CD Projekt's Upcoming Title: Cyberpunk

I think I got it at the ripperdoc in Kabuki. It was $30-40k though, so I picked it up after doing a ton of side gigs in Watson (which also gave me the street cred to buy/use it). It's called the Raven Microcyber Mk4.

I just got a legendary 10 ram at the ripper doc in West Wind Estate. It has a different name from Daves.

I’m about level 25ish and the quick hacking is the quickest way to clean house. I can hack 4 people at the same Time and more if it spreads. I’ve done a lot of side stuff and the story missions are a cake walk.

I feel bad because the missions where it is laying it on thick to stealth I inevitably end up non lethally taking down everyone. Zero patience. Sometimes that is a ridiculous amount of people.

I’m on original Xbox and the hard crashes were regular before but are few and far between now. Buggy as hell but quite playable.

The more I play, the more fascinated I am by the story of how the game was developed. I dearly hope that CDPR made the terrible decision to allow a production company to film the process.

I'd love to see the moment when someone decided to allocate resources to lovingly ensuring that every location that V can enter is littered with food and drink. (The more I see it, the harder I find it to shake the thought that Night City must have the most awful rodent problem!)

Given the 3 delays last year, I'm sure that there must have been many surreal conversations about priorities.

Developer - "The system for police responses isn't very good. We got them teleporting at the moment, but it feels a bit rubbish. Can Kasia or Jakub give us hand?"

Project Manager - "No! They're too busy putting packets of biscuits on all of the bedside tables!"

Part of me wonders whether a lot the games issues stem from a decision/desire to not implement systems used by other developers/games. A case of "We're going to do everything our own way."

So much of the game seems to un-solve previously solved problems.

For example, the City's metro doesn't function. But GTA IV had a functioning metro system a decade ago.

For example, the police response is instant teleportation, But GTA Vice City had a progressive and realistic police response system almost 20 years ago.

For example, the food system appears to be only partly implemented. But Skyrim had a fully functioning food system (that could mean replenishing or increasing one's maximum Health, Stamina, or Magicka, or changing other aspects such as magic resistance, or bolstering stats) in 2011.

Eating and drinking does have effects but I’ve never seen the point when I have hundreds of the health inhaler things. Maybe on harder difficulty it’s relevant. No way I’m clicking through the inventory to pick food and effects.

yregprincess wrote:

I just got a legendary 10 ram at the ripper doc in West Wind Estate. It has a different name from Daves.

I’m about level 25ish and the quick hacking is the quickest way to clean house. I can hack 4 people at the same Time and more if it spreads. I’ve done a lot of side stuff and the story missions are a cake walk.

I feel bad because the missions where it is laying it on thick to stealth I inevitably end up non lethally taking down everyone. Zero patience. Sometimes that is a ridiculous amount of people.

Indeed!

I dislike stealth missions at the best of times. But particularly, when a location is run by enemies with a 'Henchmen-R-Us' discount card!

There's an early mission set in brothel/JoyToy. I didn't have the Attributes to execute a key part of it undetected, which meant I had to fight my way out. Apparently, that one location needed to be protect by 10 heavily-armed guards.

I get that Stealth missions are effectively puzzle games in themselves, but the odds always feel heavily stacked against successful completion here. Like you, I have no desire to spend 20 minutes planning and sneaking, only to be discovered by someone I didn't know existed.

For what it's worth, I think Metal Gear Solid V: The Phantom pain really got the balance right here. Just the right number of enemies.

yregprincess, I'd be interested to know what you think about the 'power curve' for the player in this game.

I plodded through the early sections feeling horribly overmatched much of the time. Then I saw a post on this thread about a powerful cyberdeck available early in game, and it completely changed the experience for me. I went from making enemies shoes feel perhaps a little tight to burning and/or poisoning them to death in seconds.

I wonder whether CDPR have got this balance quite right also?

Yeah most of the food buffs are daft. Like 3% health regen speed increase for 30 seconds. But then some of them are worthwhile/overpowered, doing things like giving you 20% extra health for half an hour. It makes little sense.

