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CYBERPUNK 2077 |OT2| The Last Samurai [>56K Warning_]

TheContact

Member
For people telling that crafting is useless. I present you the destroyer:
IuxV1OT.png

That thing 1-shots everything standing in its way(Including Trauma Team). I don't even have that many perks in handling pistols(Level 9 Reflex attribute). There is one perk(Grand Finale) that would basically double its damage to over 11k DPS.

what in the absolute fuck. holy shit lol


also, apparently CDPR knew about this shit beforehand and never told anyone
aq5jgesb5xwld7eg4vez.png
 

luffie

Member
They sure are great
2UzOj21.jpg
I like Judy best, because her progression in relationship feels more gradual and natural.

Plus she is the only who is finally happy. I was happy to see a continually happy Judy on her final quest.

Panam will beat yo ass when you misstep. You know it.
 
13 mln copies sold (counted considering number of refunds) I guess thats pretty good but considering shitstorm but far away from GTA levels
 
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Woggleman

Member
My wife bought this on Stadia and it's the best way to play the game except for a super expensive PC which I am not doing. It feels like a new game.
 
I found enemies AI is next gen as they run to attack you then stumble on one guy that fell down and fall to ground as well. Then you have some time until they get up to attack them. Iv never seen that before in video game i think. Feels very realistic and feels much more imersive as they not perfect


I love it when this happens. Not only is it hilarious, but it gives you some time to recover/hide/reload in sticky situations, like you said.
 

Loostreaks

Member
Night FM is "world news" radio station, right? Just discovered this by chance ( usually never listen to radio in GTA), but it was really cool listening to news and what's going around on the planet ( worldbuilding in this game..).
Game honestly has more satisfying shooting than most shooters these days, especially if you want a nice balance between tactical/realistic and sci-fi crazy stuff.
For sure. It has better gunplay than some of my favorite FPS series. Tech class alone are so damn fun to shoot.
I like how there are kids in Cyberpunk 2077 and you can't aim at them
Some of them look outright scary/crazy.

 
For people telling that crafting is useless. I present you the destroyer:
IuxV1OT.png

That thing 1-shots everything standing in its way(Including Trauma Team). I don't even have that many perks in handling pistols(Level 9 Reflex attribute). There is one perk(Grand Finale) that would basically double its damage to over 11k DPS.

Is there a good guide on how to craft? I just dont understand the mechanics of it.
 

Don Carlo

Member
Is there a good guide on how to craft? I just dont understand the mechanics of it.
You just need some materials that can be seen in inventory and then craft the available items. The UI is cluttered as fuck, but thankfully I explore a glitch; making infinite money and items.
 

mortal

Banned
From those of you that have already played or are currently playing Cyberpunk 2077, what are your genuine thoughts on the actual role playing experience in this game?
Did your V build feel like a unique character within Night City? Did the character customization meet your expectations, given the very prominent premise of body modification?
If not, where does it lack flexibility and what details or properties would you like to have control over?

For those that played through multiple life paths, did you experience any significant or notable differences between playing as characters with completely different backgrounds?
Did your choices both in violent and non-violent encounters feel like they had actual consequences throughout your playthrough?
Are you fine with being a mercenary, or would you have preferred the choice to side with specific gangs or corpos? Or even betray them perhaps?

CDPR's approach included the use of dialogue choices and romancing options, which features some options that are unique to your chosen life path. Although this isn't really all that innovative, as there were previous titles also that featured these design choices. Still good to have nevertheless, as some options are better than zero options in an RPG.
Although it doesn't seem your choices have that much dynamic consequence in your relationships with NPCs.


Would Cyberpunk 2077 make for a better RPG without a main storyline for players to follow?
I'm convinced that giving players more agency in the type of narratives they choose to get involved with, both of greater and lesser consequence, would've made for a more genuine RPG experience.
Especially with the skill attributes influencing both the violent & non-violent options for your V build.

It feels like at some point in the game's development CDPR went from focusing on the RPG elements, and pivoted to a more action-adventure type of experience.
All of the GTA comparisons certainly didn't alleviate that concern.

I know a lot of AAA developers are hesitant in dropping players into a sandbox world, allowing them to make immediate choices on their own from the start.
Instead many of devs tend to direct players to certain objectives and story beats for a period, then eventually letting the game open up.
Which often takes the form of Intro missions/quest to serve as tutorials with narrative framing. As well as missions/quests that act a progress gates to move the main narrative forward.
There are certain games that do benefit from that sort of narrative structure, although in this case I'm convinced that Cyberpunk 2077's role playing experience suffers from that structure.

TLDR; Did Cyberpunk 2077 meet your 'role playing' expectations?
 
