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OFFICIAL Cyberpunk 2077 Game Discussion

las

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Best looking game I have ever seen. Huge improvement over initial release. Combat and vehicle handling especially.

Which open world game does even come close? RDR2 maybe but can't really be compared because it is not as dense. The city in Cyberpunk just feel alive and I have seen confrontations between NPCs, shootings, police intervention and other cool stuff.

NPCs were horrible on release, vanishing on corners etc. Today tho, night and day difference.
 
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Played at launch and the skin and faces of characters look 100% better. Path tracing is nice but that was the biggest difference for me
 
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this and no man's sky probably have the biggest delta of release -> current state.

This game is amazing now.
 
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NPCs were horrible on release, vanishing on corners etc. Today tho, night and day difference.
Yes, today they make it around the corner before vanishing :D
 
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Patch 2.01 just dropped

Phantom Liberty-specific
  • Balls to the Wall – When talking to Paco, repeating the blue dialogue option from the Corpo lifepath will no longer block progress.
  • Dog Eat Dog – Fixed an issue where it was possible to earn multiple Relic points by triggering the first meeting with Songbird more than once.
  • Firestarter – Fixed an issue that could cause V to get stuck in the wall or roof after performing a Finisher on Kurt Hansen.
Moving Heat

  • Fixed an issue that could cause all traffic to disappear after completing the quest.
  • Fixed an issue where triggering combat in the garage in specific scenarios could cause various disruptions to quest flow.
  • New Person, Same Old Mistakes – Fixed an issue where the gate to Bill’s hot dog stand was closed.
Somewhat Damaged

  • Fixed an issue preventing the player from scanning the Neural Network system.
  • Various fixes for devices in the bunker.
  • The Killing Moon – Fixed an issue that caused the doors leading to the shuttle to not open.
You Know My Name

  • Fixed an issue where V could remain connected to the sniper nest, blocking quest progress, after repeatedly switching cameras at the end of the sequence.
  • Reed will now wear his party outfit during the dialogue with Songbird.
  • Addressed an issue where some phone calls necessary to continue the main story began with a delay.
  • Various visual fixes for animations, lighting, scenes, VFX, and more.
  • Performance improvements for both PC and consoles, especially in the Dogtown area.
Quests & Open World
  • Automatic Love – The distortion effect caused by talking to Johnny and selecting a specific dialogue option at the end of the quest will no longer persist on the screen.
  • Ghost Town – Fixed an issue where the quest could get stuck on the “Defeat Nash and his people” objective if the game was saved during combat prior to Update 2.0.
Gig: Breaking News

  • Fixed an issue where Ted Fox’s car didn’t spawn.
  • Fixed an issue where the gig wouldn’t trigger after approaching the quest area.
  • Gig: Going-Away Party – Fixed an issue where it wasn’t possible to get in the car with Flavio because it spawned underground.
  • Gig: The Lord Giveth and Taketh Away – Fixed an issue where the Militech SUV spawned underground.
Killing in the Name

  • Fixed an issue where leaving the quest unfinished could block clue scanning, preventing the player from progressing in many quests.
  • Fixed an issue where the Bartmoss Collective website wasn’t visible in some cases.
  • Playing for Time – Fixed an issue where healing and radio icons disappeared from the HUD after the car chase with Takemura.
  • Space Oddity – Fixed an issue where the quest didn’t activate if the location was approached prior to Update 2.0.
The Heist

