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OFFICIAL Cyberpunk 2077 Game Discussion

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Just started, works so far ,no patches installed .Hacking feels a bit like lock picking in other games ,a chore, but it is propably just me, too old for this sheeet.
 
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Just started, works so far ,no patches installed .Hacking feels a bit like lock picking in other games ,a chore, but it is propably just me, too old for this sheeet.
Talking about the jacking-in minigame with the matrices of letters and numbers? Or just quickhacking (with the optics) in general?

The reason I ask... and I don't ever see it mentioned, but for me there was an issue with it, where they more often than not took inordinately long to complete, just sitting there pointed on the object, holding the button... it would say 1.5s to complete and take more like 15. 15 seconds of standing there, staring at the screen. To trigger a simple distraction or disable one turret. Sometimes, I could look away for a second and go back to the object to make the meter go from crawling slowly to finishing almost immediately. Doesn't happen for me as of 1.06, they're suddenly very fast always. Maybe not totally fixed, though. Seems fine over here.

The hacking is very powerful and versatile as you progress. Like, to the point where you don't need anything else and you will be outclassing direct combat options for any enemy or situation. It can be kind of broken. Can deal with anything very fast. Just take Intelligence and Cool, focus on the quickhacks and Intelligence locked cyberware. You may not even need much in defense because enemies really don't have much of a chance to hit you. Not sure how you fare on bosses. Haven't played as a netrunner yet.

One thing I will caution you against right now. If you're going to hack, it's probably best make it a major focal point. And if you don't like hacking, don't use it. I just beat the entire game 3 int and no cyberdeck chip. The way the skill checks work, you pretty much can't be walled out. You'll just have different approaches to getting past them... different ways to make extra money and advance your character. But if you spread your skills out, none of them will be enough to get you through combat and it's not very fun. Recommend picking only two attributes to max initially and not touching the others unless there's a low-level perk or two you want there. Take one for your choice in offense, and the other to bolster it.

The rest is up to you. Don't wanna ruin anything for you, but these are things I really wish I knew on my first go, which I had to finish on easy because dicking around with different stats and play styles made my character suck until the end.
 
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After update to 1.06, now I've got weird weather bug. It suddenly change from cloudy to sunny, vice versa.... during your moving. :confused:
 
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Win7 user here, it works when it works and not crashes with latest nvidia drivers optimized for dx12 on 7

Does the game have a built-in benchmark. If so, please post so that we can compare it with windows 10. Both windows 10 & 7 should be using DX12.
 
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I'm trying to do it slowly, not even following main quest. Not sure what level I am, maybe 12. Keep getting annihilated in off-story fights. Is this normal?

Depends. Read one of my spoilers and you'll figure it out fast. You either hit the game mechanics jackpot with your build or you don't. Some playstyles are just very tedious and slow (but fun for whatever reasons) but a few others basically just give you the game on a platter.

Also, key aspect: each city district is level gated and the game won't tell you exactly what level it is, you have to guide yourself by staying in 'Moderate' danger areas or below it if you feel underpowered.
 
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Is anyone else having horrible 1%, 0.1% lows with this game?
I'm running a Haswell 4790k which I get is old but 1% lows hit like 17fps outdoors at any graphics setting from low to ultra at 1440p

Works absolutely fine at 1080p, but not at 1440p with 75% scaling, which is another baffling aspect
 
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Before the Ryzen fix outside in day time crowded area I had also 12 fps or something in 2k. Anything less than 100% scaling looks horrible and at this point, it's the same as doing 1080p. And yes 1k res does look bad for my eyes. I am so over 1080p gaming i had it for almost 10 years and I am not going back

After Ryzen fix lowest was 30fps.

You know i did not believe in the Ryzen fix, basically, it makes tye cpu run on all cores and more utilization - because no game ever ran my Ryzen at 50%
Never played Valhalla but all other AAA titles did a maximum 30% and an average of 20%

 
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Talking about the jacking-in minigame with the matrices of letters and numbers? Or just quickhacking (with the optics) in general?

The reason I ask... and I don't ever see it mentioned, but for me there was an issue with it, where they more often than not took inordinately long to complete, just sitting there pointed on the object, holding the button... it would say 1.5s to complete and take more like 15. 15 seconds of standing there, staring at the screen. To trigger a simple distraction or disable one turret. Sometimes, I could look away for a second and go back to the object to make the meter go from crawling slowly to finishing almost immediately. Doesn't happen for me as of 1.06, they're suddenly very fast always. Maybe not totally fixed, though. Seems fine over here.

The hacking is very powerful and versatile as you progress. Like, to the point where you don't need anything else and you will be outclassing direct combat options for any enemy or situation. It can be kind of broken. Can deal with anything very fast. Just take Intelligence and Cool, focus on the quickhacks and Intelligence locked cyberware. You may not even need much in defense because enemies really don't have much of a chance to hit you. Not sure how you fare on bosses. Haven't played as a netrunner yet.