I started another play through but I think I’m going to put it on ice at least until the next patch drops. Now that I’ve finished a play through of the main story I’d like for my next one to be with far better visuals and hopefully some of the cut systems patched up to functionality.

Level 37 and counting.

I have two common pistols. Same model, same price, they break down to the same components. One of them does 45 damage per second and one of them does 380 damage per second. I looted them from the same encounter.

I can't think of a universe where a combat knife does more damage per hit than a 50 cal sniper rifle.

For all my complaints, I hope I'll like the gameonce it is fixed. For all it's jank and incomplete systems the open world bits do a great job of valuing my time.

Quality of life hacks. In your consumables:
Sort by weight will bring all the booze to the top.
Sort by quality will bring all the useful boosts and experience shards to the top.

Welcome to Night City.

Yeah, like what is the point of alcohol (besides selling it)? It only has negative effects. And it is silly to have a weapon called "Legendary" when you can pick up an "Uncommon" weapon with better stats a short bit later.

Nevin73 wrote:

Yeah, like what is the point of alcohol (besides selling it)? It only has negative effects.

It's for accidentally clicking on while you're breaking down stuff.

On power curve mine was struggling through the heist to quite quickly being untroubled by anything that wasn’t marked very high risk to now laying waste to districts. Cyberpsychos started hard but the last couple have been a breeze. I’m not buying anything except physical enhancements and I seem to have loads of cash without trying. I did a lot of side stuff in Watson before moving on the story. I thought other districts would have tougher challenges but I’ve not found that once I’ve moved on.

The thing that has killed me most is the arm grenade launcher catching on things close rather than where I think I’m aiming. I’ve stopped using it.

Yeah I crafted a legendary sniper that wasn’t as good as stuff I already had. I shortly later picked up a wrench that did twice as much damage each swing. I don’t like that I’ve put loads of effort into crafting and upgrading only for it not to matter very soon afterward. I mean usually I’m better with a hammer I picked up even if I’ve put nothing in body or perks for melee.

I don’t mean to carp. I’m enjoying the power trip. I probably should up the difficulty but it’s hard to come back down to earth after tasting from the cup of the immortals.

Holy f*ck, I crafted some rare duds for a giggle and it crafts random mods? Legendary mods? I accidentally sold a vest with a +30% crit mod before realizing what my eyes were seeing. Hooray for the perk that lets me loot those things. Also, hey! A jacket with a legendary mod should MAYBE sell for more than a regular jacket? Maybe?

garion333 wrote:
SpyNavy wrote:
Balthezor wrote:
Happy Dave wrote:

I think you can upgrade them and use perks for more slots. I have a Legendary deck with 10 slots I think.

Where did you find this deck? Or what is it called.

First RipperDoc is where I got mine.

As in Vik?

Yes

Rezzy wrote:
Nevin73 wrote:

Yeah, like what is the point of alcohol (besides selling it)? It only has negative effects.

It's for accidentally clicking on while you're breaking down stuff.

I find the inclusion of a consumable that offers no benefits at all very strange. I want it to be there as a sly piece of social commentary by the developers... But I don't think they're that clever (they did, after all, include the seizure-inducing lighting effect in the release).

Still, they're all worth 30 Eddies, so at least the cash comes in handy.

I agree with everyone about the bizarre taxonomy for weapons and items in the game. CDPR's understanding of the distinctions between common, uncommon, rare/iconic, epic and legendary are very different to mine.

The problem/confusion, I think, is caused by weapons scaling to the player's level at the instant they're acquired and this not being adequately explained (or indeed, explained at all) in game. I'd rather they ditched the names Legendary, etc, and simply quoted the Level Number of the item.

To be honest, I'm not convinced that all the stats associated with weapons isn't a total waste of time. 5% chance to do this, 3% chance to do that, 11% chance to do the other... Are these numbers even meaningful for most players?

