Atmosphere is out the charts in this game



The sky was the color of television tuned to a dead channel, indeed.

The norm of CDPR is to put something buggy as hell out the door first, then a year later dump an Enhanced Edition that improved a whole bunch of stuff, not just bug fix. CP2077 looks to continue that trend.

I already made two posts about hacking balance and suggestions of how it should be reworked, but I feel I need to make another one about cameras. Man, what a bad idea to allow to jump to any camera. Some places have >30 of them. Which, if you aren’t a netrunner, they are there to detect you, to be something the player has to avoid or counter, so they are fine. But if the player is a netrunner, having 30 cameras basically means ‘gg’, you start jumping like crazy between them and killing enemies remotely without possible recourse. With perks that recover your ram with dead enemies, you are unstoppable.
My suggestion, make jumping from camera to camera cost 1 of ram. So it still would be possible but it would heavily disincentivize abusing it.

For driving, I found this mod that seems to be a real improvement https://www.nexusmods.com/cyberpunk2077/mods/270

List of things the game should improve:

-Bug fixing obviously. Crashes, bugged quests, visual bugs.
-Combat AI. Sometimes they aren’t aggressive enough, some enemies get stuck in cover, etc.
-Driving handling. Too slippery still.
-Rework hacking.
-Improve stealth. Better patrols when they are alerted, differences between lethal and non-lethal takedowns.
-Rebalance crafting.
-Rebalance some parts of player progression, like Athletics slow progress.
-Make a 5th ‘deathmarch’ difficulty. +20%hp, +20% damage for enemies, using Very Hard as baseline.
-Customization options: select pronouns and voice with a separate check, option to make masks and hats invisible, transmog clothes, barber shop and cosmetic surgery to change your looks once the game starts, skill reset should reset attribute points too (and lower the cost from 100K to 60K).
-Content wise, I’m disappointed the lifepaths don’t seem to have exclusive 2-3 exclusive quests each, related to the origins of each V.
-Improve UI.

Sounds like a buying opportunity! The original statement was whether they survive as a company.

Just in time to recover from his recent “injury” on set. I see you, Cavill. Respect.

I’ve had a few weird bugs (nothing rendering except the skybox), but nothing that reloading the game didn’t solve. But aside from a pedestrian popping into existence 15 feet before me every now and then, nothing like the cars flying through the sky seen in those videos.

I’ve got a beast of a PC, so I’m wondering if this is an issue on systems that are more toward the minimum system spec/consoles?

Last night I killed a boss with my mantis blades so quickly that the dialogue for the intro of the encounter was still going while I was looting the body. In fact, it kind of bugged out. Dialogue started, I killed her, then she magically got back up to manhandle me while the dialogue was talking about how overwhelming the encounter would be because a netrunner was hacking me at the same time, then I was magically standing over her dead body again while my buddy was telling me that I just had to tough it out.

Also maybe they do literally anything when their friend’s head explodes mid conversation while they’re sitting next to them.

Like raise the alarm to the other guys in your crew. Or take cover. Instead of standing there dumbfounded before your head explodes.

Edit: Honestly the dumbfounded thing would be okay once in a great while, but even then it should be like literally a second or two tops before you realized maybe something is up.

Netrunning is the stealth archery of Night City!

These seem reasonable. My own priorities would be, after the obligatory bugs ‘n’ glitches:

Cosmetics. Fix them. Fix the mandatory hair loss. Add a “hide hat” option. Add transmogs. Let us change hair and makeup, and let us actually get tats. Unlike Valhalla, where tattoos were hardly a draw, here they could be wild. There is even a main quest thing that would be made infinitely better if we actually could get and see new ink.

Provide some basic AI for cars and pedestrians. Even if all they did was have vehicles not plow through whatever is in front of them (because I guess they can’t know that something is in front of them), it would be an improvement.

Ideally, you would have a rudimentary “job” system, so that large trucks would generally traverse the city en route to either industrial areas or out of the city entirely, while delivery trucks would run circuits of shops and businesses. Personal cars could be left relatively random, or some areas that would naturally have car traffic could be prioritized. Traffic should also vary by time of day. Same for pedestrians. I’d love to see some sort of nav mesh that would channel people to and from housing and work, or around shopping, etc., even in a basic fashion.