One thing I will caution you against right now. If you're going to hack, it's probably best make it a major focal point. And if you don't like hacking, don't use it. I just beat the entire game 3 int and no cyberdeck chip. The way the skill checks work, you pretty much can't be walled out. You'll just have different approaches to getting past them... different ways to make extra money and advance your character. But if you spread your skills out, none of them will be enough to get you through combat and it's not very fun. Recommend picking only two attributes to max initially and not touching the others unless there's a low-level perk or two you want there. Take one for your choice in offense, and the other to bolster it.

The rest is up to you. Don't wanna ruin anything for you, but these are things I really wish I knew on my first go, which I had to finish on easy because dicking around with different stats and play styles made my character suck until the end.
Thanks mate,much obliged the more i know ,more i want to just fig around and cause mayhem :D
 

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So... are we not gonna talk about how absolutely fucking nutty crafting is right now?
I'm only level 2 on my new tech-weapon character and made about 20k ennies in 10 minutes. Turns out the drinks break down into crafting components that sell for more than the drinks themselves. So if you spend all of your money on drinks from every vending machine around V's apartment, break them down, and sell the parts, you come out with like 5x the ennies you put in! Skyrim's got nothin on that...

Best part is, by the time you do it once, they reset. I did it 3 times to make what I made.
Yes, that crafting nuttiness was in the vid commentary I posted a few days ago. It apparently can lead to bad stuff since save file max size is hard-limited.
 
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It apparently can lead to bad stuff since save file max size is hard-limited.
I thought that was fixed in the recent 1.06 hot fix yesterday?
 
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Yeah. I too think that the constant dialogue helps you become more immersed into the game. I think for me, I only get an hour or two after the wife and kids go to bed to play so I feel as though I am in a time crunch :laugh:

Then dont go doing story or journal side missions and just roam in the city doing gigs as you walk up to them. Plenty of action to find. I do advise doing the first act prior, so finish off 'The Heist'. After that you can continue at any time and the city gets fully unlocked.

Is anyone else having horrible 1%, 0.1% lows with this game?
I'm running a Haswell 4790k which I get is old but 1% lows hit like 17fps outdoors at any graphics setting from low to ultra at 1440p

Works absolutely fine at 1080p, but not at 1440p with 75% scaling, which is another baffling aspect

4C8T and DDR3 is history for quite awhile now. Frame pacing in the game should/can be excellent. 1440p might just tip it over the edge. Some graphics options also hit the CPU/sys memory.

Maybe play around with the pop density as well. I think you are loading too many assets at some points.
 
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Does the game have a built-in benchmark. If so, please post so that we can compare it with windows 10. Both windows 10 & 7 should be using DX12.
I'm done with this game, random crashes every 1-2 hours, YT gave me opportunity to see whole story within 20 hours with streamer having good sense of humor and nice comments. Good experience with all major AI glitches and band aids.
 
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Yes, that crafting nuttiness was in the vid commentary I posted a few days ago. It apparently can lead to bad stuff since save file max size is hard-limited.
That's fixed now! You can start exploiting the game right away now and not worry! :laugh:

I'm still trying to figure out what the hell they were thinking with the whole perk system. It really needs an overhaul. It is full of loops that generate materials/money from essentially nothing, crit and damage stacks that take you above what any enemy in the game can survive a hit from (with basic starter weapons,) armor boosts that cause invincibility due to stat integer overflow. I want to say it's broken but it's more like it is fundamentally built to work this way. There are too many exploitable bonus freebs, percentages stacking with multipliers, and just all around bad calculations coded into it. It's not like it's just bugged and getting the numbers wrong. Though that does happen, the proper math, in it itself, easily puts your character at a permanent advantage that utterly destroys any balance. Once you crack a ceiling, it only becomes more imbalanced as you level. You can bypass your whole stat system and flood the game economy. And you can get there early, without fancy tricks. Could easily become a monster before finishing act 1.

I'll be curious to see if they try to re-balance this at all, or if we'll just have to wait on a mega-rebalancing mod. I don't even know how it could be fixed without nerfing a good 3rd of the perks. For TW3 an ex-dev even stepped in and made one.
 
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Keep getting annihilated in off-story fights.

I am wrecking everything with swords/knives. I am level 16 and I am not even done with the prologue.
 

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The one shot head kills with the sniper rifle are sort of satisfying. Been using a smart tech pistol with homing projectiles.
 
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The one shot head kills with the sniper rifle are sort of satisfying. Been using a smart tech pistol with homing projectiles.
That's kinda what I'm working towards now. All tech and smart weapons. They seem really cool.
 
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Does that work for any saves after the patch such as auto/quick saves?
The way they worded it implies that the fix should also apply to existing saves that haven't yet been corrupted, but they didn't really make it clear. Just said "Removed the 8 MB save file size limit. Note: this won’t fix save files corrupted before the update."

