Cyberpunk 2077 - NO SPOILERS!
Discussion
dapprman said:
I've no problems with the NPC cars following set routes (we know they do dodge pot holes, and they still do that) as we're not going to be riding them as passengers or chasing them, the cars are there for atmosphere and as long as they are moving and doing the right thing, who cares. The problems were
Of course in a week or two I may say the above is all rubbish
Interesting to hear your experiences dude, I'm still going to wait a while but will jump back into the game eventually..- ) The cars totally ignored traffic signals and this also was quite probably why you would encounter so many apparent accidents.
- ) The cars would suddenly stop for no reason.
- ) The cars would just sit there without moving - especially annoying when you're coming on to a bridge/flyover or doing 180+ in the Badlands and suddenly go in to the back of one of them.
- ) Most the time the cars stop at red traffic lights and move off at green and some jump the lights as they change to red.
- ) It is a lot rarer to come across a stationary car and when you do you approaching seems to now kick them in to motion (so yes needs improving, but still a lot better).
Of course in a week or two I may say the above is all rubbish
I recently re-installed GTA V on PC with a dozen-or-so good mods and, it might not be exactly fair to compare the two, but GTA really shines above what I experienced with Cyberpunk, even little features like, if you sit behind another car at a red light or in traffic and constantly blast your horn at them, eventually they'll freak out and run the red light or speed away.. And that's 7 years old now..
Not really noticed any difference (which is a probably a good thing) other than all the enemies now have red boxes above their heads when they were yellow boxes before (unless an updated to v1.2 mod has done that), the press space bar to continue at game loading screen is now top right not bottom right and all mods now go in a folder called mod not patch.
Haven't tried the van snatch at the Pacfica train station that CTD on me yet but I'll see if that's fixed.
Haven't tried the van snatch at the Pacfica train station that CTD on me yet but I'll see if that's fixed.
Had 30 mins on it this morning doing some side missions, one thing that is doing my head in.
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
AJB88 said:
Had 30 mins on it this morning doing some side missions, one thing that is doing my head in.
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
I do find ammo scattered about but it tends to be inside buildings or areas I am storming. I only use a sniper rifle, even up close so rarely run out and all I do is buy some ammo at one of the many dealers before I attempt anything serious. In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
During a few missions I have even run off to buy more and gone back to continue.
I think I have only run out twice and am playing on hard with my character on level 50 iirc.
AJB88 said:
Had 30 mins on it this morning doing some side missions, one thing that is doing my head in.
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
While it's only really the escape from Konpeki Tower that has caused me real problems with the mechanic it appears that you tend to pick up empty guns. As Digby has said you need to look down side alleys and near crime scenes for amo boxes - most crime scenes have at least a few lying around. Also for some reason the SMG uses rifle amo, not pistol, which can catch yo out (and did with me on my first run).In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
AJB88 said:
Had 30 mins on it this morning doing some side missions, one thing that is doing my head in.
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
You can also craft ammo yourself - it uses almost no resources to do so.In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
IanH755 said:
AJB88 said:
Had 30 mins on it this morning doing some side missions, one thing that is doing my head in.
In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
You can also craft ammo yourself - it uses almost no resources to do so.In most games similar to this, GTA, COD etc when running around you pick up ammunition. On this game, I've got the same type of gun over and over again in the inventory but have to keep switching as run out of ammunition. Is there a way to fix this?
Trustmeimadoctor said:
Is crafting still broken do you can break things for more than they cost to craft?
Yes and no.I've only seen that on things such as mods, which with certain skills give you a chance of making to a higher level - with those yes you do get more resources back, but only for the higher level mods, not the ones at the level you were making. Overall at a high level I could increase the quantity of common materials I had through this method - though not for rare, epic and legendary.
Not looked at the high end weapons - I doubt it, but then this was meant to be the area allowing you to make money from crafting (which I'd forgotten about till typing this).
OK, here’s my present views on patch 1.2 on the PC. Note I’ve been able to play the game with few problems since it went live and if anything saw more issues with the release of 1.11 and 1.12. My latest character, which I started post patch, is level 33 and at the time of writing I’ve played him under patch 1.2 for just over 49 hours. Apologies now for it being on the long side.