For me, what these numbers say is "It's really unlikely that any of these special effects is going to turn the tide of battle, so just keep filling 'em with lead"

I wonder whether this is an area where video games should leave behind the conventions established by their tabletop forebears. What is exciting and tense when you're rolling a die in front of other members of your party and a DM, really isn't that when you're mindlessly blasting away in a video game.

detroit20 wrote:

I find the inclusion of a consumable that offers no benefits at all very strange. I want it to be there as a sly piece of social commentary by the developers... But I don't think they're that clever (they did, after all, include the seizure-inducing lighting effect in the release).

This to me was very disappointing. I had an entire bar in the trunk of my car, yet none of it offered any kind of benefit. If it wouldn’t have taken so much time I had planned to sell it all in disgust, but didn’t bother because I had over a million in cash.

I agree with everyone about the bizarre taxonomy for weapons and items in the game. CDPR's understanding of the distinctions between common, uncommon, rare/iconic, epic and legendary are very different to mine.

The problem/confusion, I think, is caused by weapons scaling to the player's level at the instant they're acquired and this not being adequately explained (or indeed, explained at all) in game. I'd rather they ditched the names Legendary, etc, and simply quoted the Level Number of the item.

Add to the fact that when you upgrade a weapon it only gives you an incremental boost, doesn’t bump it all the way up to your level. This to me is mind boggling game design.

To be honest, I'm not convinced that all the stats associated with weapons isn't a total waste of time. 5% chance to do this, 3% chance to do that, 11% chance to do the other... Are these numbers even meaningful for most players?

For me, what these numbers say is "It's really unlikely that any of these special effects is going to turn the tide of battle, so just keep filling 'em with lead"

My thought here is I’m shooting them regardless, whether or not a particular effect takes hold isn’t going to change that, so it’s all bonus.

Finally finished and uninstalled after 100 hours. Went through every ending, even the “secret” one. I did every gig, hustle, and random event until the entire map was cleared off. It did get a little mind-numbing at times, but not nearly as bad as when I did the same thing for Witcher 3. That took months and months, this was only one month from start to finish. Combat really became trivial once I hit the mid-30s. By that time with my hacks, weapons, and armor I was almost unstoppable. The one exception was standing next to something that could be blown up. There were some enemies near the end game that posed enough of a challenge that I at least had to heal, especially during the secret ending. I would highly recommend everyone try that at least once.

Spoiler:

When on the roof with Johnny and he offers the different options of who to contact for the last mission, if you don’t make a selection and instead let the game sit for five minutes Johnny will offer another option: Storm Arasoka tower alone by heading right in through the front door. Definitely a very cool segment not to be missed, it even had an awesome “Matrix” moment where you walk through the metal detectors into the tower and then just go guns blazing. Absolutely meant for max level characters, as said above even at level 50 I had to watch my health.

Overall it was definitely my GOTY for 2020, warts and all. I can understand why some people do not feel the same, but for me it was clearly above everything else and the best RPG I’ve played in awhile. Looking forward to coming back in a year or two once they’ve hopefully fixed everything and released some DLC.

Checking if this works:
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Don't let the low DPS fool you. That's my "I'm done toying with you" rifle.

The consumable setup was bad as MMOs are often bad; its that hellish venn diagram where you want stuff to to have appropriate in-world flavor, so it needs a fake brand name etc, but then you end up cluttering up inventories with so many variants of exactly the same thing.

Big thing I've tried to push designers towards for years is just give it suitable flavor text in-world, up until the time you loot it. If its effects are the same as 20 other brands of alchohol/stim whatever, just give it a generic name and have them all store as the same thing. Crafting systems make the same mistake repeatedly; no I do not want a different type of metal mined every 5 levels ... just give me 'ore'/'metal' when it comes to my inventory.

Contrary to popular belief, not all English folks are shopkeepers who enjoy inventory management and stock taking for fun.

Oh hey, 115 hours of playtime on the clock and I've never run into or seen an effective use for the ricochet system. I'm not even sure what I need to make use of that. Supposedly this sniper will ricochet multiple times, despite also going through walls, so I'm not entirely sure what's what there.

Rezzy wrote:

Oh hey, 115 hours of playtime on the clock and I've never run into or seen an effective use for the ricochet system. I'm not even sure what I need to make use of that. Supposedly this sniper will ricochet multiple times, despite also going through walls, so I'm not entirely sure what's what there.