I would expect that it wouldn't matter. The save size is dynamic, and I doubt it was something in the saves themselves. More like the engine couldn't handle writing saves bigger than 8mb, so as soon as it tries, that save gets cooked.

It's hard to see why existing saves that are still good would get corrupted post-patch, you know?

I kinda wish they'd be clearer with these fixes. Just looking at the size, and little changes that happen with each one, they're doing much more than they mention. It'd be nice to get a full bullet point list for each one.
 
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That's fixed now! You can start exploiting the game right away now and not worry! :laugh:

I'm still trying to figure out what the hell they were thinking with the whole perk system. It really needs an overhaul. It is full of loops that generate materials/money from essentially nothing, crit and damage stacks that take you above what any enemy in the game can survive a hit from (with basic starter weapons,) armor boosts that cause invincibility due to stat integer overflow. I want to say it's broken but it's more like it is fundamentally built to work this way. There are too many exploitable bonus freebs, percentages stacking with multipliers, and just all around bad calculations coded into it. It's not like it's just bugged and getting the numbers wrong. Though that does happen, the proper math, in it itself, easily puts your character at a permanent advantage that utterly destroys any balance. Once you crack a ceiling, it only becomes more imbalanced as you level. You can bypass your whole stat system and flood the game economy. And you can get there early, without fancy tricks. Could easily become a monster before finishing act 1.

I'll be curious to see if they try to re-balance this at all, or if we'll just have to wait on a mega-rebalancing mod. I don't even know how it could be fixed without nerfing a good 3rd of the perks. For TW3 an ex-dev even stepped in and made one.
That might just be me, but while CDPR are Aces when it comes to world building and storytelling, they seem to have trouble with making a robust combat system. The witcher 3 felt somewhat mature, but if you played the game as a completionist you would level up so fast that you would destroy everything with a few hits. TW2 had balance issue, the start would be hard, then the game become too easy, and TW1 had a single build that was really above anything else.

Cyberpunk is fun, but it's not in the same realm as bioshock and metroid prime as far as first-person fight is concerned, even at the base difficulty those games required you to be methodic. Especially metroid, that game had some memorable boss fights, when in my playthrough of CP2077, bosses where somewhat anecdotic, brute force is all that matter
 
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That might just be me, but while CDPR are Aces when it comes to world building ans storytelling, they seem to have trouble with making a robust combat system. The witcher 3 felt somewhat mature, but if you played the game as a completionist you would level up so fast that you would destroy everything with a few hits. TW2 had balance issue, the start would be hard, then the game become too easy, and TW1 had single build that was really above anything else.

Cyberpunk is fun, but it's not in the same realm as bioshock and metroid prime as far as first-person fight is concerned, even at the base difficulty those games required you to be methodic. Especially metroid, that game had some memorable boss fights, when in my playthrough of CP2077, bosses where somewhat anecdotic, brute force is all that matter
Definitely agree. TW3 was just as unbalanced IIRC. But mods did fix that greatly. Even re-balanced value and breaking things down so that money matters throughout the game... like the money rewards from quests are actually needed, you can't cheese your way into being filthy rich and having superpowers.

I dont hold any of it against them. I know that the amount of math and probability you have to be on top of to string together a working perk/stat/level system with so many options you can take at any given point and so many discreet sections with overlapping effects and interlocking parts, is anything but simple. Testing is even less trivial. There are several magnitudes of paths and outcomes. Controlling the extremes becomes impossible when you have too many open elements. TTG designers are fucking wizards. It is very hard to give options and choices that are rewarding and liberating without also leaving openings for major exploitation. In fact, I don't think I've seen a game with a big, open crafting or stat system that wasn't able to be gamed up by anyone with a feel for the logic. Give the player an inch, they'll take a mile. Dominant strategy takes hold, even if it actually hurts their sense of gratification. You're either forcing limiters on yourself or falling into the path of least resistance. Always that thought in the back of your head of how easy it would be to ____ and how no character you do avoiding those things will be half as good. The game is supposed to sort out the spirit of itself. Leave it to the player, most will use whatever is there.

There are several perks where it's just too obvious. You can quickly run the math and see the unbelievable numbers. Kinda stuff that makes you think "Wait, so if I take this, this, and this, I can just DO that?! And it's supposed to be that way?"

That's the litmus test for me. If you're doing something and it goes so well that you legitimately have to ask yourself if it's an oversight or if it was really meant to play out like that, it probably ought to be tweaked. It reminds me of conversations people would have about Skyrim, regarding the point where alchemy and enchanting go from well-spirited use of mechanics to intentional exploitation. I mean, minus bugs, a path totally out of normal numerical confines could be found without looking for it, without trying to exploit things. It's just that if you use them as intended, you will wind up at a point where literally nothing else matters and many other mechanics become totally skippable.
 
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