Author Topic: Cyberpunk 2077 - We're finally Next-Gen!  (Read 161076 times)

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Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1620 on: December 21, 2020, 11:04:01 AM »
The streets of Night City were dark and cold, drenched in crime and fraud



The barmaid smiled "There is no way to save this City. You gotta look out for yourself first"


The cops in this town were lousy and corrupt, it was time I took matters into my own hands. I would just shoot my way to the top and make eddies doing it



"I'm warning you kid, this is Hatori Hanzo steel don't interfere with my biz"
"And this is Night City you cunt and you better give us your wallet"



I would clean these streets, block by block, street by street or die trying
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Great Rumbler

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1621 on: December 21, 2020, 12:55:30 PM »
i feel like it is too short since I obviously didnt spend 90 hours on the MQ..

Im not sure about some of the stuff included in the MQ but then theres side stuff I think should have been part of the MQ



Even Cyberpunk's glitches are better! :rejoice
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thetylerrob

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1622 on: December 21, 2020, 01:19:09 PM »
CP2077 shits on both of the new Deus Ex games from a high vantage point IMO. HR was great for the time and had a really unique aesthetic that they of course leaned away from. The writing in Mankind Divided was so incredibly on the nose I couldn't make it very far last time I tried to play it.

"Aug lives matter" :yuck

Also, the characters in CP are all very memorable and feel like real people in a way that Deus Ex could never pull off. It's a benefit of the huge open world that you get to see them in different environments.

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1623 on: December 21, 2020, 01:25:58 PM »
Some interesting photomode tips. Pretty neat to use the muzzle flash effect as an additional light for your shots  :thinking
https://twitter.com/Berduu/status/1341065666875568129
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OnlyRegret

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Don Rumata

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1625 on: December 21, 2020, 04:03:36 PM »
Lol, but also, what other answer do you expect beyond "Yeah, put it on the pile!" ?

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1626 on: December 21, 2020, 05:15:03 PM »
Release now fix later has always been CDPR's way of doing things and this was the first game they released for consoles and PC at the same time.

When Witcher 3 came out you needed like an SLI setup to keep 30fps in Novingrad.
Witcher 2 was sort of the game no one could run at high settings until new hardware came out.
When Witcher 3 hit consoles, the swamp area ran at like 16fps and was a sign of things to come.

After a while they fixed all that but Witcher 3 still has game breaking bugs to this day. I think CDPR's hubris and gaming press hype sorta got in the way of the reality of the situation.
CDPR is a Eurojank developer at its core and you can sugarcoat that to an extend but there's a reason why so few Eurojank developers have the popularity CDPR does.

In that sense I like their non-bullshit response. They might fix that bug, they might not at least they're not dangling some 'Ongoing Journey' carrot in front of you like EA did with Anthem.
The game isn't designed to have a million items so fuck you for using exploits  :lol

Deus Ex Mankind Divided has a bug much like it that they never fixed.
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paprikastaude

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1627 on: December 21, 2020, 05:24:25 PM »

Hamarr

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1628 on: December 21, 2020, 05:30:06 PM »
Does the save file corruption issue happen on Xbox?  Most of the what I have read has been about the PC.  My friend had his save files completely corrupted on PS4, but he and his son hadn’t been playing anywhere near long enough to hit this file size issue.  He ended up getting a refund for now.

Telling people to just reroll in a game with enough content to play upwards of 150 hours I was hearing is pretty shit.  I tend to prefer doing everything on one character. 

Didn’t Bethesda games have this issue too?  I remember with Morrowind there was a work around where you go get all of the napkins and other junk that was spawned when checking a container and put it all on a corpse.  Once the body had disappeared that removed it from the database.  It sounds like there is no workaround here because everything is permanently stored in the database.

Edit - oh yeah, I think I wasn’t far enough in to see of the more common bugs.  I’m seeing a lot of stuff like spawning inside a character who is driving instead of being in the passenger seat when loading a save where we are driving.  It’s been mainly minor but funny stuff and still only the one crash.

