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OFFICIAL Cyberpunk 2077 Game Discussion

I just had my first CTD.
 
I've had a couple on 1.06. I still think they have problems with dirty scripts. Enter the wrong location at the wrong time, or trigger the wrong events and frame rates go from dancing between 90 and 100 to a near flat 66, as though capped there. Follows me everywhere once it starts.

Makes me think there's an overflow issue with polling... scripts that don't properly terminate or run in feedback, holding the rest back. And then one runs that conflicts with them and kills the game. Shockingly stable stutter, like a car planted into a wall, just gassing it. And at some point after that, I'll trigger another script through gui, dialogue, or even a scripted animation and the game will just crash. Reminds me a lot of FO4, with badly scripted mods.

That kind of thing doesn't even have to lag the game to cause that. I may see the lag because I'm running at higher frame rates. But if you're capped at 60fps, it doesn't matter if the scripting system is too bogged down to do more. You won't see it slow down due to how that sort of bottleneck works. But there are still background variables, just a matter of whether you happen to randomly step on that lego where a script runs that's not meant to run in tandem with one that should've stopped but didn't and now has nothing that's ever going to tell it to.
 
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So, what level does this happen? Should I switch difficulty because I can wreck everything with a pocket knife. Granted I am still doing the prologue. But I am already level 16 with 14 street cred and I haven't finished the dex prologue lol

Its more a little bit like 'if you have the vaguest notion of how stats work in your average RPG, you can break it'

I mean, just look at how you can stack critical hit chance and multiplier. Its mental, there is no way anything else can get near that damage scaling unless they do it too. If you take a little bit of time looking at the perk trees, it stands out soon enough. Just compare the weapon trees... melee has not one... but TWO skills in blades that give life on hit or kill... has crit stacks, has bleeding effects that can generate even more damage and speed boosts if you hit again... meanwhile most conventional guns dabble in +10% damage bullshit. Oh and don't worry... Athletics also has a 10% melee damage boost... so that is not even per weapon type... it just goes for blunt and blade all in one point. :ohwell:

Basically if you push everything in Reflexes you can break the game from the very moment you start playing it. And its not even like you'd miss anything. The game caters to every stat, its just that some missions are easier than others for specific tasks done in specific ways. Its weird design... so much advantage with no real drawbacks. I never felt like the game punished me even once for being so focused.

Case in point... you're breaking the game since you ran a pocket knife, and you're not even fully aware of it.
Definitely up the difficulty... its what I'm def gonna do when they finally fix this AI mess, too. If it ever gets too hard, which some story missions might, you can always change it back. For perspective I was, I believe level 15 or something when I finished act 1. The level gating happens not in story missions but mostly in the city. If the difficulty says anything more than Moderate you're underlevelled.
 
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i just get a kick out of finding . .
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Dem Asian bois have some nice bikes thanks bois I think I'll take this one if you don't mind

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For perspective I was, I believe level 15 or something when I finished act 1.

Is act 1 the Dex mission? I haven't even gotten to the heist yet. I start driving towards the mission marker and in about 100 meters: "SQUIRREL!!!". And then I wander off and start slaughtering gang members for an hour and then have to go back real life. I'll get this mission done some day.

And one more thing....exactly how long does CDPR think a meter is? I think I drive about a kilometer before the game registers 100 meters.
 
Any idea why the Redlauncher that was, and still is originally installed with the base game to D:\SteamLibrary\steamapps\common was redirected/duplicated to the Programs directory C:\Users\::\AppData\Local\Programs\CD Projekt Red\Redlauncher? Something to do one of the hotfixes?
 
And one more thing....exactly long does CDPR think a meter is? I think I drive about a kilometer before the game registers 100 meters.

It's badly converted Miles to Kilometers for every 1 Yard you've traveled it's 0.91 meters but they seem to equate 1 Yard to = 1 Meter and it fucks shit up in the game
 
It's badly converted Miles to Kilometers for every 1 Yard you've traveled it's 0.91 meters but they seem to equate 1 Yard to = 1 Meter and it fucks shit up in the game

I am pretty sure they did something along the lines of 6 yards = 1 meter.
 
I'm probably going to repeat a few things that were already said, but now that I've finished the game, I need to write my definitive piece about my weirdest gaming experience yet.

I went into this game while having forgot everything that was shown and promised. I didn't expect anything besides a cyberpunk game. I went back to watch all the communication about it and came to that realisation: this game had no business being marketed the way that it was. First and foremost, it's a game that got a story to tell. A story about death, loss, greed, finding your place in the world, and trying to get a hold on your fate. Night City is one of the antagonists, it's not just a place, it's an entity toying with the characters.