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mortal

Banned
I like how there are kids in Cyberpunk 2077 and you can't aim at them. I wish all gta games had this too
I find that pretty dumb tbh. Might as well just remove them from the game entirely.

What's the point of having generic NPCs in game world but I can't harm them because they're meant to imitate children?
At least design severe punitive measures for players that decide to harm child NPCs. Fallout did it decades ago.

When it's meant to be more immersive, not less, all it really does is just breaks my immersion and demands even more suspension of disbelief.
I can dismember and gruesomely decimate random NPCs unprovoked, so how is that any worse in a video game?

The AI quality of the NPCs and crowds are disappointing tbh.
 

Don Carlo

Member
they should've made it so you couldn't aim civilians at all. we would have avoided 10 threads
I mean sure it's strange cus you cant aim at them, however at the same time there is new vibe cus I haven't played lots of open world games with kids LOL
 

MMaRsu

Member
13 mln copies sold (counted considering number of refunds) I guess thats pretty good but considering shitstorm but far away from GTA levels

Considering The Witcher 3 sold 6 million in 6 weeks that seems pretty good.

Pc users overall seem happy with the game which im glad for
 

#Phonepunk#

Banned
From those of you that have already played or are currently playing Cyberpunk 2077, what are your genuine thoughts on the actual role playing experience in this game?
Did your V build feel like a unique character within Night City? Did the character customization meet your expectations, given the very prominent premise of body modification?
to me an RPG is a story. basically like picking up a long epic book and playing it. i keep seeing this idea that RPG's should be about the player agency. "can i make a character i like in the game? can i play the game like i want? can i make up the story i want?" etc. etc. i don't think that is an RPG. or, rather, it is some kind of modern form, where it is not about immersing yourself in a new world, but about "expressing yourself". queue the SJWs who want to create a character based on themselves. back in the day, you would be an orc because you want to try out what the game's idea of an orc is like. not because you wanted to be your IRL self but in orc form. i think modern players are looking at this like a self insert, the way i don't.

in truth i don't see those as RPG elements at all. for me an RPG is jumping into a world and living in that world. not me trying to force my own personal story into that world.

maybe it's the RPGs i grew up with. Ultima and Final Fantasy and even Zelda all had stories with pre-defined characters and linear narratives. they didn't prioritize agency, they prioritized scale, drama and storytelling. i don't think i ever even saw a character creators until after 2020. Quest for Glory had some light character creators, but it was just "do you want to specialize in combat or magic?" ditto for Ultima. all the early RPGs were basically "what kind of orc/dwarf/wizard do you want to be?" rather than ground-up fully realized avatar creators.
Would Cyberpunk 2077 make for a better RPG without a main storyline for players to follow?
no. the story is why i play (well the gameplay is fun too) and i am kind of puzzled as to what that would look like. can you point to any AAA games that are RPGs and don't have a main story?

again, i feel like i am using a different definition of RPG than you. you seem to think unlimited player agency is the desired goal. that RPGs should have emergent storytelling. to me, that's not an RPG. an RPG is like a well written novel, not like a blank diary.
 
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DeaDPo0L84

Member
And out of nowere underwater mission with judy was so good and suprised for sure that this game can have so good underwater feeling as it did. That darkness deep down was so scary those voices in head ... was creepy for sure but felt so good.
I guess you in that very special friendzone with her when she really open to you in all means but its not going further, like real good friend and it feels fine rly and enough. Its still satisfying and bring you very close
1IE7TJp.jpg

Did I mess up and enter the spoiler thread? I was actually working my way up her quest line but thanks for ruining the surprise.
 

Cyberpunkd

Gold Member
Agree on the RPG not needing a hero created from scratch, the main thing is about role playing the character, either premade or made from scratch. I had no trouble playing Geralt and looking at things from his perspective.

Made it to Act 2 - oh boy, this is a reason I play CDPR games. The ending of Act 1 was INTENSE. I love how mature is the story.
On the other hand I feel the progression system is a bit borked e.g. there are way too many perks.
 

Loke

Member
Do you know how many items you'd have to craft to reach the limit? More than 99% of us will ever even reach. It's the guys who are glitching or sitting there crafting on their YouTube channels to purposely push it, then bitching it corrupts.

Thing is I've been playing for 40 hours now, very little crafting done, no glitching whatsoever and my latest save file is over 4mb. So I have another 40 hours of playtime before my save file gets corrupted. Nah, fuck that.
 
Even with 70 hours of playtime I'm still blown away by the density of the city, and the architectural marvel you see everywhere. It's truly incredible.

j8aV0wc.jpg


nv8tmvY.jpg


6fCrcPt.jpg


qlFexeV.jpg


It's just insane to me that you drive across a random intersection, look to the right and see this. It's ridiculous.
It truly is mind-blowing. This is the first world that looks exactly how games looked in my head when I was a kid and played games in 80's and 90's. We've finally reached that point.
 

