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?
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 View attachment 182416
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 View attachment 182417
...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... View attachment 182418
I've seen that, too, among tons of other display bugs. REALLY compounds the confusion. And even if the info was right, for the borderline overwhelming amount of stuff slapped on the screen, it's still as though there are hidden stats in there somewhere. So many things don't add up when you start testing them that I legitimately cannot determine what is a bug and what is actually just missing information on the mathematical relationships of the stats.
As far as I can tell, restarting the game will show the 'true' numbers. But I'm not sure if it's related or not. I suspect what I saw is actually just a matter of base damage roll. I made others with varying damage hovering around that, so I figured I was making versions with low base damage for their level, maybe because my crafting level is too low. Something I completely haven't tested yet. But I kinda thought... same reason you can find a level locked weapon that is significantly weaker than the version you already have. At a hypothetical max level, it'd never be as strong. Say you've got a gun upgraded at level 15 and it's doing 300DPS. You've just found a level 20 one that is clocking a pitiful 210. That alone tells you it is the inferior weapon. Under all of the percentages and multipliers it still has inferior base damage.
Speaking of which... considering weapons have levels, why can they not just TELL you what that level is? Of all of the things to leave out... not knowing just adds another random element. And I think there's already too much randomness in the crafting. In pretty much any game, 'random' is a spice, not a core ingredient. If I wanted luck as a core mechanic, I would go to a casino and at least stand a small chance of walking out of there with money. I don't sit and try to understand and master a games mechanics just to have my outcomes ultimately hinge on the pull of a fucking slot lever. AFAIC it is used for padding, when things are too easy, or if you're making a casual multiplayer game. But crafting in this game is already a slow process and one way or another you will cheese it and nobody will be around to object. So it doesn't feel like the luck does anything but take away... and hide the fact that the loot system is sort of hollow. It adds a reason to loot where there otherwise might not be one, which to me is sort of a lame incentive that is bound to get stale fast for most people... not to mention devalue crafting majorly. What's that line people keep parroting "I tried crafting but I kept finding weapons that were better than the ones I made and upgraded." Smells like the smelly smell of RNG gone wrong. I assume they're unknowingly upgrading weapons with bad base damage. Then they level up and find one with better base damage at a higher level.
Eh, all of this crafting stuff is making my head spin, in a mildly annoying way. Something I'll play around with more when I find the patience. Got tired of stumbling through it all and decided to drown my sorrows in the pained screams of voodoo bois.
EDIT: Did manage to craft a better epic one finally. Took I wanna say 12 rolls, but it is slightly more powerful. So yeah... base damage. Not a fan of that, it's just an extra arbitrary thing to grind my nose on. But at least I managed to get a gun that will continue scaling.
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.
I have tried the charge jump... better suited to melee because of its impact attack and its ability to set you up for melee lunges. You can cover a lot of ground and with the mantis blades even reach up to enemies on very high platforms. They also come in handy for lunges there, too. For the same reason. The time spent airborne is plenty to set up mantis lunges and minimize being hit. It'll also get you way the hell away from where you are when need be. Double jump won't so easily get you out if you're already surrounded.
I like double jump more for general traversal. When you're gunning in a heated firefight, you can use it to quickly get out of bad cover positions - better for the sorts of cover swaps you do in those sorts of scenarios. More control and general finesse in exchange for distance and specific strategic advantages.
The hover, I haven't tried yet but definitely intend to at some point. EDIT: Almost forgot to mention... if you spec a little more into cool, Fingers also has some good defensive cyberware for you, hover be damned, you can get some fine boosts to a few things that I haven't seen elsewhere yet.
The smart weapons are definitely OP when set-up right with crit and headshot bonuses. I also specced about as much into cool for cold blood's passive crit/chance and armor buffs and further boosts to headshot damage. Piled on top of the standard weapon bonuses from reflexes it gets a tiiiiinnnnyyy little bit hammy. Stealth tree even gives you a couple of poison perks and straight percentage bonuses to human enemies. Makes them very devastating. I'll probably move back into cool now that I've specced into crafting enough for legendaries. Just need to see about actually getting a better gun out of it when the time is right. If I need to spec in more at that point, I will. But further up in the cold blood's passive skills are more armor and crit percentage boosts. I want dem dere. Want em good. More than I want tech weapons. Who needs wallhax when you can damn old just shoot over the walls?