And this is where things started to get weird on my end. Night city somehow manage to be compelling, while having tons of imperfections that shouldn't make it work as an open world. Somehow that city manage to get by with its superficiality. The sheer amount of details, the way that each road, each alley, each building are just flowing together, and the stories taking place in them somehow manage to pull you in, despite it's obvious fakeness at times. So, while I know that the game could have gained in polish if Night city was more focused, more linear, I can't help but think that something would have still been lost...Maybe it's because I got see a "blueprint" of an open night city, where I got lost while looking at the scenery, appreciating the personality of each district, that I cannot fathom the game without them. Even if if some of them were nothing more than an accessory to the main plot. (The gangs ended up being far smaller than they first appeared to be, but they are still needed to get the full picture.)

I still think that the game really shouldn't have been marketed as a sandbox life sim open world, which would be unique to each player. And even less as an RPG where your decisions would be able to make a huge shift in the story. The story that CDPR is telling us just doesn't fit in those settings, the whole narrative is about getting tricked, toyed with, and understanding that being a "living legend" is just an endless chase where you could lose everything with nothing to gain that would ever make up for it.

Next the combat. Well, CDPR is still looking for their signature. They nailed the feeling of the weapons, but the whole game is a stat check. TW2 and TW3 started to introduce the notion of "fights as a puzzle rather than pure maths", but sadly that didn't make its way in CP2077. It's frustrating because I know that they can do better. I don't understand why the maelstrom and animals, two gangs heavy on body enhancement, don't feel different from the tiger claws or the Valentinos. How are you even able to headlock an Animals for so long? Getting into a melee fight with them should have been a scary experience for anyone not specced in close combat. I wonder if the perks system eated too much time?

And that's where I get to my last point. Games are still in this weird spot where they are often being seen as an entertainment software rather than a full piece of art. I get it, it's an economy, the living hood of some people is at stakes, but it's not a medium that play well with a business only point of view*. You need a balance between something that people want to play and something that is compelling as a piece of art. Players feedbacks are great when it comes to games mechanics, but you wouldn't expect G.R.R Martin, Quentin Tarantino to tweak their work because of a survey.

Creativity got an almost symbiotic relationship with risk taking. If you are making a game that isn't carried by it's competitive aspect (LOL, Overwatch) or a popular entity (FIFA), the last thing that you want to do is to put limits on your creativity. It's important for CDPR growth to try new things, but they need to do it while still being aware of their biggest strengths. They are story tellers, and world builders. But the people in charge acted as if they cracked the formula of a life simulator, when it was their first time doing something that is so incredibly hard to do. And it's not even what is carrying CP2077, the roots, the DNA of the studio saved this game.

I don't regret the time and the money invested in this game, but it was a weird experience to enjoy something that flawed so much.
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Roller Coaster!


Also, the game crashed about a minute after I finished filming this because of course, it did.
 
I love the way keano gets to promote his motorcycle company Arch in the game, way to free advertising.
 
Merry Christmas

You won't find this in any other game - when this is good - it's super good!

 
You won't find this in any other game - when this is good - it's super good!
Oh yeaah... if only they paid as much detail to actual game design. I've only started the game, barely past the intro part. Not gonna rant about general issues, which were beaten around by reviewers and players million times already. I'll talk about things that can only be f#$%ed up manually.
Almost every quest has some sort of scripting glitch, like bad guys spawning out of thin air with no hint that devs even attempted to make it subtle, or quest difficulties categorized bass ackwards, or triggers placed in such locations where you have 50% chance of blocking it. For example, the last quest I'm stuck on is one of Delamain cabs(the one that talks like Glados). You follow the car around until you hit the "bum camp" and there's two lanes you can turn to at the end. If you park behind the cab - bad guys spawn and your car gets destroyed in a matter of 1sec on Hard difficulty, and if you take the left lane - you block the trigger and bad guys don't spawn at all.
Level design is also pretty bad. I understand that it's a large open world, but heck... I'm yet to see at least one building or level done properly without glitchy spots or unintended "holes" where you can get stuck with no way to get out.
Also, quest "danger" classification is pointless. "Very dangerous" quests can be a walk in a park done in 2 minutes, and some "Moderate" can kill you in under a second. Tried to break a crime in progress a few times, or do a few "yellow" side quests - killed by a single shot. If I manage to find a good hiding spot, I could probably throw a barrage of grenades and maybe even kill 1 guy and still die to a stray bullet.

Don't get me wrong - the story is good, graphics is awesome, and so far I haven't had a single crash. But those small things add up quickly, if you encounter them at every step. I think I might shelve it until next year, maybe 10 patches down the road try again. Kinda reminds me of S.T.A.L.K.E.R. at launch (or ME:Andromeda), took years to make it work properly.

