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OFFICIAL Cyberpunk 2077 Game Discussion

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If only you knew what I deal with daily.
Condolences. I believe I understand. Story of my daily life... both on my own time, and also coming from several different job situations where that was just how things worked anyway.

It really seems to be the way of things in a lot of studios these days. The biggest problem I have with the whole "fix it all up later" mentality is that it tends to leave so many compound issues and conflicts that prevent things from ever truly being fixed. Wind up carving out all of this stuff just to go back over it a second time when you have to finish an earlier task or deal with earlier issues. Just creates more complicated problems to solve and it compromises time, resources, and quality. And no matter which of those you focus on at that point, you still lose. It always ends up being a lot less than what it could've been. And certain things just stick out... things that don't make a lot of sense. You see things that are highly polished and amazing, while there are other things fucked-up that seem like they'd be the first things to get right.

With Cyberpunk you get this incredibly well-crafted imagery through Night City with its dizzying verticality and its many split personalities. It feels like a big space, and yet it's packed with nooks and crannies stacked on top of eachother, each of them oozing detailed, intricate layouts with many dense arrangements featuring large assortments of carefully-curated assets. It's just an all around engrossing place to be. People tend to equate pretty looks with superficiality - but I disagree completely. The fact is that it takes a lot of time and care to seamlessly assemble so many spaces like this with so much atmosphere and in itself, it adds a ton of impact. It's not extra fluff, but a fundamental that needs to be very strong in a game that is about a world. It has to be able to put you and keep you there everywhere you look. It is possibly the most difficult form of visual composition, up there with real-life architecture and other function/fully-interactive art. The hardest thing to do is make something always look good, like it's meant to be that way, from every angle the player approaches - to lead the eye no matter where it happens to look. This is easily fucked-up, but they nailed the visuals in a big way and it does a lot for the game. The overall construction and visual presentation of Night City is excellent. That is something I'm betting was what it was from the start and mostly grew straight out.

But then you see that the physics are only 50% in the game at all. A lot of things are baked-in animations. And if that's where they want to draw the line with the physics that can work for a game like this - it doesn't have to be like GTA, complete with a super-granular physics system. Most games do not have physics that are that good or the AI to account for a wider range of behaviors and hybrid-scripted events. But they do need to be tuned. A lot of CP2077's baked-in physics seemingly aren't tuned at all, like they got started enough that everything has a placeholder, but not enough that it flows in any convincing way. They're missing a lot of transitions that were clearly expected to be there, for one. People and objects are frequently misplaced and so many movements just don't line-up from one to the next, or wind up conflicting with the real physics underneath in obnoxious and hilarious ways.

People talk about the police chases. Ever notice how no cars can chase you on the main open platform? Or how nobody rides motorcycles except Jackie for a very short while in a very contained way? Or how all of the car rides are scripted? For real... they run an initial 'righting' sequence that seems to use very basic AI and pathfiding (that would probably look very funny from outside of the car,) but when they get close enough to the start point, the whole car jolts to it and then it is totally on rails. Anybody try those races out?

Makes you think maybe the physics and AI aren't even up for that stuff in their current state. During the few times you have followers, they teleport constantly and you're simply directed away from noticing it. Even if forgoing more detailed physics is an elective conceit, they didn't even iron the imitations out a little bit. That's arguably the bigger issue - they didn't commit early enough on where to go at that crossroads and it left them with no time to at least get all of those animations right and properly confine the real physics. It is totally oldschool in how rudimentary its functions are.

Don't mean to put that one thing under the microscope. There are many other examples and that was just the first that came to mind as one of those things that had to be unilaterally addressed (regardless of other features,) but wasn't. Which probably resulted in a lot more going back over stuff that was previously thrown in without a thought, if the problems still left to fix in the physics department are any indication.

I truly do not get it. I guess there is the problem of being "too locked-in" but I don't know if I fully buy that. Good leadership judgement makes the call of where that line is. But case-in-point there, the end result says enough about the leadership judgement. A fully completed component isn't inherently rigid. If anything, it is easier to change and add to, because it doesn't have problems. You can build whatever you want off of it, whatever you want to have utilize it, and not have to comb back over the bulk of it nearly as much. And creatively the door is open wider when you have the remaining time and resources left completely open to spinning off and adding more onto the core. You also have a very clear picture of the reality of what those time and resources are, so the planning is much easier. You know exactly what you have to work with. So in a sense you are far less encumbered.