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1629 on: December 21, 2020, 06:50:15 PM »


 :lawd


Does the save file corruption issue happen on Xbox?  Most of the what I have read has been about the PC.  My friend had his save files completely corrupted on PS4, but he and his son hadn’t been playing anywhere near long enough to hit this file size issue.  He ended up getting a refund for now.

Telling people to just reroll in a game with enough content to play upwards of 150 hours I was hearing is pretty shit.  I tend to prefer doing everything on one character. 

Didn’t Bethesda games have this issue too?  I remember with Morrowind there was a work around where you go get all of the napkins and other junk that was spawned when checking a container and put it all on a corpse.  Once the body had disappeared that removed it from the database.  It sounds like there is no workaround here because everything is permanently stored in the database.

Edit - oh yeah, I think I wasn’t far enough in to see of the more common bugs.  I’m seeing a lot of stuff like spawning inside a character who is driving instead of being in the passenger seat when loading a save where we are driving.  It’s been mainly minor but funny stuff and still only the one crash.
I did some research on the save file thing and the main cultprit is the broken crafting economy.
Players discovered that buying a $10 can gets you $24 worth of materials and there are more things like that.
So they empty 10k or 100k worth of cans out of vendings machines, recycle that into thousands of materials and start crafting items until the RNG gives them the best possible stats.
But every item you craft or loot in the game with unique stats is stored in a sort of 'database' where those attribute numbers are stored and if you sell a gun to a vendor, the vendor will 'keep' that item and you can buy it back later.
The current save file cap is 8MB and any normal playthrough will never get you past 5MB but with the crafting exploit it's pretty easy to stock up on 10000's of guns, armor pieces and Cyberware that will eventually break the save file.

The save file is essentially a ticking time bomb.  :lol
Anyhow more games in the past have suffered from this issue. I think Oblivion or Skyrim had an issue like this too but there was a workaround for those games.
You simply had to stash your items into a corpse and that corpse would eventually dissapear and delete the items from the data storage.
Deus Ex MD had a few scenarios where if your inventory was full and you were gifted a weapon the game would crash. In that game you had to drop all your stuff to get through it.
One of those sections was the shooting range. If the gun range gun and ammo did not fit your inventory the game would lock up.

The easy fix next to a higher filesize cap for CP2077 would be to make most junk only sellable and give edibles a sell value of $1 or $0 so a $10 can doesn't net you 3 crafting components or $24 worth of sellable materials.
There would be no reason to farm those anymore and that seems like the easiest way to get components as other items are harder to find/buy and not in infinite stock from vending machines.
« Last Edit: December 21, 2020, 07:30:52 PM by Nintex »
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Potato

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1630 on: December 21, 2020, 07:43:33 PM »
Just started my game on PS4 and encountered my first bug before I even got into the game. I went to settings to see if I wanted to change anything and couldn't back out of the settings page. Had to restart the game and then got a message that my settings had been corrupted and would go back to default. Not looking good.
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chronovore

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1631 on: December 21, 2020, 08:41:42 PM »
What is all this whining online about CDPR wanting to maliciously 'hide' the true state of the ps4 and xbox versions because they didnt send out review versions of those platforms

like lmao when has a developer EVER sent out a worse or inferior version to press when they could just as well send the best version?

Press? No.

But I have sent broken versions to the client so that the next version we send can evidence markedimprovement.

Coax

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1632 on: December 22, 2020, 02:36:52 AM »
More screens :-* The light through the shutters in the No-Tell Motel at around 5:30PM during part of the Violence sidequest makes for some great player character lighting.

main quest character minor spoiler
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Rahxephon91

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1633 on: December 22, 2020, 03:24:45 AM »
I remember a few reviews saying this game was super dark and depressing and while I'd say the dark stuff is on the level of a cable crime tv show and it's there. I don't actually think it's super gloomy. The tail end of the River subquest was pretty good. Reminded me of the best part of the Blood and Wine, the Wedding set piece. CD Project Red creates these characters that are just entertaining to be around. I also kind of think the whole romance thing with River was solid as far as video game romance shit can go.