Ivory Blood

Member
From those of you that have already played or are currently playing Cyberpunk 2077, what are your genuine thoughts on the actual role playing experience in this game?
Did your V build feel like a unique character within Night City? Did the character customization meet your expectations, given the very prominent premise of body modification?
If not, where does it lack flexibility and what details or properties would you like to have control over?

For those that played through multiple life paths, did you experience any significant or notable differences between playing as characters with completely different backgrounds?
Did your choices both in violent and non-violent encounters feel like they had actual consequences throughout your playthrough?
Are you fine with being a mercenary, or would you have preferred the choice to side with specific gangs or corpos? Or even betray them perhaps?

CDPR's approach included the use of dialogue choices and romancing options, which features some options that are unique to your chosen life path. Although this isn't really all that innovative, as there were previous titles also that featured these design choices. Still good to have nevertheless, as some options are better than zero options in an RPG.
Although it doesn't seem your choices have that much dynamic consequence in your relationships with NPCs.


Would Cyberpunk 2077 make for a better RPG without a main storyline for players to follow?
I'm convinced that giving players more agency in the type of narratives they choose to get involved with, both of greater and lesser consequence, would've made for a more genuine RPG experience.
Especially with the skill attributes influencing both the violent & non-violent options for your V build.

It feels like at some point in the game's development CDPR went from focusing on the RPG elements, and pivoted to a more action-adventure type of experience.
All of the GTA comparisons certainly didn't alleviate that concern.

I know a lot of AAA developers are hesitant in dropping players into a sandbox world, allowing them to make immediate choices on their own from the start.
Instead many of devs tend to direct players to certain objectives and story beats for a period, then eventually letting the game open up.
Which often takes the form of Intro missions/quest to serve as tutorials with narrative framing. As well as missions/quests that act a progress gates to move the main narrative forward.
There are certain games that do benefit from that sort of narrative structure, although in this case I'm convinced that Cyberpunk 2077's role playing experience suffers from that structure.

TLDR; Did Cyberpunk 2077 meet your 'role playing' expectations?
Eh, I was expecting Witcher with guns and I got it. V is a great character with a little more flexibility than Geralt, and you can certainly roleplay within the limits of the role given to you (which I think what roleplaying is actually all about).

So yeah, it did meet them, let's see what they bring to the table with expansions in the style of Hearts of Stone and Blood & Wine.
 

Azaroth

Member
Even with 70 hours of playtime I'm still blown away by the density of the city, and the architectural marvel you see everywhere. It's truly incredible.

j8aV0wc.jpg


nv8tmvY.jpg


6fCrcPt.jpg


qlFexeV.jpg


It's just insane to me that you drive across a random intersection, look to the right and see this. It's ridiculous.
I keep thinking of just 10 years ago and what Vegas was like in Fallout: New Vegas. It’s a great game, but Vegas itself was underwhelming even then. Sectioned off into multiple zones with a few buildings and a casino. This is quite an advancement in no longer having to suspend disbelief.
 

#Phonepunk#

Banned
Agree on the RPG not needing a hero created from scratch, the main thing is about role playing the character, either premade or made from scratch. I had no trouble playing Geralt and looking at things from his perspective.
yes. you can play the role of Geralt, or Cloud, The Avatar, or V. there is still that element of customization - you can make the version of V that you want to be - but ultimately the game is about stepping into someone else's shoes and experiencing a large chunk of their lives in these fantasy worlds.
 

SafeOrAlone

Banned
I left my impressions above, but if I were to be rudimentary, I'd give the game a 9 out of 10, minus the bugs. That said, I completed the main quest and I'm breaking off from the game for a few months while improvements are made. I really can't wait to start a new game, post-patch, but I feel like I'm at a good stopping point.
 
Is there a way to find the hotel the Heist mission took place? I want to return to it but can't find it and no guide mentions the location. Any one know?
 

scalman

Member
its RPG enough but in its own way, so it can be seen as not deep enough maybe too fast pace action at times. still rpg is here. 90 hrs and lvl 49 so i guess just one more lvl up and no more after that. will have to deel with it i guess. some more left to do here so not done yet not gonna go to main story yet.

sometimes you blow off so much that its mess
XJMxHz8.jpg


fought against like 15 those terminator maschines and no matter that im lvl 49 and body 20 and other perks on weapons too it was hard i almost died many times as they shoot all at once at you you just going down fast . but its nice later in game you can maybe change your style of playing ... well for most game i played it as shooter more or less , because lets face it most missions require you shoot, thats not secret .

started to get lower fps today for some reason. tried one mod which gives more settings like text size more video setting options and other , brightness what i needed , but still got lower fps, now im just barely getting 30fps as before on 1.04 it was much better or that game was in early stage i duno or memory leaks or whatever going on there.maybe it will be fixed later with next patch. who knows.