I dunno, I would be very surprised if this was at all how they operated. You can kinda tell which studios work this way by just how 'tight' the games are. And then you have CDPR, which seemingly flipped the script on their "last" leg of development when an a-list performer sci-fi vet said he wanted to be more involved. If I was working there that would've been the point for me. That sinking feeling of trying to 're-gear' a massive project that's not even enough fleshed-out enough for a few demo passes on the musculoskeletal level. To me, that sounds like starting over with half of the time.


On a less serious note, I originally just came here to say I phased through a car on a motorcycle. Was sliding into an intersection going like 150kph and thought I'd be in the air but I clipped right through. I need to figure that trick out, it would be very helpful for me :roll:
 
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Noticed a few bugs but nothing game breaking, i thought the ai seemed average so far.
20210103115338_1.jpg
20210103114813_1.jpg

 
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Well found my first game breaking bug after visiting Judy and mines place and chit chatting about how she got into smut BD's I left her's jumped on me bike to goto a job just down the road and I can't pull a gun can't use my hands either for a stealth takedown so here I am get shot at with no way to return fire. Fine then be that way I'll just load an earlier save game thought I and nope same issue in every single save so I quit the game and restarted and nope still can't draw a gun Errrm WTF so quit again and Validate the game files steam says there's a few missing ER WTF it downloads the missing files and says tada all's good go play so I did and nope same problem CANT DRAW A DAMN GUN also didn't matter where I was in NC it was the same no gun no how...... @%#$#&#@#&$^$%

So I uninstall the game and left the computer re-downloading and reinstalling it and went to bed so right now I have no clue if it's working or not so watch this space
 
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I was the passenger in a car with Panam and my body morphed into hers, so I could see her eyeballs hanging out ha ha.
Cyberpunk2077 2021-01-03 19-33-05-383 (Medium).jpg


Talking of Panam, the devs really know a thing or two about rendering humans. Has to be the finest rear end on any game character I've ever seen.
Cyberpunk2077 2021-01-03 18-44-52-142 (Medium).jpg
 
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Well found my first game breaking bug after visiting Judy and mines place and chit chatting about how she got into smut BD's I left her's jumped on me bike to goto a job just down the road and I can't pull a gun can't use my hands either for a stealth takedown so here I am get shot at with no way to return fire. Fine then be that way I'll just load an earlier save game thought I and nope same issue in every single save so I quit the game and restarted and nope still can't draw a gun Errrm WTF so quit again and Validate the game files steam says there's a few missing ER WTF it downloads the missing files and says tada all's good go play so I did and nope same problem CANT DRAW A DAMN GUN also didn't matter where I was in NC it was the same no gun no how...... @%#$#&#@#&$^$%

So I uninstall the game and left the computer re-downloading and reinstalling it and went to bed so right now I have no clue if it's working or not so watch this space
I had trouble with a side quest related to Judy. I forget the name for the quest other than it starts out telling you to visit Judy’s apartment. However the door to Judy’s apartment wouldn’t open.
 
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I had the same thing happen with Claire at the end of the last race weird as shit when it happens I was in the driver's seat and Claire just got in and started driving like I wasn't even there

and yeah just take walk round town and you'll see a plethora of ass that'll make your eyes boggle atleast they got one thing right I spose
 
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Well found my first game breaking bug after visiting Judy and mines place and chit chatting about how she got into smut BD's I left her's jumped on me bike to goto a job just down the road and I can't pull a gun can't use my hands either for a stealth takedown so here I am get shot at with no way to return fire. Fine then be that way I'll just load an earlier save game thought I and nope same issue in every single save so I quit the game and restarted and nope still can't draw a gun Errrm WTF so quit again and Validate the game files steam says there's a few missing ER WTF it downloads the missing files and says tada all's good go play so I did and nope same problem CANT DRAW A DAMN GUN also didn't matter where I was in NC it was the same no gun no how...... @%#$#&#@#&$^$%

So I uninstall the game and left the computer re-downloading and reinstalling it and went to bed so right now I have no clue if it's working or not so watch this space
Go find a joytoy. Seriously. I bet it'll fix your problem. Anything that makes your character go through scripted actions in 1st person should break the hold. I think what happens is something doesn't resolve with certain scripts and it's holding you hostage, thinking there's another scripted action to trigger when it's actually just an orphaned script running. That would explain why essentially any player actions that trigger a scriped animation (pulling a weapon, grappling, climbing, so on) don't work. They're not like most scripts in the game, where there's no flag to start on loading, making the script terminate with a restart. They are flagged in your save to run until something in the game tells them to stop.

That one is persistent. You have to break it somehow or load back. You are basically soft-locked in cutscene mode.
 