Right now I see this game as what if the Witcher 3 was set in a GTA structured city and played like a modern Skyrim. It certainly feels like the mission structure is like Witcher 3 complete with parts where you play as another character. The city reminds me of open world GTA where areas are memorable by the personality they try to emulate and the random gigs are certainly like the random citizens of GTA4. And it reminds of Skyrim mearly because it is fps action rpg and I spend a lot of time looting every fallen enemy so that I can sell their weapons.

Coax

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1634 on: December 22, 2020, 03:51:05 AM »
I remember a few reviews saying this game was super dark and depressing and while I'd say the dark stuff is on the level of a cable crime tv show and it's there. I don't actually think it's super gloomy. The tail end of the River subquest was pretty good.

The Peralez and River sidequests are my favorites and yeah, River is a good character. Dream On in particular touched on a kind of The Conversation tone and subject that I was really hoping the game would lean more into but I've reached the point of no return point for a bit and no other sidequests have been like it.

There's so much potential with the environment and subjects that it'd be great to see more of those types of stories explored in any expansions.

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1635 on: December 22, 2020, 05:56:31 AM »
Yeah im gonna need years of content before im sick of the city
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Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1636 on: December 22, 2020, 09:23:18 AM »






story mode




 B R O K E N :mjcry
[close]
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MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1637 on: December 22, 2020, 10:32:13 AM »
What

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1638 on: December 22, 2020, 10:34:18 AM »
Also my V

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Great Rumbler

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1639 on: December 22, 2020, 01:52:52 PM »




dog

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1640 on: December 22, 2020, 04:25:49 PM »

What

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1641 on: December 22, 2020, 04:34:11 PM »


This vidya brehs :lawd
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who is ted danson?

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1642 on: December 22, 2020, 06:57:48 PM »
I've put 6 hours into this so far (been "introduced" to Keanu).
The sense of scale & the world is unmatched. Everywhere I turn is a screenshot. This is exactly how I imagine the cyberpunk aesthetic. :lawd :lawd

The main negative I have so far is that the driving is absolute liquid shit. Like, what the fuck man  :lol
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Human Snorenado

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1643 on: December 22, 2020, 06:59:32 PM »
Are you trying to drive in 1st person too? It gets a little bit better in 3rd person, but the biggest difference is going from cars to bikes, which I absolutely recommend. Handle way better, more maneuverable, etc.
yar

Human Snorenado

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1644 on: December 22, 2020, 07:01:01 PM »
Also, said in best Keanu voice: "Whoa"

yar

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1645 on: December 22, 2020, 07:04:50 PM »
Are you trying to drive in 1st person too? It gets a little bit better in 3rd person, but the biggest difference is going from cars to bikes, which I absolutely recommend. Handle way better, more maneuverable, etc.
Yes, I've been in first person. I just got a bike, so I'll give it a go tomorrow (in 3rd person) and see the difference
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Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1646 on: December 22, 2020, 07:08:55 PM »
3rd person driving is the way to go

PGR vibes man, PGR vibes  :lawd
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naff

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1647 on: December 22, 2020, 07:19:08 PM »
riding bikes is fine. some cars are aiiight. i wish the mini map zoomed out a little as you picked up speed or even better you could have an AR display over your vision to indicate your path. constantly miss turn offs because the UI is kinda shite. more subtle AR visual modification of environments would be cool.

the ability to modify your interface would be incredible, even having certain changes as mods :lawd

game desperately needs more immersive stuff like that to make it feel like the character is actually mine.
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Coax

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1648 on: December 22, 2020, 10:54:09 PM »
My thoughts after wrapping it up. Got the PoG ending.

spoiler (click to show/hide)
I liked the idea of not getting other characters involved besides the OG duo of Rogue and Silverhand since I figured there was less likelihood of some depressing scenario :doge The part where you wake up and are suddenly wealthy with different tastes was a bizarre turn though, even moreso when it turns out you're headed for some giant casino in space with a handgun :lol

Can't say that ending suited the tone it had built up to or even how I viewed my character but apart from that the lead-up was enjoyable, being pretty much more of the same decent combat/stealth.