  • Fixed an issue where Jackie wasn’t present in front of the Afterlife.
  • Fixed an issue where, when riding the elevator to the 42nd floor with low FPS, V could fall through the floor and die.
  • The Prophet’s Song – Fixed an issue where completing the quest could cause the police system to turn a blind eye to V’s crimes.
  • The Ripperdoc – Fixed an issue where, if the player got into the driver’s seat from the passenger seat, Jackie would return to the noodle stand and refuse to drive to the ripperdoc.
  • Fixed an issue where NCPD Scanner Hustles could remain uncompleted even after looting the necessary containers.
  • Fixed an issue where some Iconic weapons wouldn’t appear on wall of the Stash in V’s apartment.
  • Lowered the value of the Attribute check required to enter the area where the Thermal Katana can be looted.
Gameplay
  • Made it possible to properly switch to Arm cyberware by cycling through weapons.
  • Addressed an issue that could cause V to become invulnerable to all damage.
  • A wrecked NCPD cruiser without wheels won’t be patrolling the streets of Night City anymore.
  • Fixed an issue where some obsolete mods in the Inventory and Stash weren’t properly exchanged for a new weapon mod.
  • Fixed an issue where weapons obtained pre-Update 2.0 could have a Tier that’s too high when compared to the player’s level.
  • Removed various obsolete Crafting Specs.
  • Disassembling a Budget Arms Slaught-O-Matic will now give 1 crafting component.
PC-specific
  • Fixed an issue where the UI could show controller inputs when playing on keyboard and mouse.
  • Players unable to get achievements due to an issue that prevented Phantom Liberty achievements from unlocking on PC before a backend fix implemented on the day of the release will have them retroactively unlocked on GOG and Steam after loading a save from that playthrough. For the Epic Games Store, the issue is still under investigation.
  • Fixed an issue where, after installing Update 2.0 but not the expansion on GOG, a pop-up saying “Phantom Liberty downloaded – please return to the main menu to access new content” could appear in the in-game menu.
  • Improved image quality of DLSS Ray Reconstruction in the Ultra Performance setting.
Miscellaneous
  • Various crash fixes on PC and consoles.
  • Vehicle radio volume has been adjusted so it’s no longer too quiet compared to other sounds in the game. If you’ve turned down the volume of other sounds in order to better hear the radio, you may want to re-adjust the volume before you continue playing.
  • Added sounds for the Basilisk that were missing.
  • Fixed an issue where the player could earn an infinite score in Trauma Drama by shooting at enemies dropping from a helicopter repeatedly.
  • Growl FM and Dark Star websites will now be visible when playing without Phantom Liberty.
  • Fixed an issue where disconnecting the internet didn’t result in an error message being displayed in My Rewards and Cross Progression tabs.
  • The song History by Gazelle Twin and Trash Generation will now be disabled when the “Disable Copyrighted Music” option is turned on.
  • Fixed an issue where hair didn’t cast shadows when Ray Tracing was enabled.
  • Players who pre-ordered Phantom Liberty but didn’t get the Quadra Sport R-7 “Vigilante” will now receive it.
  • Several improvements and changes to Ukrainian localization, including fixes for lines where the translation lost its original meaning.
REDmod
  • Fixed an issue where tweak mods would not compile in REDmod.
  • Added Phantom Liberty support to REDmod.
 

las

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Yes, today they make it around the corner before vanishing :D
Not for me, vary rarely happen (random NPCs) and I can chase a NPC driver around town easily for a very long time (as in forever)

I have not seen a town this real in any game before. Police acts on crime done by NPCs and I can cause chain reactions in the traffic by ramming cars or scare them by aiming

I got a npc driver to ram the police and the police engaged, chasing the npc driver and shooting the tires LMAO
 
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Maybe Vulkan is best in GPU usage than DX12 when the game isn't AMD but nVidia optimized?
 
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this and no man's sky probably have the biggest delta of release -> current state.

This game is amazing now.
Am reinsterling dis hurr durr
Not sure about PL yet but I reckon Ill do it anyway lol. Still want to, really want to get immersed in Night City... lets hope it works now

Yes, today they make it around the corner before vanishing :D
Thats a feature tho!
 
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vehicle handling especially.
Was just insanely bad as of pre-2.0, now it's KINDA better if we don't account vehicle speeds. 80 mph max speed on "sport" cars... Kill me please.

A wrecked NCPD cruiser without wheels won’t be patrolling the streets of Night City anymore.
BUT WHY. That was the most hilarious bug ever!
 
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0. This is not a "sport" car, this is a halo car.
1. This speedometer shows 1.95x the real speed.
1. Absolutely no one but you cares at all if it's a sport or halo car :), none of these cars are real, what a ridiculous and completely arbitrary comparison.
2. The physics change with higher speed regardless of how fast you think it is actually going.
3. Your pc literally can't load environments at that speed, so you'd rather drive through an invisible city than be reasonable.
 
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1. Absolutely no one but you cares at all if it's a sport or halo car :), none of these cars are real, what a ridiculous and completely arbitrary comparison.
2. The physics change with higher speed regardless of how fast you think it is actually going.
3. Your pc literally can't load environments at that speed, so you'd rather drive through an invisible city than be reasonable.