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I had trouble with a side quest related to Judy. I forget the name for the quest other than it starts out telling you to visit Judy’s apartment. However the door to Judy’s apartment wouldn’t open.

yeah mine was after I managed to shag Judy and she gave me full access to her appt I'd gone from the lake house and done a few side jobs then decided to to go see her at ours and well the rest is history as they say

Go find a joytoy. Seriously. I bet it'll fix your problem. Anything that makes your character go through scripted actions in 1st person should break the hold. I think what happens is something doesn't resolve with certain scripts and it's holding you hostage, thinking there's another scripted action to trigger when it's actually just an orphaned script running. That would explain why essentially any player actions that trigger a scriped animation (pulling a weapon, grappling, climbing, so on) don't work. They're not like most scripts in the game, where there's no flag to start on loading. They are flagged in your save.

That one is persistent. You have to break it somehow or load back. You are basically soft-locked in cutscene mode.

Nice to know if it ever happens again to late for me though I already reinstalled the game as even after restart and a validation it was still acting up
 
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So I uninstall the game and left the computer re-downloading and reinstalling it and went to bed so right now I have no clue if it's working or not so watch this space

robot zombie is right, you can fix this bug with triggering another cutscene and one of the easy way is using a joytoy cutscene.
 
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I was in the driver's seat and Claire just got in and started driving like I wasn't even there
I had almost the same happen with Panam only I was teleported into the driver side even thought I got in on the passenger side.

I was the passenger in a car with Panam and my body morphed into hers, so I could see her eyeballs hanging out ha ha.
That’s what happened to me only it was in her truck. Nash’s hideout when leaving.
 
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Can someone verify if there's a girl crying just like the witch from Left 4 Dead past the stairs on the right at the Sunset Motel in the Badlands. I did the Hellman mission and heard her.
 
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What’s with all the trash laying around in Night City, heaps of trash bags, and overflowing trash collectors everywhere? The landfill is a eye sore to look at.
 
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Fahhhk this crafting is nonsense lol.

So... I picked up an iconic smart AR very early. So early it was only rare quality when I got it. How that works is already a mystery, considering the spec is epic. Regardless, I quickly got to upgrading it. By level 15 or so I had it up to 627 dps, which was apparently its max. I'm not sure, nothing said or shown about that being true. But when the game permanently removes it from the upgrade menu after upgrading to that exact point, regardless of waiting to level up, I assume that's what it's trying to tell me. Do iconic weapons not go past the quality you find them at or something? Understanding this is giving me relationship flashbacks. I'm over here all forlorn and confused like "What did I do babe?"

Whatever, it was already massively overpowered. You send volleys up over/around cover that sting temples with massive critical damage. Figured I'd craft an epic one when I got the perk. No rush.

Fast-forward to approaching level 30, got the epic crafting perk and made one. Starts at ~450 odd DPS. How a maxed out rare version outclasses the epic one is beyond me - it makes me wonder why they bother designating those tiers, but I say okay, no worries. I spent a good 15 minutes grinding out homing incendiary grenades, so I'm good on components to upgrade. I figure I must be able to upgrade it to be at least as strong.

And at my current level, I get it to a WHOPPING... ~470 DPS. Gotta level up again to get it over 480. wooooo...

So I figure I'm a good 10 levels away from getting it to match the damage level of the rare one it replaced, that has carried me through half of the game on very hard. I will not have one as strong as the one I easily upgraded early game for some time. I'm sorry Cyberpunk! I'm sorry that I managed to progress far enough to wanna make a better gun. I will grovel at the crafting menu more next time!

I've given up pondering the reasons why. I count the 30 or so minutes preparing to craft a better weapon as a loss and reload the save. What can't be fixed by that is diverting attribute points into tech in order to make better weapons than I already have...
 
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I was curious how far you could upgrade Sliverhands legendary pistol. I was messing around with upgrading Nash’s rifle called the Widow Maker. I can’t remember the DPS I had it up to for rare.
 
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I was curious how far you could upgrade Sliverhands legendary pistol. I was messing around with upgrading Nash’s rifle called the Widow Maker. I can’t remember the DPS I had it up to for rare.
In my case, it was "Divided We Stand". Badass weapon by the way. I never thought guided bullets could be so fun.

The question for me isn't the max. I assume that it's higher for each rarity tier. The problem is, they overlap. Like, I should not be able to upgrade a rare version 33% past what the epic one that I won't be able to craft for 10 more levels even starts at. Once you add in the upgrade cap, it's a punishment for simply progressing with crafting. You lose the more common version and it stiffs you with a shit weapon at a point in the game where that matters more. Your max damage is locked to your level... and going up a tier in rarity locks it lower. Hence the common weapons can actually be substantially better. I could take the same gun at level 15 and make it a full 33% stronger right then than the version I can make at a much later level. And that one costs exponentially more per tiny 10ish DPS increase I get per level. I feel like I'm moving backwards.