EDIT: NVM. Everything got solved by getting a sniper rifle and essentially rolling with my least favorite Fallout/Skyrim "happy-camper" approach. In a matter of minutes and a slight detour I evolved from a whimpy kid in a shark tank into a super-mega-bad-ass-death-machine-gettothechoppa-supersoldier. GG, CDPR.
 
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I've played the 3 Witcher games, so I knew that a full "and everyone was happily ever after" ending was out of the question, I always get a post-game depression when I was invested in the story of a game, no matter what the outcome is.

But I can say that the Witcher didn't hit me that hard. In the Witcher
you had the impression that you lost something to gain something, and the story of Geralt wasn't over yet. In Cyberpunk you not only get the impression that V story ended as soon as it began, but besides Johnny ending where everyone gets at least a bit of what they were after, you are losing a lot for nothing.

Panam and Arasaka ending only give you a faint and uncertain hope for all your effort. (Although the Arasaka ending is certainly the more open, it's also the only ending for someone who didn't do the side quest...)

I won't speak for the other, but in my case it's mostly the fact that the main journey was somewhat short, when so much more could have been developed before the grand finale, which made me feel unsatisfied. The anecdotic life path starts, along with the 6 months montage, and then the game is quickly throwing you into the big plot.

And what do I find? CDPR did shorten the length of the main story because some people found TW3 too long...
CDPR shortened Cyberpunk 2077 campaign following Witcher 3 length complaints (destructoid.com)

I guess that's where my "it doesn't add up" impression came from. So you want to make an ambitious, immersive, big, dense open world with a main character
that won't come back
but you are fueling that massive ship with a short story. It once again circle back to the management issue where the game just couldn't take a definitive side and stick with it.

I'll say it again, that game got a lot of stuff going for it, but there's also a lot of choice that were discutable. It started out as an RPG, but CDPR literally decided that it would be an action game late in the developement...and you feel that while playing the game.
Having just finished the Arasaka line I have to say I understand the disappointment. The game feels like it's missing at least two other acts.
 
I always get a post-game depression when I was invested in the story of a game, no matter what the outcome is.
I knew exactly what you meant when you mentioned post game melancholia! It’s the major criterion for how I judge a game. If I feel down that it ended, it means I was well invested and enjoyed the ride. Indeed, I normally play for the journey, not the end.
 
I knew exactly what you meant when you mentioned post game melancholia! It’s the major criterion for how I judge a game. If I feel down that it ended, it means I was well invested and enjoyed the ride. Indeed, I normally play for the journey, not the end.
Haha, I frequently restart games before they end because of that.

In other news, this is the goofiest fucking game I've ever seen, I swear. I was shooting up a bunch of claws when in the distance I saw a guy with a katana bearing down on me. He was darting around, looking all cool and scary and shit. But just as I'm ready to start shooting, the motherfucker trips over a dude I had just shot 20 feet in front of me, just flopped down on the ground... so I executed him. Like, right as I'm finishing my reload this happens. He really ate it, too! Looked like it hurt. I need to just start recording all of the time. I get golden moments like this regularly.
 
Having just finished the Arasaka line I have to say I understand the disappointment. The game feels like it's missing at least two other acts.
I just finished the Eleven Parker line. I was disappointed too. Kind of want to know more after the Voodoo Boys.

But just as I'm ready to start shooting, the motherfucker trips over a dude I had just shot 20 feet in front of me, just flopped down on the ground... so I executed him.
I’ve had that happen a few times, and laughed.
 
Well, I guess I just got a streak of bad luck on my first 4-5 hours. Right after writing my rant and getting a semi-decent sniper rifle, all of a sudden game decided: "here we go, I'll make you a bad-ass, just stop whining", and my inventory got flooded with OP weapons and good armor/mods/tech. Almost done with Evelen quest line, and slowly making progress through my lengthy sidequest queue.
 
In other news, this is the goofiest fucking game I've ever seen, I swear. I was shooting up a bunch of claws when in the distance I saw a guy with a katana bearing down on me. He was darting around, looking all cool and scary and shit. But just as I'm ready to start shooting, the motherfucker trips over a dude I had just shot 20 feet in front of me, just flopped down on the ground... so I executed him. Like, right as I'm finishing my reload this happens. He really ate it, too! Looked like it hurt. I need to just start recording all of the time. I get golden moments like this regularly.

What would be really bad ass though was if that was seamless multiplayer in action and that was really @rtwjunkie and he was over there pissing a fit and swearing up a storm while you were executing him.
 
What would be really bad ass though was if that was seamless multiplayer in action and that was really @rtwjunkie and he was over there pissing a fit and swearing up a storm while you were executing him.
That would be fantastic. Freakin trip mechanics. Mario Party levels of rage and satisfaction.
 

it does almost nothing for me - maybe it will help somebody
 
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