Bruh lets be real the game would be so much better with working speedometers if only it had it at launch that might have saved it........ As it is it's unplayable #shame.
 

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this and no man's sky probably have the biggest delta of release -> current state.

This game is amazing now.

age of empires 2 i know doesn't really count, but i would add it in there for pure longevity, it has always gotten mild improvements over the years

edit: nm i changed my mind, I don't think this game actually applies to what you are saying the more I think about it.
 
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this and no man's sky probably have the biggest delta of release -> current state.

This game is amazing now.

I would say Diablo 3 as well. That game got a ridiculous amount of support a decade basically.
 
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Absolutely no one but you cares
Noted.
none of these cars are real
Yet they still have in-game tiers, and Caliburn is rated as a halo car by the CDPR.
The physics change with higher speed regardless of how fast you think it is actually going
Moot point.
Your pc literally can't load environments at that speed, so you'd rather drive through an invisible city than be reasonable.
Okay, so you're saying it was just my bad dream that I did ride the modded Johnny's Porsche at 140 real MPH (about 270 according to in-game speedometer) and ran into absolutely no glitches at all? Also completely no issues riding some other car, Quadra IIRC, at 170 MPH (320+ in-game "MPH"), is this also just my hallucination? I can record a video of that tomorrow or whenever I find out how to mod car specs in 2.0 if you don't believe me.

Bruh lets be real the game would be so much better with working speedometers if only it had it at launch that might have saved it........ As it is it's unplayable #shame.
I love people having laughs but c'mon, why are you so keen on letting CDPR ignore obvious bugs? It's not unplayable, yet it's frustrating.

tl;dr I'm tired arguing with people who act like they're on CDPR's salary. I want the game to become better. You silently call me names for that.
 
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Noted.

Yet they still have in-game tiers, and Caliburn is rated as a halo car by the CDPR.

Moot point.

Okay, so you're saying it was just my bad dream that I did ride the modded Johnny's Porsche at 140 real MPH (about 270 according to in-game speedometer) and ran into absolutely no glitches at all? Also completely no issues riding some other car, Quadra IIRC, at 170 MPH (320+ in-game "MPH"), is this also just my hallucination? I can record a video of that tomorrow or whenever I find out how to mod car specs in 2.0 if you don't believe me.


I love people having laughs but c'mon, why are you so keen on letting CDPR ignore obvious bugs? It's not unplayable, yet it's frustrating.

tl;dr I'm tired arguing with people who act like they're on CDPR's salary. I want the game to become better. You silently call me names for that.

It's ok if you're that passionate about working speedometer in games most people have better things in life to worry about like the cost of food.

Speaking of which CDPR must be eating good this game officially surpassed the Witcher 3 in sales speedometers be damned.
 
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I would say Diablo 3 as well. That game got a ridiculous amount of support a decade basically.
It helps a lot when they re-release the game on new systems, having diablo on the consoles forced them to add support for 4k resolution which was nice!
Noted.

Yet they still have in-game tiers, and Caliburn is rated as a halo car by the CDPR.

Moot point.

Okay, so you're saying it was just my bad dream that I did ride the modded Johnny's Porsche at 140 real MPH (about 270 according to in-game speedometer) and ran into absolutely no glitches at all? Also completely no issues riding some other car, Quadra IIRC, at 170 MPH (320+ in-game "MPH"), is this also just my hallucination? I can record a video of that tomorrow or whenever I find out how to mod car specs in 2.0 if you don't believe me.


I love people having laughs but c'mon, why are you so keen on letting CDPR ignore obvious bugs? It's not unplayable, yet it's frustrating.

tl;dr I'm tired arguing with people who act like they're on CDPR's salary. I want the game to become better. You silently call me names for that.
> spends 3 straight years fixing bugs, which can only be summarized in over 50 pages of straight text, only for some random to complain about the speedometer.

Yea guys I see that the game was crashing so much it's ACTUALLY unplayable but who is thinking about the SPEEDOMETER, what an important issue!