What I like about the smart guns is just how good they feel to use. A lot of times, the overkill route is boring because it's repetitive and all of the satisfaction is in the fact that you did it. With smart weapons, the fun is in HOW you do it, and all of the different angles you can approach combat from. Double-jump even factors into different moves you can make. It is the most badass futuristic thing ever, I swear. I like it a lot more than one-shotting everything with them ol' kay-tans. It's not about the challenge, smart weapons are for very smart people who are very cool. People like that don't need challenges. They just need to be like superheroes. Sometimes superheroes jump around stinging enemies with magic tracer bullets from as many angles as possible. At least if you ask me, they really ought to. Cuz that shit is cool.
Netrunner is definitely on my list, too. Intelligence is something I completely haven't touched. Mebbe after that I'll do a solo.
I'm a bit worried for myself though. This game is showing me a pattern of myself getting more invested in games that punish me. I'm at like 250 hours. That's passing most other games for me... except Skyrim and Fallout 4, which I have closer to 3000 total hours logged. Consider that it took me a few years to get that much time in... and then understand that in a few weeks I've already hit about 10% of that time on Cyberpunk.
I feel like I should really do some soul searching on that - reflect a bit about what kind of person I see myself as and what I want out of my experiences in life...
....but if I'm honest with myself, I'm losing sleep to this game again tonight one way or another.
I've seen that, too, among tons of other display bugs. REALLY compounds the confusion. And even if the info was right, for the borderline overwhelming amount of stuff slapped on the screen, it's still as though there are hidden stats in there somewhere. So many things don't add up when you start testing them that I legitimately cannot determine what is a bug and what is actually just missing information on the mathematical relationships of the stats.
As far as I can tell, restarting the game will show the 'true' numbers. But I'm not sure if it's related or not. I suspect what I saw is actually just a matter of base damage roll. I made others with varying damage hovering around that, so I figured I was making versions with low base damage for their level, maybe because my crafting level is too low. Something I completely haven't tested yet. But I kinda thought... same reason you can find a level locked weapon that is significantly weaker than the version you already have. At a hypothetical max level, it'd never be as strong. Say you've got a gun upgraded at level 15 and it's doing 300DPS. You've just found a level 20 one that is clocking a pitiful 210. That alone tells you it is the inferior weapon. Under all of the percentages and multipliers it still has inferior base damage.
DPS display bugs here as well. Honestly didn't really realize all the RNG that's integrated into crafting. Just saw that crafting the next tier up = more betterer and was content with that. Don't want to think about how much time I could've spent re-rolling all the kay-tans and weapons I've crafted up to legendary.
THIS. Noticed this from the very beginning. If you find a gun that you don't meet the level req for, it tells you what you need to be. But once you hit that req, the level disappears. I've noticed the damage numbers for looted weapons creep up as I've leveled up, so I always knew I was finding higher level gear, but it would be nice to have a specific value to make that a little more apparent. I'm sure there's some weapon I'm holding on to that's significantly lower level than me but I just haven't noticed because it doesn't flat out tell you what level it is.
Maybe at some point when I get bored of the kay-tans (I like that), I'll wipe my points and just go for the crit and headshots bonuses and go on a smart weapon rampage.
I'm a bit worried for myself though. This game is showing me a pattern of myself getting more invested in games that punish me. I'm at like 250 hours. That's passing most other games for me... except Skyrim and Fallout 4, which I have closer to 3000 total hours logged. Consider that it took me a few years to get that much time in... and then understand that in a few weeks I've already hit about 10% of that time on Cyberpunk.
Amen brother. Game's been out for less than a month and at this rate it'll take the number one spot in my steam library in terms of hours played very quickly. BL2 at 500-some hours isn't a big ask, but I put 1000+ into Apex Legends, and I'm probably close to that amount into Valorant at this point. Just broke the 100 hour mark in CP a couple days ago so not nearly as far along as you are (still rocking first playthrough V), but the ratio of hours played compared to time the game has been out is frighteningly high.
I feel like I should really do some soul searching on that - reflect a bit about what kind of person I see myself as and what I want out of my experiences in life...
...
I feel like I should really do some soul searching on that - reflect a bit about what kind of person I see myself as and what I want out of my experiences in life...
You mean like the other experiences available to you right now, during a pandemic?