I can kinda get if it wants to limit you to more common tiers at certain levels, but it only takes 12 points in tech to craft epic stuff. You can make legendary weapons before level 20. Sooo... just not really sure what they're going for with the rarity thing... or why they even tie max upgrades to your base level. Shouldn't it be your crafting skill that determines that? Or the perks in that tree? Why is it that I can completely skip investing in it at all and still upgrade weapons to be as strong or stronger than the build that does?

Ohh... but the upgrade cap is your weapon level isn't it? Sort of like how you can pick up plain weapons with a minimum level above yours. Deeper issue, I guess.

Worth noting, this seems to be strictly an iconic weapon thing. At some point it's like they just want you to craft the rarer version, but they provide nothing but negative incentive for doing so if they're not only weaker, but cost more, even harder to get materials. Whereas when I'm upgrading normal clothing, I have yet to hit a max and in fact the rarity shown will go up as I go along upgrading it. The component requirements will scale accordingly. I still think it is jacked up by how ridiculously costly and time-consuming it is to upgrade - it gets to a point where a tiny 5-10 armor boosts costs materials that go for fucking hundreds to THOUSANDS. For the same money it costs to upgrade them to a certain point, you could by 3 something betters. But at least there's logic to the progression and it doesn't randomly send you on a downgrade path mid-late game. There's no good reason I can see for that.

I'm assuming there's a lot of luck involved. If it's possible to roll one with better damage than what I already have, how many do I need to craft and scrap before I get one? To me, all that ensures is that I'll craft a few at a time and reload until I get one that's worth a damn. And that IS the only way at that point. There is nothing in the game getting you enough materials to do that every time you want to make a weapon, short of setting aside a full work week to dedicate to farming. What is this, an MMO? :laugh:

I will defend a lot of things in this game, but crafting is not one of them lol. It's a goddamned mess. So much so that a sadist might call what they did with it a major talent. The more I know, the less I understand. It's like they tried to nerf it, but got something backwards. It's a really convoluted way to try and scale player damage with level. I can't think of one time, in this entire playthrough of using it extensively, that it's ever truly been rewarding. More punishment than anything, really. The main thing it has been good for is getting components to sell for wads of cash. But you can do that at tech level 3.

EDIT: I have just learned that the voodoo boys have the power to make chickens disappear. I have now forgotten all about crafting.
 
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I see that not only is the F key hard coded, but so is the ALT key, which is a damn nuisance because I always use Alt for aiming.
Does anyone know of a workaround?
 

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Talking of Panam, the devs really know a thing or two about rendering humans. Has to be the finest rear end on any game character I've ever seen.
I guess you haven't played Mass Effect 3 then... :D :D :D
I still have "Mirandas glorious ass" wallpaper somewhere.

Does anyone know of a workaround?
You could try autohotkey, but it all depends on how they handle input in-engine.
The most frustrating thing for me is that you can't assign alternative keybindings. Some things are much harder on one layout during combat or out of combat...

I was curious how far you could upgrade Sliverhands legendary pistol.
I'll give it a try as soon as I get it. Spent nearly an hour today just crafting a couple of legendary weapons. Now I have a 1500+ DPS dildo sword, with some room for improvement.
 
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The most frustrating thing for me is that you can't assign alternative keybindings. Some things are much harder on one layout during combat or out of combat...

I really don't understand why some devs impose their own keybinding rules on us, when most give alternatives. I use Left alt for aiming in all my games, so I'll have to improvise I suppose.
 
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I find myself walking around Night City just enjoying the visuals.
 
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Fahhhk this crafting is nonsense lol.

So... I picked up an iconic smart AR very early. So early it was only rare quality when I got it. How that works is already a mystery, considering the spec is epic. Regardless, I quickly got to upgrading it. By level 15 or so I had it up to 627 dps, which was apparently its max. I'm not sure, nothing said or shown about that being true. But when the game permanently removes it from the upgrade menu after upgrading to that exact point, regardless of waiting to level up, I assume that's what it's trying to tell me. Do iconic weapons not go past the quality you find them at or something? Understanding this is giving me relationship flashbacks. I'm over here all forlorn and confused like "What did I do babe?"

Whatever, it was already massively overpowered. You send volleys up over/around cover that sting temples with massive critical damage. Figured I'd craft an epic one when I got the perk. No rush.