Cute touch with V's new place on that ending being visible from her original apartment. Discovered this by reloading a save and jumping all the way down then back to the apartment. Surprisingly if you do that the game functions almost as normal, except cyberware is disabled, enemy HUD markers, time of day and some vendors seem to be absent. Not sure if sidequest phone calls function but all the sidequests are still there.

Game overall is shorter than I was anticipating from the outset and the decisions made throughout seem inconsequential to the ending. During parts of the game I was thinking that mentioning so-and-so in a conversation might lead to them being killed later or things like that but it really wasn't that deep and most choices affecting the ending come right near the end from what I've read subsequently.

Liked:

- Environments
- Stealth (even with the fragile AI one can play most scenarios like stealth puzzles and the positioning of enemy layouts is decent)
- Motorcycle driving
- Japanese voice acting
- Main quest has no cruft.
- There's a good variety of sidequests and when it gets the right tone and substance it's quite absorbing.

Disliked:

- Driving navigation. For high speed vehicles they should optionally add HUD turn signals on the road, a la the Claire racing sidequest (but less obnoxious, visually).
- Decisions through the game make very little difference to the plot.

Other thoughts:
- Sidequest discovery isn't particularly organic. All but a handful of sidequests are discoverable via dots on the map from fixers or just come automatically via phone. This surprised me coming from TW3 where vendors and other in-person NPC interactions were a source of sidequests. Even when a restaurant owner in 2077 says 'had three delivery men killed so can't deliver food' it practically makes you anticipate a sidequest but then nothing is available. There were only like one or two sidequests that I encountered by talking to someone in-person that weren't marked or automatic.

- Main quest was polished but shorter than I would have hoped for with how rich the environments are. Similarly, given the statements about content in the years leading up to it there were less sidequests than I was anticipating, however the variety of them was solid.

- Wish they delved more into the interesting corruption elements that featured in the Peralez and River sidequests. Given they placed these and the Delamain sidequests nearer the start of Act 2 I wonder if they just ran out of time/prioritized elsewhere.
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The secret, alternative final mission with no checkpoints though :whoo Video below. I'm thinking I'll make an attempt at this if I can trigger it (afaict shouldn't be hard to since the decisions are made near the end, the way I played it).

Secret mission
Not sure if they're playing on Normal or Hard as didn't notice some of the final boss attacks. Might be due to quickhacks (watched on mobile originally so couldn't make it out).


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« Last Edit: December 22, 2020, 11:10:55 PM by Coax »

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1649 on: December 23, 2020, 11:08:15 AM »
After doing this, I realized I had to skip town for a bit

BLACK MAMBA

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Luckily a stranger helped me find my way in the badlands
spoiler (click to show/hide)





[close]
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Hamarr

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1650 on: December 23, 2020, 03:16:03 PM »
3rd person driving is the way to go

PGR vibes man, PGR vibes  :lawd

I might have to give this another try.  I use first person so much in other games it’s hard to switch back but I keep overshooting corners not paying attention to the road and the mini. AP at the same time. I kind of wish there was a driving line like in Forza or Watch Dogs.  The handling on motorcycles is way better.   I actually driving back and forth for missions.

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1651 on: December 23, 2020, 05:18:26 PM »

Hotfix 1.06 is available on PC and consoles! Here is the full list of changes:



Quests

Dum Dum will no longer go missing from Totentanz entrance during Second Conflict.


Console-specific

Improved memory management and stability, resulting in fewer crashes.