Let's see -- work/housework/more work, social media, social justice movements and the happy positive people that progress them, news/tv... or an immersive world to get away from it all...
There is the guy who will help you medically, and there is that girl with the spirits who is kind to you, Panam...who kinda only let's you in after you risk your life for her about 2-3 times.
Johnny never wanted you in trouble. In fact he is always the first to say, that you should always be careful and refuse certain "jobs" - in the end you get 3 finish sidelines.
Only Johnny's ending is the "good one" That guy will do anything for you, and.....no spoilers - he actually does!
In the world of Cyberpunk V is the antihero. Kinda the same as Geralt of Rivia, but more, much more this time.
The only hero as you will see by the end of the game is actually Johnny Silverhand. The nicest guy in the entire game. - Keanu Reeves chose his character very well
There is the guy who will help you medically, and there is that girl with the spirits who is kind to you, Panam...who kinda only let's you in after you risk your life for her about 2-3 times.
Johnny never wanted you in trouble. In fact he is always the first to say, that you should always be careful and refuse certain "jobs" - in the end you get 3 finish sidelines.
Only Johnny's ending is the "good one" That guy will do anything for you, and.....no spoilers - he actually does!
In the world of Cyberpunk V is the antihero. Kinda the same as Geralt of Rivia, but more, much more this time.
The only hero as you will see by the end of the game is actually Johnny Silverhand. The nicest guy in the entire game. - Keanu Reeves chose his character very well
I've played "a bit more" than 8 hours ))) I think it's at least 20 hours just on the latest patch. Too much spare time during holidays.
RNG is in my favor, as usual
And around 20-25 more hours on 1.05, and not a single critical glitch (just some minor/avoidable scripting issues in side quests etc.). Otherwise, it was rock-stable.
When I said 8hrs that was in 1 hit I've more hours than that total and the only game breaking glitch I found was not being able to draw a weapon which I found out on here can be cured by visiting a hooker Joytoy some glitch in the script running in a loop the fix works so it's all good for now but it's a glitch that really shouldn't happen their scripting engine has some basic problems that should have been sorted long before production and release
So I know there was a discussion a couple pages back about "hooking up" in the game. I don't care to much one way or the other about this in a game, but I was surprised when Panam started getting real friendly while showing me how to drive the hover tank in "Queen of the Highway" side job. It was a "good" experience until we got interrupted by some bad guys shooting at us
I just wanna take a moment here to say how much I appreciate the soundtrack for this game. It is one of few games that passes the 'headphone test' for me. I'll explain...
I have an assortment of good, expensive headphones that I like to use all of the time. But I avoid it for games, because honestly all that they tend to do is make you realize how bad and unconvincing the soundtracks are. It gets hidden by speakers in a room, but as soon as I put the Sennheisers on (not even the most resolving headphones I have) the illusion shatters. You hear the cheesy reverb, start catching the stock effects you've heard before, the artifacts from poor compression choices... everything that's fake about it sounds much faker. It really takes me right out of games a lot of time. You just hear everything and that ends up not being such a good thing. They often get the sense of space right, but everything else just sounds wonky and unnatural.
But with this game, my god does it enhance the experience. Just the way all of the voices were recorded, the mixing... just the sheer quality of the environmental/gun/character effects and the absolutely magnificently done background scores. It's crazy good. I'm using this as a standard going forward. Even just in a pure technical sense, they made other developers seem like they must be fucking deaf to think their games sound good. The only things that could be better are the engine and general car sounds, but even those are solid so I won't hold it against the fact that in most other ways they went the extra mile.
I was a bit disappointed at the real world music they brought in, though. Don't get me wrong, I actually recognized a lot of the artists. It was cool to hear Grimes playing on body heat. They picked a lot of great tunes. But the fact that I know them as popular tracks and artists already IS the problem. It's supposed to be the future and yet I am hearing songs and artists I loved in 2019. I guess they do have sort of a futuristic sound but I think they could've dug deeper. They went for popular stuff that kinda fit, I think to make it accessible, but there is a whole world of experimental pop and electronic music that sounds a lot more like something out of a dystopian future (or harkens to one,) far more so than the majority of the songs they picked.
I dunno, when I imagine cyberpunk music, I think of something more... I don't know, foreign sounding? I mean, the fashion is strange and alien, people are bending their physical humanity into machinery to show off. The whole world is in decay and little of that is reflected in the music people in the game world apparently make. Why would the music not sound equally as uncanny and strange as fucking metal people with solid black eyes?