Fast-forward to approaching level 30, got the epic crafting perk and made one. Starts at ~450 odd DPS. How a maxed out rare version outclasses the epic one is beyond me - it makes me wonder why they bother designating those tiers, but I say okay, no worries. I spent a good 15 minutes grinding out homing incendiary grenades, so I'm good on components to upgrade. I figure I must be able to upgrade it to be at least as strong.

And at my current level, I get it to a WHOPPING... ~470 DPS. Gotta level up again to get it over 480. wooooo...

So I figure I'm a good 10 levels away from getting it to match the damage level of the rare one it replaced, that has carried me through half of the game on very hard. I will not have one as strong as the one I easily upgraded early game for some time. I'm sorry Cyberpunk! I'm sorry that I managed to progress far enough to wanna make a better gun. I will grovel at the crafting menu more next time!

I've given up pondering the reasons why. I count the 30 or so minutes preparing to craft a better weapon as a loss and reload the save. What can't be fixed by that is diverting attribute points into tech in order to make better weapons than I already have...
There might be some kind of bug with the DPS value in crafting... I recorded it, and I was kinda baffled to see the base DPS number switch so much. I'll try something to see if it affects the crafted weapon or if it's just a display bug. Going up in rarity shouldn't reset the dps to its base stats, that would be awful if it's true...

Update : that looks like a display bug... but the headshot multiplier isn't the same
1609786010614.png

Loaded the save again and wtf ? that was supposed to have a 512 base dps, but i ended up with 482...there's something fishy going on
1609786394118.png

...crafting is an rng roulette ? 573 seems to be the max roll, but even with a preview dps of 512, you might get a weapon that's lower...
1609786668548.png
 
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I've run into a bugged mission, at least for me, Gig: Many Ways to Skin a Cat, I get stuck in the computer every time I try to get access to the van.
 
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Judy is for female V only
Panam is for male V only
Judy for female body, female voice.
River for female body.
Panam for male body.
Kerry for male body, male voice.

Anyways...How are you guys getting epic components or even blueprints for weapons? Maybe i'm not just looking hard enough..
I either found or purchased a blueprint for an epic MaxDoc inhaler (restores 80% health). Craftable using common and uncommon components, and then you can disassemble them for epic crafting and upgrade components. Profit. You can purchase crafting specs from weapon and clothes vendors. Some of them are unlocked via levels in the Crafting skill, others can be found as quest rewards and from clearing organized crime areas.
Getting components becomes much easier once you hit 16 crafting and you can upgrade lower tier components into higher tier ones, although I still find myself using the epic MaxDoc method as it burns the uncommon and common instead of having to use rare components.

I'm like, level 12 with some epic and legendary cyberware, as well as double jump. I've also got an iconic smart smg with 500dps thanks to upgrading so... ...I mean, kiroshi optics with the 50% headshot DMG boost on a gun that basically auto-headshots, on top of passive crit boosts, perk crit boosts, and other various damage boosts. I am becoming unstoppable on very hard already. They never have a chance. Hide behind cover for another 20% crit boost and just pop magic crit headshot bullets in their general direction lol.
Have you tried the charge jump at all? I haven't used either but have thought about giving one a go. I also vaguely recall seeing some leg cyberware for a hovering mechanism although for the life of me I can't remember which ripper it was at.
I've avoided smart weapons for that very reason. Been playing on very hard from the get-go.
Once I got Skippy and got the 50 kills to lock him into Cold-Blooded Killer mode, I could easily see how simply you could coast through the game, especially with the optics mod with the 50% bonus headshot damage combined with being spec'd into pistols. Same thing with Divided We Stand with it's multiple targets feature, and the Prototype Shingen with it's explosive rounds.

Getting close to the end game. Knocking on the door of level 40. About to max out reflexes at 20, have had technical at 18 and cool at 12 for a while. Not sure what I'll end up putting the rest of my points into. I think my next playthrough (female V since this one is male) will be a netrunner and I'll focus solely on intelligence. Heard some of those stronger quickhacks can get pretty OP.
 
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Have you tried the charge jump at all? I haven't used either but have thought about giving one a go. I also vaguely recall seeing some leg cyberware for a hovering mechanism although for the life of me I can't remember which ripper it was at.
It's from Finger...if you didn't beat the crap out of him.
 
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It's from Finger...if you didn't beat the crap out of him.
Ah thanks. Haven't circled my way back to him after visiting during the Evelyn questline. Don't think I laid a finger on him (pun intended), but did give him a good scare.
 
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