Revamp crafting. One possibility would be to have weapons and armor always scale to your level, but within their quality tier only, and use crafting solely to take things from one tier to a higher tier. So, whenever you found that common pistol, its stats would be whatever they should be for a pistol at your level, and ever time you level, those stats would go up accordingly. But if you found the same pistol, only at rare quality, its stats would be higher at every level as well. By raising the quality level via crafting, you would also get the tier bonuses like random effects and mod slots like you do now, but you could eliminate the utterly useless, costly, and tedious constant upgrading (which no one does, but which seems to be the reason for crafting).

Add the option to automatically disassemble gear on looting, gated by type and quality, excluding legendaries and iconic perhaps to guard against “oops!” moments.

Make gangs more meaningful, starting with making their territory more meaningful. Give the gang members a rudimentary AI that has them patrol more or less randomly throughout their turf, maybe with certain spots weighted to insure that a certain number (0-n) are usually hanging around key spots. Of course, none of this will do much unless they introduce a faction system, so running from one gang area to another (Warriors, come out and plaaaaay!) means something.

Speaking of that, fix the cops. Create a virtual (doesn’t have to be on the map or accessible to the player) precinct house for each zone. Create rudimentary patrol routes for cops, like with gangs. When you commit a crime, check to see if anyone actually witnesses it, and if not, whatever. If so, either send patrollers near by to the loc, or dispatch a patrol from the precinct, arriving in the time it would take a vehicle to get from the virtual precinct location to the site of the crime. You could even have the cops appear like your summoned vehicle, rather than tracing the entire route. Of course, like the gang situation, this is all fairly meaningless without some sort of “heat” system, which I’m not sure is really the way the game wants to (or should) go.

As an aside, the whole role of law enforcement in the game feels under-baked. You are clearly not supposed to fight the law, because they law will win, yet the cops ignore everything except what falls into a very narrow band of activities, and forget stuff really quick. The lore and the dialog makes frequent reference to being wanted or having a price on your head, etc. but there is no system for actually tracking anything other than the immediate “we magically saw you hurt that civilian in an alley” system.

Man, that’s a lot nicer than how I’d characterize it. My most charitable comment is that it’s a broken mess. From the way cops can spawn into closed spaces, to the way they forget your crime if you just run a block away is nuts.

So what you’re saying is… Watch Dogs Legion has a chance?

The police stuff is clearly a stub where the code is basically a handful of TODO comments. I’m okay with that, I just don’t try to play this like GTAV. The game doesn’t really push you in that direction (there’s not a money making path based on hijacking and selling cars or that sort of thing) so I don’t care too much. Would be nice to have it fleshed out in the future, though, as it seemed like that was something that was probably wanted but they never had time for.

Given that like 75% of the time your “crime” is “walking in sight of a cop” it often makes perfect sense.

Less so when your crime is “blew a cops head off after accidentally throwing a grenade into 8 civilians”, but really that’s the minority for cop interactions in my experience. It’s always cops just deciding to murder you because you walked wrong near them.

Yeah, I don’t want the game to be a GTA clone, but there has to be a happy medium between stub code and full-on crime sim, right?

How pedestrians and cops spawn and despawn could be improved, yes. But I wish they improve first the meat & potatoes of the present game.

Honestly, I don’t think I’ve ever seen the cops in this game. Besides the ones who stand around or the scripted ones for quests.

Usually when I commit a crime it’s ‘running people over.’ and that’s when I’m going along at 150 MPH sliding through sidewalk sections to make turns because I’m terrible at Videogame driving. So I think what might be happening is the cops spawn and I’m already gone.

One of the positive things is that what we actually got is generally even better looking than the previews shown. I can only assume them trying to really push what Night City could be and the presentation left them in a bad situation they weren’t quite equipped to handle.

I still enjoy what is there, and the city especially, but I really hope they can salvage the systems that are clearly undercooked along with the bugs.

Just so happy to be part of the PC FAMILIA, can play this game. LOL consoles consolidated!