I don;t know if it's a bug or a function of "power" or perhaps it changed the rules when you have a visible silhouette (i went full on hacking so a pretty much always have everyones silhouette visible) but i found all sniper rifles penetrate pretty much any amount of anything. I used the iconic Overwatch for most of the game as my go-to "I'm done playing around" gun, it is supposedly a Power weapon not a tech weapon, but i never had it fail to penetrate for a headshot regardless of how far away or how many walls were between me and the siloutte i was aiming at.

thrawn82 wrote:
Rezzy wrote:

Oh hey, 115 hours of playtime on the clock and I've never run into or seen an effective use for the ricochet system. I'm not even sure what I need to make use of that. Supposedly this sniper will ricochet multiple times, despite also going through walls, so I'm not entirely sure what's what there.

I don;t know if it's a bug or a function of "power" or perhaps it changed the rules when you have a visible silhouette (i went full on hacking so a pretty much always have everyones silhouette visible) but i found all sniper rifles penetrate pretty much any amount of anything. I used the iconic Overwatch for most of the game as my go-to "I'm done playing around" gun, it is supposedly a Power weapon not a tech weapon, but i never had it fail to penetrate for a headshot regardless of how far away or how many walls were between me and the siloutte i was aiming at.

The gun I used on my first playthrough would shoot through things, but if there were too many layers the damage was greatly reduced. I'd overcharge that thing and kill folks through floors and walls. It was pretty dumb, really.

ShynDarkly wrote:

The consumable setup was bad as MMOs are often bad; its that hellish venn diagram where you want stuff to to have appropriate in-world flavor, so it needs a fake brand name etc, but then you end up cluttering up inventories with so many variants of exactly the same thing.

Big thing I've tried to push designers towards for years is just give it suitable flavor text in-world, up until the time you loot it. If its effects are the same as 20 other brands of alchohol/stim whatever, just give it a generic name and have them all store as the same thing. Crafting systems make the same mistake repeatedly; no I do not want a different type of metal mined every 5 levels ... just give me 'ore'/'metal' when it comes to my inventory.

Contrary to popular belief, not all English folks are shopkeepers who enjoy inventory management and stock taking for fun.

Looking for new work? Want to move to Poland? We need you to fight the good fight for us on this game.

I'm very conflicted on this game so far. Overall, I'm really enjoying it. I enjoy most of the characters, I find I'm having fun playing most missions. I actually think the game looks gorgeous too, I often stop and stare at the view. The bad? It's Witcher 1 levels of polish (before the enhanced edition), and CD Projekt seem to have massively regressed in that regard. I'm not saying Witcher 3 had no bugs, but they were barely noticeable to me, it's like it was made by a different team entirely.

Last night was particularly frustrating for me. I've met Panam and we had an early mission to clear out a hideout belonging to a character called Nash. The mission opens with a driving section where Panam drives through some tunnels, then spins the car and boots you out into an impossible situation. V is faced with 6/7 guys who start lobbing grenades, and there's nowhere for me to turn because I'm boxed in by Panam's car! Better players (or higher level V's) might not have had as many problems, but it took me about ten attempts, and each time I died I respawned in the car for the 30 second drive down the tunnel. Except I respawned in the driving seat, with Panam driving! I was inside her skull, looking at her floating eyeballs and tongue. Quite weird, until I get booted out of the car in the same horrible spot. On my tenth (ish) attempt, I finally beat them. Part way through the fight, my V started shouting "What a cluster f#$k" over and over again. Then he continued to shout it every 10 seconds or so, for about 10 minutes AFTER the mission had finished. That was quite funny.

I just don't remember a series of events so... poor in the Witcher 3. Maybe I'm remembering that game with rose tinted glasses, which I accept is a possibility. As I said, overall I'm enjoying myself, and I expect I'll probably finish it, but when I hold it up to other AAA games I've played in the last few years (Red Dead 2 as an example), it's a bit of a mess.

kergguz wrote:

Last night was particularly frustrating for me. I've met Panam and we had an early mission to clear out a hideout belonging to a character called Nash. The mission opens with a driving section where Panam drives through some tunnels, then spins the car and boots you out into an impossible situation. V is faced with 6/7 guys who start lobbing grenades, and there's nowhere for me to turn because I'm boxed in by Panam's car!

