Corrected German Podcast Translation

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Our own Hillanoko from Discord spent a good chunk of their own time and translated the German podcast for us.

We are grateful!

Part One:

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Retranslation of Podcast Episodes 65 (2019) and 81 (2020) and correction of the Infamous Reddit Post



Retranslation done by Mikanoko
(YT https://t.co/p1a8F0kSKj?amp=1 and Discord Hillanoko#5828)



PODCAST EPISODE 65


Recorded around the time of the Deep Dive Demo



(IF youre going to make a video based on these translations please credit me in the video in any shape or form YT (https://t.co/p1a8F0kSKj?amp=1) , Discord or Twitter (https://twitter.com/mikanoko1) )

2018 Demo parts were from the main game but in a more improvised/customized quest or meanwhile were overhauled



Alotta talk about demo design, how its meticulously planned out, how CDPR aknowledges that the community picks apart everything shown, how they deliberately place vehicles and plan out mechanics to show etc



Minutes 19:30-20:00


There was some talk about switching up dialogue shown in demos from what happened in game: In Demo Dialogue =/= In game dialogue (Not confirmed? Named as an example of Demo-Cinematic work (Named example: "For example in public we change around what we want to tell for example our Mr Placede, we for example create a couple other dialogue options so a bit of improv is implemented in the end but that of course only works in the end if you have the script nailed down (?) ".)


Minute 20:20


Question: In what ways did you respond/react to critiques from the first demo? what is your stance towards hole left in the demos?
(Subject of this question Is towards gameplay demo 1 from 2018)


CDPR Rep acknowledges the critique towards the first demo and sees the holes left in it as a good thing as it means not everything is given away and its easier for the devs to leave a hole in the game so if in the final products things turn out different there’s no letdown as if everything is shown everything will be expected as has been shown.


While missions in the demos were focused and extra polished at the time for one specific path even at the time they were completable in many more ways and good effort was put into the fact that all kinds of missions should be completable in many ways. 

It keeps talking about the progress of the 2019 build for around 10 minutes with various questions about mission possibilities and game stability (?) and how complete the game was at that time/how playable

. Upon being asked if there were any decisive changed between 2018 and 19 the rep went quiet and the question was skipped

PERSONAL BREAK AT 40:30

Nothing further of note discussed



PODCAST EPISODE 81:



CDPR Home offices:



-Slow start first they sent people home that had the easier possibility to work from home


“We started earlier then most, a couple weeks earlier then announced to prepare, we had the possibilities to either get our materials shipped to us or get our workstations ourselves so the transition was smooth for even hundreds of people
”

-People had to sign contracts that everything arrived as promised

-they were getting notified prior of the delivery
 that its coming

-their IT included instructions on how to connect to company communications via VPN



In the span of 2 days he thinks to recollect 700 workstations went out to employees with essential cyberpunk files rather than just the game as is and the 700 as a whole is just the number of delivered workstations and isn’t stated to include the ones employees brought home on their own.



-There were colleagues who prior to this moving operations already worked from home or went earlier into home office then others due to the fact they would also have to take care of their children at home. 
Some people didn’t take it too well to work from home due to most various reasons (ofc, people are individual after all)

-People crunch on their own at times due to problems switching between their private time and work. CDPR discourages this and prefers to have their employees first and foremost rest rather then work 24/7



-They had a couple of problems with instructing newcomers but did manage

. Overall, CDPR took the change quite well. 

Quests are gonna be more oriented on leading people on their own without extra gimmicks (presumably Witcher sight, markers etc (PRESUMABLY!) ).



-CDPR puts a lot of trust into their employees to not leak anything during the home office period, that includes the people closest to the employees

, they deem that trust deserved since they kept Keanu a secret as well.

-Despite the fact people saw around an hour of gameplay, Pawel is still glad to know that "Players have seen nothing yet!“

 Devs are able to test the "cook“ at home (The Cook is the .exe game as is finished at that time.) This is encouraged so people who rather work on the backend find out the state of the game or so people who need to know if their things truly work as they want ingame can test it in the live environment (Test quests, look for bugs etc)


-A good bit of devs like to play the game after work to wind down.



-People have their own PC and their separate work PC’s at home. For Security reasons only their workstation PC’s are allowed to have Game files and the Cook Version to make sure there will be no leaks through hackers or more physical sources.

-

The Reason for delay was to polish the game into a state not only the devs would be truly happy with but one for the players as well, not just bug fixing and performance polish etc

. The Home Workflow is the same as in main office

. They are vigilant with bugs, for example there was a Y axis error in a random elevator where you’d were to step down a tiny bit from the elevator onto the connected floor, even such small things get corrected

.

-QA makes a lot of testing, Cooks get released and rereleased on the hour with changes ranging from minor to greatly.



-Syncing game works very fluidly with intelligent design that only downloads actual new changes.



-(There were plenty of jokes made about how pedantic we germans are as devs and people. I 100% approve.)



-Devs are allowed to get creative in solving problems, while the clean approach takes a lot of time and manpower. CDPR welcomes creative additions from their team which can cut down time needed by at times huge amounts

.

-There has been talk of one of the devs who wanted to implement that npc can not see you when you’re vertically up but hidden as well to give a sort of "Batman“ like feel in one of the levels. It gave him quite a headache but in the end he did manage to implement a rather easy solution (His words) to that problem to allow him to program it into the game the way he wanted. He did not disclose the solution because he has a running bet with QA if they could figure it out themselves. This "Batman hack“ was broken by QA multiple times upon times but it was by now fixed and despite QA’s best attempts it wasn’t broken since. It works without quest implementation OR scripting rather based on the system tools.