Like, what about Clams Casino?
Hip and contemporary, but fucking weird and probably not what anybody thinks of as far as today's electronic music. But I'd cruise through Night City to this.
And then there's stuff like Lorn... you know that guy knows his cyberpunk. He's been doing shit like this for years. He might actually be too "cyberpunk" for Cyberpunk.
I was also a little let down by the lack of synthwave. There's been a huge surge of it over the past few years and it just feels like such a given.
Obviously, I don't expect them to just know random obscure electronic artists, but for all of the effort they put into the engineered soundtrack, the music they picked just hits me weird, thematically. Like, it just sounds too easy to me. Like I'm hearing soundtracks for two different games, depending on if I listen to the background music or the radio.
it's glitchy, and reflected something that wasnt even there
have a screeny from a plot mission a little later on - V is invisible in first person (reflected in third) and.... guy who's name i forgot is 2/3 vampire
yes this is nitpicking, but i wanted to demonstrate that the RTX functions really are tacked on, and only reflect certain pre-rendered items... the only thing real-time is the angle its reflecting from
I just wanna take a moment here to say how much I appreciate the soundtrack for this game. It is one of few games that passes the 'headphone test' for me. I'll explain...
I have an assortment of good, expensive headphones that I like to use all of the time. But I avoid it for games, because honestly all that they tend to do is make you realize how bad and unconvincing the soundtracks are. It gets hidden by speakers in a room, but as soon as I put the Sennheisers on (not even the most resolving headphones I have) the illusion shatters. You hear the cheesy reverb, start catching the stock effects you've heard before, the artifacts from poor compression choices... everything that's fake about it sounds much faker. It really takes me right out of games a lot of time. You just hear everything and that ends up not being such a good thing. They often get the sense of space right, but everything else just sounds wonky and unnatural.
But with this game, my god does it enhance the experience. Just the way all of the voices were recorded, the mixing... just the sheer quality of the environmental/gun/character effects and the absolutely magnificently done background scores. It's crazy good. I'm using this as a standard going forward. Even just in a pure technical sense, they made other developers seem like they must be fucking deaf to think their games sound good. The only things that could be better are the engine and general car sounds, but even those are solid so I won't hold it against the fact that in most other ways they went the extra mile.
I was a bit disappointed at the real world music they brought in, though. Don't get me wrong, I actually recognized a lot of the artists. It was cool to hear Grimes playing on body heat. They picked a lot of great tunes. But the fact that I know them as popular tracks and artists already IS the problem. It's supposed to be the future and yet I am hearing songs and artists I loved in 2019. I guess they do have sort of a futuristic sound but I think they could've dug deeper. They went for popular stuff that kinda fit, I think to make it accessible, but there is a whole world of experimental pop and electronic music that sounds a lot more like something out of a dystopian future (or harkens to one,) far more so than the majority of the songs they picked.
I dunno, when I imagine cyberpunk music, I think of something more... I don't know, foreign sounding? I mean, the fashion is strange and alien, people are bending their physical humanity into machinery to show off. The whole world is in decay and little of that is reflected in the music people in the game world apparently make. Why would the music not sound equally as uncanny and strange as fucking metal people with solid black eyes?
Like, what about Clams Casino?
Hip and contemporary, but fucking weird and probably not what anybody thinks of as far as today's electronic music. But I'd cruise through Night City to this.
And then there's stuff like Lorn... you know that guy knows his cyberpunk. He's been doing shit like this for years. He might actually be too "cyberpunk" for Cyberpunk.
I was also a little let down by the lack of synthwave. There's been a huge surge of it over the past few years and it just feels like such a given.
Obviously, I don't expect them to just know random obscure electronic artists, but for all of the effort they put into the engineered soundtrack, the music they picked just hits me weird, thematically. Like, it just sounds too easy to me. Like I'm hearing soundtracks for two different games, depending on if I listen to the background music or the radio.
I don't claim to be an audiophile by any means (although I'm no longer using "gaming" headsets and couldn't be happier), but I agree that the game does sound pretty great. The original score is very well done IMO, and I can see myself going back to it solely as a listening experience and not layered over gameplay (which I find myself doing more and more of with good game/movie/TV soundtracks).