Better players (or higher level V's) might not have had as many problems, but it took me about ten attempts, and each time I died I respawned in the car for the 30 second drive down the tunnel... On my tenth (ish) attempt, I finally beat them.

I just don't remember a series of events so... poor in the Witcher 3. Maybe I'm remembering that game with rose tinted glasses, which I accept is a possibility. As I said, overall I'm enjoying myself, and I expect I'll probably finish it, but when I hold it up to other AAA games I've played in the last few years (Red Dead 2 as an example), it's a bit of a mess.

I feel your pain, kergguz, because I had exactly the same struggle with that mission. I think I finally completed it, by basically ignoring the cover-to-cover approach that the level design pushes players towards.
Instead, I eventually ran, pell mell, behind the enemies, spamming grenades and chugging health as I went.

Like several other missions in Cyberpunk 2077, it felt like a section that didn't get play-tested by a 3rd party tester. As you say, it doesn't feel like the developers allowed for the possibility of an under-levelled V playing the mission (specifically, a V without a well-stocked Cyberdeck). They clearly understood this when it came to the side missions where they're very clear about the level of challenge that will apply to each player's V (low risk, moderate risk, etc).

EDIT - I'm not a huge fan of this sort of 'gating', but I guess it's unavoidable in RPGs. IIRC, Elder Scrolls: Oblivion tried leveling the game with the player in order to keep the level of challenge consistent. However, it was open to abuse.

And I agree with you about The Witcher 3. I too do not remember it to be buggy game at all on PS4. Indeed, what I remember of the reviewers (from the sites I trust, at least) was the praise the game received for 3 main things:

(1) The breadth and depth of the open world - it genuinely was the state of the open world art at the time.
(2) The quality of the writing, both in terms of the dialogue and the backstories for even the smallest quests. Yes, there were stacks of fetch quests, but they were well-written fetch quests where I felt that doing them was important.
(3) Gwent - The best mini-game of all time. Discuss.

I believe reviews were mixed on the combat. And I think they all slated the User Interface, particularly the font size.

I too have found a way to enjoy the game, but the its issues are apparently literally every time I step out of V's apartment. As you say, compared to other AAA games, it is a mess.

I found a new bug to enjoy yesterday. I've upgraded my Tech Widow Maker battle rifle, so that its totally monstrous... but now I can't charge it, so I can't shoot through cover - which is pretty much the only thing Tech weapons are meant to do.

detroit20 wrote:

(1) The breadth and depth of the open world - it genuinely was the state of the open world art at the time.
(2) The quality of the writing, both in terms of the dialogue and the backstories for even the smallest quests. Yes, there were stacks of fetch quests, but they were well-written fetch quests where I felt that doing them was important.
(3) Gwent - The best mini-game of all time. Discuss.

I believe reviews were mixed on the combat. And I think they all slated the User Interface, particularly the font size.

This all rings true for me. I didn't even mind the combat. I found it difficult at first, but it made sense.

detroit20 wrote:

I'm not a huge fan of this sort of 'gating', but I guess it's unavoidable in RPGs. IIRC, Elder Scrolls: Oblivion tried leveling the game with the player in order to keep the level of challenge consistent. However, it was open to abuse.

I don't mind gating if it's clearly communicated to the player, and if I'm given the opportunity to opt out if I find it too difficult. Not the case with this mission as the checkpoint has you railroaded into the mission. I guess I could load an earlier save, but I', not a regular quick-saver. They were making similar mistakes in Witcher 1 that I thought they'd learned from. Anyone remember the beast at the end of Act I? When you were beaten you had to replay a big long cutscene in a cave with a witch before you could get back to the fight.

Witcher 3 was pretty buggy at launch. Roach appearing on the roofs of houses was a pretty popular meme.