99KwPsQ.png
 
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Am I misusing ping or is it broken? I'm on PS4 and every time I try to ping the lines disappear the second I move. When I got ping in the quest it was given to me it worked fine.
 

RyRy93

Member
I love the game but what a piece of shit it is on my PS4 Pro with an SSD, frame drops all over, grainy looking, buggy and crashing every couple of hours.
I'd wait for patches and play it on PS5 (when I can get one) but that could be a good few months of waiting.

So I sold my copy and stadia is coming tomorrow, can't wait to play it at 60fps.
 
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SF Kosmo

Al Jazeera Special Reporter
From those of you that have already played or are currently playing Cyberpunk 2077, what are your genuine thoughts on the actual role playing experience in this game?
Did your V build feel like a unique character within Night City? Did the character customization meet your expectations, given the very prominent premise of body modification?
If not, where does it lack flexibility and what details or properties would you like to have control over?

For those that played through multiple life paths, did you experience any significant or notable differences between playing as characters with completely different backgrounds?
Did your choices both in violent and non-violent encounters feel like they had actual consequences throughout your playthrough?
Are you fine with being a mercenary, or would you have preferred the choice to side with specific gangs or corpos? Or even betray them perhaps?

CDPR's approach included the use of dialogue choices and romancing options, which features some options that are unique to your chosen life path. Although this isn't really all that innovative, as there were previous titles also that featured these design choices. Still good to have nevertheless, as some options are better than zero options in an RPG.
Although it doesn't seem your choices have that much dynamic consequence in your relationships with NPCs.


Would Cyberpunk 2077 make for a better RPG without a main storyline for players to follow?
I'm convinced that giving players more agency in the type of narratives they choose to get involved with, both of greater and lesser consequence, would've made for a more genuine RPG experience.
Especially with the skill attributes influencing both the violent & non-violent options for your V build.

It feels like at some point in the game's development CDPR went from focusing on the RPG elements, and pivoted to a more action-adventure type of experience.
All of the GTA comparisons certainly didn't alleviate that concern.

I know a lot of AAA developers are hesitant in dropping players into a sandbox world, allowing them to make immediate choices on their own from the start.
Instead many of devs tend to direct players to certain objectives and story beats for a period, then eventually letting the game open up.
Which often takes the form of Intro missions/quest to serve as tutorials with narrative framing. As well as missions/quests that act a progress gates to move the main narrative forward.
There are certain games that do benefit from that sort of narrative structure, although in this case I'm convinced that Cyberpunk 2077's role playing experience suffers from that structure.

TLDR; Did Cyberpunk 2077 meet your 'role playing' expectations?
So there's a lot of depth to the customization and RPG mechanics, but there's maybe a little bit of a pacing problem that it can take a pretty long time to really feel like you're specializing. Like maybe a good 30 hours in, you'll have enough money and experience to start getting interesting mods and abilities that seriously change the way you play. Before that I often found myself switching up for pure role-play reasons.

There are always multiple viable approaches to go through a mission and the game seems pretty indifferent about that. Sometimes you are asked to not get seen or bring someone in alive, but generally it doesn't matter. You can totally end up getting some crazy OP katana or something and just cheesing your way through and the game won't penalize you for that but I usually mix things up for pure role-play reasons.

Game structure is extremely wide. A lot of side quests open up automatically as a result of story progress so the further you get you often find yourself blowing off the main Quests. These storylines definitely react to your choices and play out in meaningfully different ways (Think: Bloody Baron in Witcher 3), but seldom relate to each other or have more than minor impacts on the main story.

I don't get the sense that there's a meaningful faction system, like I can go fuck up a gang hideout for one mission and still do stuff for that gang in another. Dunno how I feel about this, it's cool not to get locked out of stuff because of factions but it feels a little unlike CDPR given that choosing sides is usually a theme in their games.

All in all it feels a lot like what they did in Witcher 3, where the main story is a vehicle for a lot of smaller stories along the way, all with meaningful choices, but that main thread is pretty linear. The central narrative in CP2077 is a little more substantial than Witcher 3's "princess is in another castle" thing, with some pretty cool setpieces along the way but I often have more fun with the side stuff.
 

cryptoadam

Banned
had no idea you could eat all the food etc and it gave you perks.

Why would you drink the booze if it reduces your movement though?

Should I sell my junk or I can use it for something?
 
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