I agree with you about the artist choices - I think part of that recognition factor they tried to avoid by having them use pseudonyms, but they sort of negated that by also revealing the real artist names too. Even if I didn't know that Yankee and the Brave was Run The Jewels, I would've recognized EL-P and Killer Mike's voices in an instant.
Also agree about the cyberpunk musical theme. I get that they wanted to include a variety of genres for the radio stations, but unless you're cruising out in nomad country, I just can't picture anybody in a cyberpunk world headbanging to death metal. Expected to see more artists along the lines of Clams Clasino, The M Machine, The Glitch Mob, etc. I'm sure there are better examples but I've been out of my EDM phase for a while now so I'm not discovering those more obscure electronic artists anymore. Doing that on the hip-hop side of things instead.
I just wanna take a moment here to say how much I appreciate the soundtrack for this game. It is one of few games that passes the 'headphone test' for me. I'll explain...
I have an assortment of good, expensive headphones that I like to use all of the time. But I avoid it for games, because honestly all that they tend to do is make you realize how bad and unconvincing the soundtracks are. It gets hidden by speakers in a room, but as soon as I put the Sennheisers on (not even the most resolving headphones I have) the illusion shatters. You hear the cheesy reverb, start catching the stock effects you've heard before, the artifacts from poor compression choices... everything that's fake about it sounds much faker. It really takes me right out of games a lot of time. You just hear everything and that ends up not being such a good thing. They often get the sense of space right, but everything else just sounds wonky and unnatural.
But with this game, my god does it enhance the experience. Just the way all of the voices were recorded, the mixing... just the sheer quality of the environmental/gun/character effects and the absolutely magnificently done background scores. It's crazy good. I'm using this as a standard going forward. Even just in a pure technical sense, they made other developers seem like they must be fucking deaf to think their games sound good. The only things that could be better are the engine and general car sounds, but even those are solid so I won't hold it against the fact that in most other ways they went the extra mile.
I was a bit disappointed at the real world music they brought in, though. Don't get me wrong, I actually recognized a lot of the artists. It was cool to hear Grimes playing on body heat. They picked a lot of great tunes. But the fact that I know them as popular tracks and artists already IS the problem. It's supposed to be the future and yet I am hearing songs and artists I loved in 2019. I guess they do have sort of a futuristic sound but I think they could've dug deeper. They went for popular stuff that kinda fit, I think to make it accessible, but there is a whole world of experimental pop and electronic music that sounds a lot more like something out of a dystopian future (or harkens to one,) far more so than the majority of the songs they picked.
I dunno, when I imagine cyberpunk music, I think of something more... I don't know, foreign sounding? I mean, the fashion is strange and alien, people are bending their physical humanity into machinery to show off. The whole world is in decay and little of that is reflected in the music people in the game world apparently make. Why would the music not sound equally as uncanny and strange as fucking metal people with solid black eyes?
Like, what about Clams Casino?
Hip and contemporary, but fucking weird and probably not what anybody thinks of as far as today's electronic music. But I'd cruise through Night City to this.
And then there's stuff like Lorn... you know that guy knows his cyberpunk. He's been doing shit like this for years. He might actually be too "cyberpunk" for Cyberpunk.
I was also a little let down by the lack of synthwave. There's been a huge surge of it over the past few years and it just feels like such a given.
Obviously, I don't expect them to just know random obscure electronic artists, but for all of the effort they put into the engineered soundtrack, the music they picked just hits me weird, thematically. Like, it just sounds too easy to me. Like I'm hearing soundtracks for two different games, depending on if I listen to the background music or the radio.
I have a Senn H58X, and that game gave me a "what the hell is happening in my room...ho that's the game" moment. And the soundstage isn't even that wide, I can't imagine what the people using the like of HD800 must have felt
Well, got my first playthrough with 80 hours in on the highest difficulty... and oh man... is this game broken.
So far the two endings seem like they've been put together on 1 day's notice and haven't been tested at all.
Went with Jonny/Rogue path, and had to reload several dozen times to reset quest triggers or "unstuck" Smasher. Wasn't even able to pick up Rogue's gun, cause devs forgot to re-enable crouch and jump after the fight.
Same with nomads path - got stuck doing side-objectives. Did some practice on upgraded basilisk, but can't park it back in the tent (passage is too narrow to get in, it just gets stuck in place), and I can't exit the vehicle.