First, graphics – while you still do see some cars part buried in concrete and some items in the air, these visual glitches are much improved (though personally I stopped noticing them quite quickly as they did not affect game play).
Item placement, where you can’t pick something up, I’d say is both better and worse. Some areas where before you could never get hold of an item now work, where as some others now fail. Annoyingly mainly money.
Driving now feels a lot less than being on ice, but it’s not perfect. I’d guess there was some steering weight mechanism already in game to allow larger cars and lorries to feel heavier. I suspect the sensitivity reduction just adds weight to all cars. I’ve actually found it does make driving easier, especially on over sensitive cars, but on the better handling ones, such as the coyote, now they can feel a little unresponsive. Hopefully it’s a work in progress.
Traffic is now much improved, though not quite as well as I had previously thought. Traffic lights are now normally obeyed and while some cars do skip the lights it does normally feel correct as they are already speeding. There are a lot less ‘stationary’ cars, but they’re still there. The difference now is if they are the car in front of you then sounding the horn will make them move, most the time anyhow. If you’re in a stationary queue, the horn will often result in another car in front sounding their horn and then eventually the stopped car moving. A little weird, but at the same time it reminds me almost of driving through central London, go figure. There are times though where the cars will just not move and you have to squeeze past. Fortunately, this is a lot rarer.
With your own cars, the game now remembers where you’ve left them, so if you park any in the garage for the megabuilding you can take the lift down to retrieve them (lift was made active in patch 1.11 or 1.12). No clue what happens if something spawns on top of one of them though – I assume you get a big bang and a repair bill.
The car stash is now linked to your house one (so now there is just the one) which makes life easier, however you still are not able to access it from Judy’s pad once she’s given you access, which is a shame.
Pedestrian attitudes to cars is now a LOT better, almost fixed. Before if you were trying to get in or out of a carpark, drive or garage the pedestrians would just keep walking past you and edging out or using the horn made no difference until you car got a little too close then they would all go running away and screaming – this included moving onto/across the pavement within about a car length of them. Now if edging forwards does not cause them to move aside and give you room, the car horn normally does. Additionally now they only panic if you’re virtually brushing up against them.
On the topic of pedestrians – now they mainly ignore you as you crash/push into them. Also not seen one T-pose yet. Still with nearby gun fire I’ve not seen much difference (yet).
There have been updates to some of the major quests I’ve done. Sometimes it’s dead time removed, such as part of the flight with Johnny to Arasaka Tower in between acts 1 and 2. Other times it’s changes with the way things work – biggest one for me so far was post checking the Netwatch van out in the Grand Mall in Pacifico.
Another change has been frames at building sites. The ones where you have to climb in, squat, jump up, and hope you do not get stuck as if you do you can become really stuck. Worst of these offenders has now been replaced by scaffolding stairs, not noticed others as that was the only one I had to use.
I seem to remember one of the big criticisms was NPC behaviour in combat, that they would just stand there and ignore you, letting themselves be killed. This has really changed. Now they do hunt cover and try to hide and act more ‘appropriately’.
Reliability wise – hard to say. The game rarely crashed for me until 1.12 then it would slightly more often, and I think it was always when it saved while I was moving in a car, as I could reload a save point from just as the crash happened. Same happens now, difference being the game is quicker to drop and always brings up the bug report window (the ‘do you want to submit it’ one). Also, not sure if Steam players have the same problem, but through GoG it will now sync saves as you’re playing, not just when you quit. Sometimes that can result in the GoG command screen taking focus – normally happens once most sessions for me, not long after starting to play, and never more than once – fortunately never (so far) while mid mission or in combat, though I have crashed a car as a result (good job I did not hit a pedestrian at the time).
While I remember, I’ve seen a review which shows the police just spawn further away and in waves, but to be honest, I do not go hunting them and so it is not obvious, in fact it now feels a lot better, even the initial drone takes time to descend upon you.
So as a whole, many improvements, a lot of which are minor but do add up. Some of the big fixes feel more like work in progress of gaffer tape, but I feel the game is now close to what we (on the PC anyhow) should have expected at the original launch.
That’s all I can think of for now – anything you’re wondering about, ask and I’ll see if I can answer.