PC-specific

Removed the 8 MB save file size limit. Note: this won’t fix save files corrupted before the update.
What

Pissy F Benny

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1652 on: December 23, 2020, 05:45:01 PM »
Wow what comprehensive fix :doge

I think I might chick dis shid on the back burner for a bit and finish off the superior assassins creed Valhalla :rash
« Last Edit: December 23, 2020, 05:49:16 PM by Piss Benoit »
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MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1653 on: December 23, 2020, 05:55:22 PM »
Ay do whatever makes u feel hap;py bro
What

Great Rumbler

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1654 on: December 23, 2020, 06:10:02 PM »
Wow what comprehensive fix :doge

It's just a hotfix. The next major patch isn't supposed to be out until January.
dog

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1655 on: December 23, 2020, 07:12:24 PM »
A reduce in crashes on consoles could be a big one actually.
Nice that they quickly fixed the save file size.

Unlike BioWare with Mass Effect and Anthem, CDPR actually seems commited to iron out the issues like they did with Witcher 3.
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Don Rumata

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1656 on: December 23, 2020, 07:22:33 PM »
A reduce in crashes on consoles could be a big one actually.
Nice that they quickly fixed the save file size.

Unlike BioWare with Mass Effect and Anthem, CDPR actually seems commited to iron out the issues like they did with Witcher 3.
No shit.
Contrary to EA, CDPR doesn't have anything else to fall back on.

BIONIC

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1657 on: December 24, 2020, 12:05:26 AM »
A reduce in crashes on consoles could be a big one actually.
Nice that they quickly fixed the save file size.

Unlike BioWare with Mass Effect and Anthem, CDPR actually seems commited to iron out the issues like they did with Witcher 3.
No shit.
Contrary to EA, CDPR doesn't have anything else to fall back on.

No, it’s because CDPR cares so much about us capital ‘G’ gamer CHUDS  :rejoice
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MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1658 on: December 24, 2020, 05:01:48 AM »
Found this by the train tracks



What

Coax

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1659 on: December 24, 2020, 05:15:17 AM »
Going back and re-gearing for one of the endings made me realize how powerful crafted weapons are, comparatively. Originally it seemed unnecessary but after leveling up a few points so I could invest in the Legendary crafting ability holy shit the Legendary Crash revolver at 1000+ DPS and four mod slots (I added extra crit chance, so it's now 97%) is god-like, even if you use a suppressor. 5x headshot multiplier with its base crit chance/damage is ridiculous.

Found a spot to test on enemies in the city with mechs and it one-shots them and any spawning police (with a headshot, or 3-4 shots to the body).

Edit: here's a clip from a capture I took at the time, showing what I mean.
« Last Edit: December 24, 2020, 05:35:34 AM by Coax »

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1660 on: December 24, 2020, 06:06:37 AM »
Found this by the train tracks
:lol

I found this one the other day



And then of course the title of this gig was a Breaking Bad reference
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Pissy F Benny

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1661 on: December 24, 2020, 08:48:49 AM »
reading lore notes come on brehs :gurl
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Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1662 on: December 24, 2020, 08:53:30 AM »
reading lore notes come on brehs :gurl
Most I skip, but there are some funny ones with Movie/game etc. references.

There's also one that I swear they derived from a tumblr or ResetEra post.  :doge
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Pissy F Benny

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1663 on: December 24, 2020, 09:07:34 AM »
if a game wants me to read their shitty lore they need to give me xp for it :snob
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Don Rumata

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1664 on: December 24, 2020, 09:39:44 AM »
Found this by the train tracks
:lol

I found this one the other day

(Image removed from quote.)

And then of course the title of this gig was a Breaking Bad reference
Gotta be honest, that's pretty bland, but i guess they didn't want to write anything too sarcastic.

Great Rumbler

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1665 on: December 24, 2020, 11:26:45 AM »
Found this by the train tracks

(Image removed from quote.)
(Image removed from quote.)


I found a reference to Terminator 2 along one of the canals.
dog

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1666 on: December 24, 2020, 11:36:29 AM »
Oh shit was it like a codex entry?
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Great Rumbler

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1667 on: December 24, 2020, 11:41:56 AM »
Found this by the train tracks

(Image removed from quote.)
(Image removed from quote.)


I found a reference to Terminator 2 along one of the canals.

Yeah, it had an archived conversation like in the San Andreas reference.