I'm not silently calling you a names bud, it's right there. You're insanely nitpicky, you have unrealistic standards, and you need to go outside. I'm not acting like I'm on their salary, I just have sane and reasonable expectations. You're going over the game with a microscope talking about 1 thing no one cares about and it's hilarious.

Here's an example: Sometimes Idris Elba's character changes clothes mid-conversation. People actually notice and care about this, not the 5 seconds in the car on the way to the fast travel station, where there isn't enough road to surpass 80 anyways.

And I love how you seem to care soooo much about the speed being accurate, but completely brush off the physics increasing with speed. So speed matters, but physics don't matter when you hit things. Physics don't matter, but the classification of halo cars vs sports cars does. Got it :D. Some people are simply incapable of enjoying themselves, they will always find a way to get in the way of their own happiness. It's incredible that in your posts, you have never left a positive comment about anything, must be tough living that life man.
 
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if you're that passionate about working speedometer
I'm not really passionate. It's about fixing ONE line by changing its value by 1.95. It's a 0 IQ bug fix. I wouldn't act so disappointed if that wasn't for a fact even I (= no programmer at all) can fix this bug.
I see that the game was crashing so much it's ACTUALLY unplayable
I've seen this a lot, too. And mentioned it a lot either. Just one time I've decided to point out on cars becoming so slow it feels faster to run than to drive a sport car... and you recommend me going outside. Being outside 4+ hours daily ain't impressive but it's definitely enough I think.
You're going over the game with a microscope
Would be the case if it wasn't for plain obviousity of this bug. Everyone with at least one working eye can see this speedometer is wrong.
Sometimes Idris Elba's character changes clothes mid-conversation
Yes, this is a bug. Yes, I want CDPR to fix it. Yes, this is way more serious than the speedometer. But it doesn't mean they don't need to fix the speedometer as well.
but completely brush off the physics increasing with speed. So speed matters, but physics don't matter when you hit things.
I already spent my "gay days" on testing this physics aspect. Issues arise from going 340+ "MPH" (176+ real MPH) when I actually started hitting "non-existent" things. Considering this I'm completely safe to say ALL cars could get about 20 to 40 percent speed buff and things still would be completely fine physics-wise.
spends 3 straight years fixing bugs, which can only be summarized in over 50 pages of straight text, only for...
...the game to still be unpolished.
 
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:)
I'm not really passionate. It's about fixing ONE line by changing its value by 1.95. It's a 0 IQ bug fix. I wouldn't act so disappointed if that wasn't for a fact even I (= no programmer at all) can fix this bug.

I've seen this a lot, too. And mentioned it a lot either. Just one time I've decided to point out on cars becoming so slow it feels faster to run than to drive a sport car... and you recommend me going outside. Being outside 4+ hours daily ain't impressive but it's definitely enough I think.

Would be the case if it wasn't for plain obviousity of this bug. Everyone with at least one working eye can see this speedometer is wrong.

Yes, this is a bug. Yes, I want CDPR to fix it. Yes, this is way more serious than the speedometer. But it doesn't mean they don't need to fix the speedometer as well.

I already spent my "gay days" on testing this physics aspect. Issues arise from going 340+ "MPH" (176+ real MPH) when I actually started hitting "non-existent" things. Considering this I'm completely safe to say ALL cars could get about 20 to 40 percent speed buff and things still would be completely fine physics-wise.

...the game to still be unpolished.

Completely ignorant of the game development process and multiple layers of testing and approval. Nothing is as simple as changing 1 value.

Unpolished lmao. As opposed to any first person game from the past several years? No. As opposed to your unrealistic world view? What isn't unpolished, you're never happy with anything :)
 
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I'm not really passionate. It's about fixing ONE line by changing its value by 1.95. It's a 0 IQ bug fix. I wouldn't act so disappointed if that wasn't for a fact even I (= no programmer at all) can fix this bug.

Maybe you should apply at CDPR since you know better than they do on how to code games.

Here you go probably take less time than complaining about the game on an online forum that CDPR will never check.

 
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Needs more incessantly complaining!!
 