Also, people endlessly slagged Oblivion for its level-scaling approach.

kergguz wrote:

Last night was particularly frustrating for me. I've met Panam and we had an early mission to clear out a hideout belonging to a character called Nash. The mission opens with a driving section where Panam drives through some tunnels, then spins the car and boots you out into an impossible situation. V is faced with 6/7 guys who start lobbing grenades, and there's nowhere for me to turn because I'm boxed in by Panam's car! B

Agreed. It was quite buggy. I got stuck between geometry meshes quite a few times after having been inside Panam's skin (creepy!) after having died. It's a really poorly laid out mission. I understand giving the player some cover as soon as they step out of the car, but there's a dip in ground there that got me stuck until I learned I had to run backwards around the car instead of seeking cover.

Middcore wrote:

Witcher 3 was pretty buggy at launch. Roach appearing on the roofs of houses was a pretty popular meme.

I think it was meme-worthy because it stood out. Nothing stands out in Cyberpunk because there are so many bugs. The whole thing is a meme!

Witcher 3 was far and away the most polished product CD Projekt have produced, with the exception of maybe standalone Gwent, which is far less complex of course.

kergguz wrote:
Middcore wrote:

Witcher 3 was pretty buggy at launch. Roach appearing on the roofs of houses was a pretty popular meme.

I think it was meme-worthy because it stood out. Nothing stands out in Cyberpunk because there are so many bugs. The whole thing is a meme!

Witcher 3 was far and away the most polished product CD Projekt have produced, with the exception of maybe standalone Gwent, which is far less complex of course.

Sorry, but I think you’ve got your rose-colored glasses on. Not sure what game you remember, but I remember on PS4 at launch all kinds of glitches, bugs, broken quests, and graphical weirdness. In one case I somehow broke a quest to the point where a group of NPCs in Novigrad were constantly in a never ending fight outside of a tavern where none of them could die. Wild Hunt is a great game, but I wouldn’t call it their most “polished” product by any stretch. That being said I definitely do not think it was outright broken like a lot of things in Cyberpunk are.

https://www.cyberpunk.net/en/news/37...

1. No crunch.
2. Two new patches coming soon.
3. Free DLC spring.
4. Next gen update in Fall

Where to begin, garion333?

Two things stood out to me.

1. An admission at 2:16 about the inadequacy of their testing regime.

"Every change and improvement needed to be tested. And, as it turned out, our testing did not show a big part of the issues you experienced while playing the game."

This sounds to me that they were testing and debugging individual code changes without checking the impact on the entire game. I am only in the foothills of my own game-development journey, but even I know that you have to test the whole game to understand the player experience before release.

As I, kergguz and Fredrik_S noted, there are missions that feel like they were never tested by a 3rd party, only by the level designer themselves.

2. The 2021 Roadmap

IMAGE(https://i.kinja-img.com/gawker-media/image/upload/c_fit,f_auto,g_center,pg_1,q_60,w_965/whfwze25xvytuwebtbwc.png)

So they're going to address only "bugs and crashes" with January and February patches, but things are very vague afterwards. There are only two certain developments: free DLC, and; an update for next gen consoles (that I suspect most console players still won't have). Everything else? Unspecified "multiple updates and improvements".

What's their focus? What are their priorities?

Is it fixing the elements that are sub-par (such as, NPC AI and dialogue, and the driving model)? Or are the going to focus on adding previously removed elements (such as, the dynamic weather system - including acid rain) that they were touting in 2019?

I would find it disappointing if they prioritised releasing free DLC over completing work on the base game.

EDIT:

Having said that, we have no idea what the 'free DLC' actually is.

Is it going to be 'The Witcher 3: Hearts of Stone' scale, which The Witcher Wiki says was 8 main quests, and a larger number of side quests? Or is it going to a bunch of cosmetics, a couple of cars and a 'BFG 9000'?

Free DLC: I am sure they will follow the Witcher 3 model: outfits, a new car, some new weapons, maybe if we are lucky some of the smaller cut content: more apartments, a train system, acid rain. Plus a new game plus mode probably thrown in as the last free DLC.