Also found one for Mad Max Fury Road in the greenhouse zone.
dog

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1668 on: December 24, 2020, 12:23:15 PM »
When you in the city to steal some shit but also want to go sightseeing



no spoilers, just scroll friendly













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@1440p - Ultra - DLLS Quality - NO RT
« Last Edit: December 24, 2020, 01:00:46 PM by Nintex »
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MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1669 on: December 24, 2020, 12:40:53 PM »
I love/hate the beef against this game from seemingly people who havent even played it

Talking about how graphically the game isnt that impressive, not that much of a step up from PS4 games..
RTX isnt impressive...

 ::) ::) ::) ::)

LIKE WHAT LMAO ARE U FUCKING BLIND BOI
What

Pissy F Benny

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1670 on: December 24, 2020, 12:49:37 PM »
Is there an option to hide head gear, I know you don’t see it much but looking at your character in the menu and seeing them look like a herb in a daft helmet and goggles is :kobeyuck
(ice)

Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1671 on: December 24, 2020, 12:58:45 PM »
I love/hate the beef against this game from seemingly people who havent even played it

Talking about how graphically the game isnt that impressive, not that much of a step up from PS4 games..
RTX isnt impressive...

 ::) ::) ::) ::)

LIKE WHAT LMAO ARE U FUCKING BLIND BOI
And these are not even the RT reflections as I wanted to play this at a stable 60fps. :doggy

I admit, photomode sometimes cleans out some rough edges, but holy shit this game is stunning.
What I love most is the variety in the locales, it might be 1 big city but one district can look completely different from another.
Same with the indoor locations, it isn't just copy/pasta of the same interior. Everything has distinct styles.

Still, apart from character models much of the look is thanks to the stunning art direction and if you compare this to say Watch Dogs Legions or Far Cry 5 this is simply a new standard for visuals and fidelity in an open world game.
Sure there might be games with better car renders or more detailed guns or whatever but nothing that does it at this scale.

Is there an option to hide head gear, I know you don’t see it much but looking at your character in the menu and seeing them look like a herb in a daft helmet and goggles is :kobeyuck
So far only an option to toggle your entire character on/off in the shot. Otherwise you have to remove your headgear from the inventory.
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BIONIC

  • Virgo. Live Music. The Office. Tacos. Fur mom. True crime junkie. INTJ.
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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1672 on: December 24, 2020, 12:59:17 PM »
Is there an option to hide head gear, I know you don’t see it much but looking at your character in the menu and seeing them look like a herb in a daft helmet and goggles is :kobeyuck

That’s why you dress by fashion instead of stats  :fabulous  :snob
Margs

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1673 on: December 24, 2020, 01:21:04 PM »
Im not sure thats an option on very hard..

Id love to see them implement transmog
What

Human Snorenado

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1674 on: December 24, 2020, 02:08:40 PM »
Not sure why I keep helping Panam out tbh...

yar

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1675 on: December 24, 2020, 02:14:25 PM »
Im not sure thats an option on very hard..

Id love to see them implement transmog

Yeah, I was lucky my squishy character always died in 1-2 hits anyway  because it meant hats didn't matter. I really wanted to lock my appearance at least.

MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1676 on: December 24, 2020, 02:16:37 PM »
Im sure these are not my shots  ::)



What

BikeJesus

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1677 on: December 24, 2020, 02:32:54 PM »
Yeah the detail in the environment is crazy. Everything looks unique. So much detail in every single room. Every area feels lived in. I just finished the delamain quest line with the rogue vehicles.

spoiler (click to show/hide)
beep beep motherfucker! Also, was that the Glados voice actress? This game is crazy.
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Nintex

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1678 on: December 24, 2020, 02:33:59 PM »
Apparently she resembles Tristin Mays

https://twitter.com/Trizzio/status/1341100867919949824



No she's not filing a lawsuit.  :lol
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MMaRsu

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Re: Cyberpunk 2077 - "2077" Refers To The Number of Bugs
« Reply #1679 on: December 24, 2020, 02:37:35 PM »
I wanted to go Aldecado on dat ass but she just wouldnt let me...



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