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Completely ignorant of the game development process and multiple layers of testing and approval.
Thanks, I already know what CDPR currently is.
Nothing is as simple as changing 1 value.
Speedometer is just a HUD element showing internal speed multiplied by some quotient. Making this quotient 1.95 times less makes for accurate speedometer. This is one line. And this is a fact, not my assumption.
Maybe you should apply at CDPR
Makes no sense. They already got a truckload of developers happy to fix these bugs but their managers are kinda "nah, you should work on this instead." Taking management in my hands could be an option but, y'know, with my citizenship, they won't even look at my résumé.
Here you go probably take less time than complaining about the game on an online forum that CDPR will never check.

I already am aware of that mod and I do have it installed. The fact I need this mod makes me complain. Not the fact I allegedly didn't find it.
CDPR will never check.
That's true though.
 

las

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Was just insanely bad as of pre-2.0, now it's KINDA better if we don't account vehicle speeds. 80 mph max speed on "sport" cars... Kill me please.

I can easily drive faster than that. Way faster. Not that I care what the speedometer says tho, I look where I drive instead :laugh:

I guess speedometer works good enough to sell 25+ million copies :laugh:
 
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Bruh lets be real the game would be so much better with working speedometers if only it had it at launch that might have saved it........ As it is it's unplayable #shame.
I don't think a working speedometer is going to save cars. I fired it up yesterday, honestly? 3 years post launch, I can't for the life of me understand why people still play this game for either its gameplay OR its 'graphics'. This is the graphics poster child of the current gen... Ouch. Just Ouch. Adding a samey reflective layer over every surface isn't 'great graphics', but that's what it still is. A house of mirrors without the slightest dose of realism or grit to it. There is still a world of difference between the handful of truly nicely designed areas (mostly anything involved in lengthy conversation sequences and main quest) and the rest of town, which looks horribly unfinished with assets more akin to placeholders.

And beyond the graphics... the design. The city is still a strangely populated wasteland that barely makes sense (more often than not, streets are empty, and then you turn a corner and suddenly you're in a crowd?! Same with cars, desolate streets, turn camera 360 and turn the corner and we're in rush hour :kookoo: ) the lighting really isn't great at all (turning on RT hardly makes a difference other than boosting reflective surfaces EVEN MORE, GI is pretty terrible either way and the amount of point lights rendered is abysmal, but there are light sources everywhere!); objects in the distance are ultra low res and most surfaces are flatter than flat earthers can imagine. Pedestrian behaviour isn't much different from launch either. Police wanted stars are really the only addition I was really happy with coming from v 1.21. One thing that strikes me as it did on launch is the absence of the good ol'bump map. There is no depth to textures at all, instead you have this mirror sheen over everything adding to the sterility. CDPR can try selling me this as their visual / art direction but I'm not buying that. It looks horrible - and what's striking is that most of the nicer designed areas don't have an overload of reflective surfaces, all of a sudden.

I think I'm definitively in the uncanny valley with this game, and not because it aspires realism so closely, but rather because its so out there with how its perceived and what it really is. Check out a random scene in Darktide against one in Cyberpunk. Only in darkness are the two somewhat similar because lack of lighting hides Cyberpunk's shortcomings, but even thén. Light the place up and Cyberpunk is absolutely hideous to look at. Darktide litters every area with detail and more importantly, they've actually got distinct 'materials' - wood is wood, and not some polished plank. Concrete doesn't reflect light. Most surfaces in Cyberpunk are bare, flat, and sterile - even in the dirtiest places of the city. Every slab of asphalt and concrete reflects light as if its metal. Also, these magical surfaces never accumulate dirt and grime. Its amazingly immersion breaking.

One thing they DID improve with 2.0, which is great to see, is the actual gameplay. But you still need a lot of fantasy to call it a real game, its more a showcase of cool moves and stuff you can do and progress through. This isn't a bad thing to me. But a balanced game there is not, you're mostly just playing with a skillset to kill all the things. I play on hard and there is just no challenge, unless you act stupid. The removal of stat scaling is a good move forward, things have been moved to skillsets more so than scaling, I like the overhaul in that sense. Skill trees are hit/miss. Some shit's just strange but it does enable playstyles. Blades are still OP, because the AI is still pretty weak - movement/mobility is king and mitigation chance made it even better.

I'll dive into PL tonight, still looking forward to a more tightly organized experience. The open world part of this game is still an absolute shitshow though, both as a sandbox and as a themepark. I don't know how some individuals feel the city is alive on a different level... I guess they're hallucinating like those pedestrians walking around or something.
 
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