-

It was disclosed that certain objects have values allowing NPC’s to listen and or see through them to certain amounts

. As in Concrete doesn’t let you see through but if its thin Npcs can hear through it
. So material can dampen sound and sight based on its own unique values

.


END NEW INFO!




Hill.JPG
 
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Part Two:

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CORRECTIONS:

This was a general statement rather then factual:


-Developers said that the improvements in the level Design are as big as they were from Witcher 2 to the Witcher 3.

This is planned to be avoided:

-there will be no such thing as the barrels from the Witcher 3 in Cyberpunk with an overwhelming amount of map icons because some players want to complete every single map icon available.


FALSE:

"You will have about 3 times that much ways to solve a mission than in the Witcher 3. They thought “What is the dumbest thing a player could do now and how is it possible that the mission continues. The only thing stopping it is the players death. They called an example where you talk to someone, get shot and instead of fighting back you run away and buy a hamburger but the mission has to continue. (Does this mean eating is confirmed? I’m not sure)"

CORRECTION:
The quests were generally improved in solvability without a set approximate, it was only a suggestion. Players can act in stupid ways without the quest immediately failing but failing is still possible if someone crucial dies etc etc.
 The whole hamburger thing was only a joke, nothing more nothing less.


FALSE:

"They tried to improve this in the Witcher 3 DLCs and want to improve it even more in Cyberpunk: Some players said the missions when using the Witcher sight were to similar and not that interesting. We won’t see that again. I assume we will have something similar with our Cyberwear but that will be used better for missions."

CORRECTION:

The general philosophy is to subtly lead the player this time with either markers for places or encouraging people to open their eyes or listen to what is being told them rather then a glowing piece of whatever on the ground.



FALSE:

"While there are some areas in the Witcher 3 where villagers don’t have a daily routine, they are planning to improve this with giving more than a thousand NPCs a handmade routine."

CORRECTION:


Most people have Automated Routines from a pool which can divert into branching options. Its mostly randomized but remains believable.


This is generally correct:

-According to a dev working on quest design they have no "rules“ about how a quest has to be (eg. Do not let you move more than 1000 meters, you talk to 2,5 people [Yes the dev said "2.5 and not 2-5"]) the only rule they have: If it‘s good, we expanding it and implementing it.



FALSE:

"When they fully finished a quest they do not put them aside and work on the next, no they continue playing it over and over again until the game releases because they might find something to fix or improve. That’s what they did with the Witcher 3 and what they are doing with Cyberpunk.
CORRECTION:
They don’t hang themselves up on one quest. QA does major bug testing and it gets fixed as things prop up."

True:

-They were really proud of themselves that no one leaked the appearance of Keanu Reeves in more than a year they knew they got him before the E3.

NO MENTION OR MISSED:

"The melee fight System shown in the E3 trailer was not nearly where they wanted it so expect some big improvements there."



THERE WAS 0 MENTION OF THIS:

"Inside of the Cyberspace you will be able to summon Phantasy-RPG-like creatures and warriors who can for example burn out another hacker."


 
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Well I weren't the one that said it would be in the game, but given that it's not even remotely like it, I still think that it is the main issue.
According to new CDPR interviews, Cyberpunk 2077's new real-time AI systems will allow for incredible dynamism. Thousands of NPCs will have actual daily routines throughout Night City's six districts, including a ton of robust and varied characters with cyborg implants, unique designs and animations, and day and night cycles.
Well, it was cut out then, gutted, no more... like the Monty Python dead parrot sketch - This is an ex-AI!
It was quite obvious from day1 that there is no police system,but i don't think they screwed it is simply that it was never intended. I don't remember CDPR saying "sandbox",and "open world" is not a "sandbox".
What happened i think, is that they realized too late that (some) people was going to go in a murder spree with civilian NPCs and they didn't wanted this to happen (stream platforms) so they spawned police as a fix( they kind of told beforehand in some interviews that "cyberpunk doesn't play as gta").
Apologist; they didn't forsee players going on a murderous rampage? Please, I know they live in the Poland but they still live in the same world as us... From Gamerant: UI coordinator Alvin Liu has revealed that the game will have a "wanted" system that can catch up to players who terrorize NPCs. However, unlike the wanted system in games such as Grand Theft Auto, in Cyberpunk 2077 the police system is blatantly corrupt and takes bribes...
There is no Police System in this game and they in fact act much like another gang system. Cut!
Part Two:
...


FALSE:
"While there are some areas in the Witcher 3 where villagers don’t have a daily routine, they are planning to improve this with giving more than a thousand NPCs a handmade routine."

CORRECTION:

Most people have Automated Routines from a pool which can divert into branching options. Its mostly randomized but remains believable.

...
I've not seen one instance of that occurring (only 40 hours in and not left the lockdown area), they wander aimlessly and blink in and out of existence. Whatever they had planned was gutted.

Disclaimer: Loving the game and the world and the stories (even the drivings not *that* bad), but hating the AI which is worse than Skyrim (2016), GTA4 (2008), The Witcher 3 (2015) and even Watchdogs 2 has better crowd believability (never played Watchdogs1).

CDProject Red: Fix the AI please, it's painfully, embarassingly bad.
 
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