messages urging me to restart the movie.

What struck me about this experience is how easy it would have been for CDPR to improve the game's pacing. The content is basically already there; all you'd have to do is replace the prologue's 6-month montage with a few extra lines of dialogue, make up a song and dance about how Jackie and V are working closely with Regina (the Watson Fixer contact); string together 5 or 6 of Regina's gigs into a "mandatory" questline culminating with Dexter taking an interest in the new up-and-comers from Watson--and just like that, the rest of the story would gain crucial context. The gameplay would too, TBH; the player would have more basis to feel that he earned the skills to do major-setpiece gigs like the Maelstrom Food Plant and The Heist. You wouldn't even need to pay Keanu for this sequence!

* - I don't actually hate the story stuff; it's well done for what it is--much better than most other AAA developers' attempts at cinematic storytelling, and boy oh boy do they all attempt it these days. CDPR's strength is slick narrative presentation; Witcher 3 blew people's minds back in 2015 not because it had especially good game mechanics, and certainly not because it had gobs of genuine C&C; Witcher 3 blew people's minds because it was the first major open-world game with high-quality narrative content all over the map. It managed to combine Todd Howard's, "See that mountain, climb that mountain," with the tantalizing possibility that something unique and interesting might actually be on the mountain. It was a triumph of presentation. But it didn't age especially well. I'm certainly in no rush to re-experience dozens of hours Quen-spamming dodge rolls interspersed with voice actors exclaiming variations of "Where's Ciri?"

Unfortunately almost every AAA developer has been trying to imitate Witcher 3 ever since. Doubly unfortunate is that Cyberpunk is actually a decent game, underneath all the railroaded glorified-cutscene shit, which just gets in the way of the player's enjoyment once he has some idea of what's going on in the plot. The cutscenes can feel patronizing and confining even on the first play through, much less the second. I wish CDPR would embrace game play more enthusiastically. They're clearly capable; the skeleton of a great open-world immersive sim is here, but too often you can almost sense that the designers pulled back, retreating to lazy "cinematic" resolutions to problems that the player ought to have a role in solving. Gargaune had a great post on this earlier in the thread.
 
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