First, graphics – while you still do see some cars part buried in concrete and some items in the air, these visual glitches are much improved (though personally I stopped noticing them quite quickly as they did not affect game play).
Item placement, where you can’t pick something up, I’d say is both better and worse. Some areas where before you could never get hold of an item now work, where as some others now fail. Annoyingly mainly money.
Driving now feels a lot less than being on ice, but it’s not perfect. I’d guess there was some steering weight mechanism already in game to allow larger cars and lorries to feel heavier. I suspect the sensitivity reduction just adds weight to all cars. I’ve actually found it does make driving easier, especially on over sensitive cars, but on the better handling ones, such as the coyote, now they can feel a little unresponsive. Hopefully it’s a work in progress.
Traffic is now much improved, though not quite as well as I had previously thought. Traffic lights are now normally obeyed and while some cars do skip the lights it does normally feel correct as they are already speeding. There are a lot less ‘stationary’ cars, but they’re still there. The difference now is if they are the car in front of you then sounding the horn will make them move, most the time anyhow. If you’re in a stationary queue, the horn will often result in another car in front sounding their horn and then eventually the stopped car moving. A little weird, but at the same time it reminds me almost of driving through central London, go figure. There are times though where the cars will just not move and you have to squeeze past. Fortunately, this is a lot rarer.
With your own cars, the game now remembers where you’ve left them, so if you park any in the garage for the megabuilding you can take the lift down to retrieve them (lift was made active in patch 1.11 or 1.12). No clue what happens if something spawns on top of one of them though – I assume you get a big bang and a repair bill.
The car stash is now linked to your house one (so now there is just the one) which makes life easier, however you still are not able to access it from Judy’s pad once she’s given you access, which is a shame.
Pedestrian attitudes to cars is now a LOT better, almost fixed. Before if you were trying to get in or out of a carpark, drive or garage the pedestrians would just keep walking past you and edging out or using the horn made no difference until you car got a little too close then they would all go running away and screaming – this included moving onto/across the pavement within about a car length of them. Now if edging forwards does not cause them to move aside and give you room, the car horn normally does. Additionally now they only panic if you’re virtually brushing up against them.
On the topic of pedestrians – now they mainly ignore you as you crash/push into them. Also not seen one T-pose yet. Still with nearby gun fire I’ve not seen much difference (yet).
There have been updates to some of the major quests I’ve done. Sometimes it’s dead time removed, such as part of the flight with Johnny to Arasaka Tower in between acts 1 and 2. Other times it’s changes with the way things work – biggest one for me so far was post checking the Netwatch van out in the Grand Mall in Pacifico.
Another change has been frames at building sites. The ones where you have to climb in, squat, jump up, and hope you do not get stuck as if you do you can become really stuck. Worst of these offenders has now been replaced by scaffolding stairs, not noticed others as that was the only one I had to use.
I seem to remember one of the big criticisms was NPC behaviour in combat, that they would just stand there and ignore you, letting themselves be killed. This has really changed. Now they do hunt cover and try to hide and act more ‘appropriately’.
Reliability wise – hard to say. The game rarely crashed for me until 1.12 then it would slightly more often, and I think it was always when it saved while I was moving in a car, as I could reload a save point from just as the crash happened. Same happens now, difference being the game is quicker to drop and always brings up the bug report window (the ‘do you want to submit it’ one). Also, not sure if Steam players have the same problem, but through GoG it will now sync saves as you’re playing, not just when you quit. Sometimes that can result in the GoG command screen taking focus – normally happens once most sessions for me, not long after starting to play, and never more than once – fortunately never (so far) while mid mission or in combat, though I have crashed a car as a result (good job I did not hit a pedestrian at the time).
While I remember, I’ve seen a review which shows the police just spawn further away and in waves, but to be honest, I do not go hunting them and so it is not obvious, in fact it now feels a lot better, even the initial drone takes time to descend upon you.
So as a whole, many improvements, a lot of which are minor but do add up. Some of the big fixes feel more like work in progress of gaffer tape, but I feel the game is now close to what we (on the PC anyhow) should have expected at the original launch.
That’s all I can think of for now – anything you’re wondering about, ask and I’ll see if I can answer.
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