Haven't tried other endings, but I doubt I'll have enough nerve to finish my 100% achievements marathon....
Cleaned up the entire map, got all quests, almost all rides, all collectibles, and I still had to run around the map for several lengthy game sessions just to kill enough random dudes and gather enough random loot to obtain the very last motorcycle for $138K. Assuming you are conservative with your spending, even all quests/gigs/crimes on the entire map aren't enough to buy all cars - you have to go around each shootout gather enormous amounts of stuff.
Crafting is bonkers. I think the person who came up with this thing was high on BlueGlass for the entirety of their dev cycle.
Being level 50 and using mostly my hacking skills still did not bring me even close to getting a max skill level - ended the game at Quickhack lvl 18, with barely anyone left to kill on the entire map. Not sure how that's even possible, or how they planned it out, but it simply does not work or make any sense. Same with crafting - only lvl 13 and no desire to keep going. Everything else is wa-a-ay below 10.
Some achievements are pretty much unobtainable right now, hopefully a couple of patches will fix it.
Well, got my first playthrough with 80 hours in on the highest difficulty... and oh man... is this game broken.
So far the two endings seem like they've been put together on 1 day's notice and haven't been tested at all.
Went with Jonny/Rogue path, and had to reload several dozen times to reset quest triggers or "unstuck" Smasher. Wasn't even able to pick up Rogue's gun, cause devs forgot to re-enable crouch and jump after the fight.
Same with nomads path - got stuck doing side-objectives. Did some practice on upgraded basilisk, but can't park it back in the tent (passage is too narrow to get in, it just gets stuck in place), and I can't exit the vehicle.
Haven't tried other endings, but I doubt I'll have enough nerve to finish my 100% achievements marathon....
Cleaned up the entire map, got all quests, almost all rides, all collectibles, and I still had to run around the map for several lengthy game sessions just to kill enough random dudes and gather enough random loot to obtain the very last motorcycle for $138K. Assuming you are conservative with your spending, even all quests/gigs/crimes on the entire map aren't enough to buy all cars - you have to go around each shootout gather enormous amounts of stuff.
Crafting is bonkers. I think the person who came up with this thing was high on BlueGlass for the entirety of their dev cycle.
Being level 50 and using mostly my hacking skills still did not bring me even close to getting a max skill level - ended the game at Quickhack lvl 18, with barely anyone left to kill on the entire map. Not sure how that's even possible, or how they planned it out, but it simply does not work or make any sense. Same with crafting - only lvl 13 and no desire to keep going. Everything else is wa-a-ay below 10.
Some achievements are pretty much unobtainable right now, hopefully a couple of patches will fix it.
The only notable bug on my part was on the nomad ending, where Saul wasn't where the quest maker told me he was. Jhonny and Rogue ending were trouble free.
Yhea, gameplay and UI are where CDPR need to improve, crafting being tied to a stat make using your fav weapon for the whole game nearly impossible, and the crafting interface itself need lots of QoL adjustment.
You are mad about quick hacking not leveling fast enough, imagine someone trying to level athletics you get a level up for the oddest thing like doing parkour or swimming fast. The cool tree also got that weird skill where you cannot be detected underwater...wich is really really really occasional. Add to that the mysterious "sixth stat case" that's glitching out appearing after the hesit, and it's becoming obvious that the "cleanup" was made in urgency.
That horse already got beat many many times but the management really screwed up.
I don't claim to be an audiophile by any means (although I'm no longer using "gaming" headsets and couldn't be happier), but I agree that the game does sound pretty great. The original score is very well done IMO, and I can see myself going back to it solely as a listening experience and not layered over gameplay (which I find myself doing more and more of with good game/movie/TV soundtracks).
Dude I have gone to little meets and been surprised by the things audiophiles like to listen to. When you spend a lot of time listening to music with expensive gear, you inevitably listen to and start to like just about everything. I remember one meet where there were just 8 of us there, off at one of these guy's very lavish California homes, tens of thousands of dollars of equipment laid out on tables in one room, and shrines of smaller speakers built up around big-ass JBLs with 18" woofers on them in the other. I might've been the youngest one there, other than another guy in his 30's. Rest were gen X and back, with it being a serious hobby for them for many years.
And wouldn't you know? The other guy more in my camp was using some things from TW3 soundtrack to demo stuff. Everyone else gave it a listen and wanted to know what it was from. He had been using it to try out gear for a while, and believed it was really useful for that. Not a single one of those guys was like "WTF is this? lol" They actually dug it. And these are the types to go hunting for very specific releases of certain classical performances and really dig for the best mastered stuff they can find.
TW3's soundtrack is really good, too. It really stands on its own, in some ways I wonder if Cyberpunk's will for me - mostly composition-wise. But I will say, I had pretty high expectations for the soundtrack, and it still surprised me. Some real talent on that one. Can't underestimate soundtracks in general. I can see why he used TW3. Here I am saying the same thing about Cyberpunk's. CDPR got into the soundtrack sauce a long time ago.
I swear, some of the best sounding stuff can be found buried in soundtracks, it's like a treasure trove. With patience you'll find incredible passages and combinations of sounds you won't hear in anything else. People hear them all the time but never really stop to appreciate them, which is a shame because so much work and creativity can go into them. When it's done well, it's amazing. I feel like too many games still miss some major opportunities - you can do more with them in this medium than you can in a movie. But every now and then you get one that surpasses what your typical high-end movie production pulls off.
I agree with you about the artist choices - I think part of that recognition factor they tried to avoid by having them use pseudonyms, but they sort of negated that by also revealing the real artist names too. Even if I didn't know that Yankee and the Brave was Run The Jewels, I would've recognized EL-P and Killer Mike's voices in an instant.
Also agree about the cyberpunk musical theme. I get that they wanted to include a variety of genres for the radio stations, but unless you're cruising out in nomad country, I just can't picture anybody in a cyberpunk world headbanging to death metal. Expected to see more artists along the lines of Clams Clasino, The M Machine, The Glitch Mob, etc. I'm sure there are better examples but I've been out of my EDM phase for a while now so I'm not discovering those more obscure electronic artists anymore. Doing that on the hip-hop side of things instead.
The RTJ track was a really nice surprise. I didn't expect it but given what they rap about and especially EL-P's very punk sensibilities and offbeat production work, I think it fit. But wait, did you say The Glitch Mob? Yes dude. I can't believe that wasn't one of the first I thought of.
There's plenty of hip-hop that leans way more out there and futuristic than the stuff they chose, too. Ever since Kanye's time it feels like it has been sort of a race to the future with the types of sounds that get used. A lot of it already has a lot of pretty esoteric electronic dance elements in it. House, Trance, Glitch, IDM, you name it, they're putting it to synths, appegiators, and sequencers over complex and off kilter trap beats. It's that perfectly broken deal. That whole aspect of the music is so many years into development now, it's almost harder to find stuff that wouldn't fit. I know you know what I'm talking about when it comes to the underground stuff bubbling up online, haha.
I have a Senn H58X, and that game gave me a "what the hell is happening in my room...ho that's the game" moment. And the soundstage isn't even that wide, I can't imagine what the people using the like of HD800 must have felt
Jubilee! I got those to myself for a week and by the end I was thinking about buying a pair. Only thing that stopped me was already having the HD6xx's on deck.
I don't even like most of the wider sounding headphones as much. HD800s sound amazing in ways a lot of other headphones don't, but I can't get with the tone. I know a few others that won't touch them unless they're modded and plugged into a really warm tube amp. I can happily report that the soundtrack sounds awesome with Focal Clears though. Enough that I would just stop and listen to stuff. Close my eyes for a moment and almost be there. Even with the HD6xx's it sounds really great. It's not just the space that they nail down but the dynamics and the timbre too. It's perfectly constructed, and the scores ooze atmosphere and nuance. Everything sounds full, natural and dynamic. It's really on another level. All very convincing and engaging, without stealing the show too much. I do also have the HE5xx's, which sound quite open and yeah, it's still preem. And those are a lot cheaper than HD800's! It really sounds good through everything, a true mark of good engineering.
Yesterday I figured it out, so I did not have to replay. My stupidity and persistency at its best )))
Basically there was a trigger point 30m before silo, and devs put a collision box few meters before it. And, since collision boxes are glitchy as hell in this game on my next launch I noticed that the vehicle slowly moves pixel by pixel forward. So, I put an eraser on W key and some weight on top, made a cup of coffee, took a smoke break and by the time I came back my basilisk made it past the barrier and I did not have to replay that entire section. Thanks, Elder Scrolls block exploit )))