BUGS, UI, QoL ISSUES
Jumped into 1.6 for a moment. List of most glaring issues below.
Note: I appreciate how everyone on the net is an amateur game designer academician these days, expressing their often unsubstantiated opinions on everything, so please forgive me if it sounds this way. I mean not to be vicious but there's still surprisingly many fundamentals in the game (or lacking) for nearly two years now, despite so much patching. Please guys, polish your game up properly, some of the stuff not having been fixed is simply unbelievable at this point.
- Break Hold doesn't work: enemies still display break hold ability, despite it having never worked and modders restoring it since. Broken and present since release.
- Player Statuses bugs still in the game despite being found and fixed by a modder a long while back.
https://www.nexusmods.com/cyberpunk2077/mods/4316
- Map navigation loop bugs: the GPS navigation in vehicles is often buggy, resulting in putting the player in loops that advise to go one way then change it to the opposite direction ad infinitum. It's not a matter of slow nav refreshing, it's specific and consistent bad loops, that seem related to near-bridge areas mostly where paths are vertically layered.
- Same ammo icon used for all weapon types. And no way to see amounts at a glance other than through actual equipped weapons.
- Tech and Power gun icons wrong way around, with piercing icon assigned to power and ricochet icon to tech.
- No damage type indication in weapon inventory icons. In a game designed around utilising appropriate damage types vs specific weaknesses, with a bucketful of pointless colours all over, the most critical piece of info is missing.
- Forced vehicle camera auto-centering makes zero sense on PC. It's also design-inconsistent, since it's only enforced in first person. It should have a basic toggle option.
- Forced zoom-in when peeking corners or aiming with weapon holstered. As above and should have a toggle option too. Zooming is always available with kiroshi anyway almost from the get go, so forcing a significant zoom when peeking corners or wanting simply to walk by holding the aim key is more annoying than helpful on PC where sitting a few feet from the display.
- Same few stealth takedown animations ad infinitum. Takedowns have the same two or three boring animations regardless of weapons used. Considering how CP's core gameplay is 50/50 about combat and stealth, stealth overall is simplistic and boring nearly to the point of being broken, with fixed and easy to avoid patrols, way too easy to execute takedowns, break hold npc abilities not working, same boring takedown animations, and bodies are sometimes marked as found even when scooped up from the ground before npc approaches closer to investigate. Exactly half of your game - the stealth - is poorly balanced and extremely unengaging, significantly affecting the other, better half - the combat.
- UI and PC controls design is a self-contradicting and incoherent mess through and through:
- KB+M control structure is very poorly implemented and conflicts at various levels. Most common binds such as cancel/return can't be changed, so tough luck left-handers or any alt layouts.
- Main menu side scroll can be dragged with a mouse, identical one within the in-game menus can't.
- You have added the ability to change interaction key from F to E for instance, yet implemented it so carelessly that it conflicts in the scanner mode where E is hardwired to scrolling for no good reason, meaning F must still be used to execute anyway.
- You have then also added an extra 'holster' bind recently, but the double-tap holster with its utterly useless single tap cycling is still required because the weapon wheel function bound to it is essential to the game. So instead of smartly fixing the weapon wheel behaviour by dispensing with the cycling feature, pointless on PC, you just added an extra holster key and now there are two: an annoying one that must stay anyway, and a convenient one that requires a separate bind, creating further dichotomy.
- Inventory transfer quantity slider doesn’t support mouse scroll nor the basic movement binds, requiring instead an awkward on-point dragging with a mouse or using arrow keys to switch quantities one by one.
Similar dichotomies and inconsequential design is true of many binds and UI on the overall. Instead of actually solving those, it seems like you just keep adding further knots of patchy design into the quagmire, microsoft-style. Those issues are not a matter of personal preferences either – it's objectively and demonstrably badly implemented control scheme on multiple levels, and it is frustrating to see that it got more bloated instead of getting better 2 years after the release. Please, please, seriously, clear up and smarten up to control scheme so that binds can be customised in ways that make sense and don't conflict.
Jumped into 1.6 for a moment. List of most glaring issues below.
Note: I appreciate how everyone on the net is an amateur game designer academician these days, expressing their often unsubstantiated opinions on everything, so please forgive me if it sounds this way. I mean not to be vicious but there's still surprisingly many fundamentals in the game (or lacking) for nearly two years now, despite so much patching. Please guys, polish your game up properly, some of the stuff not having been fixed is simply unbelievable at this point.
- Break Hold doesn't work: enemies still display break hold ability, despite it having never worked and modders restoring it since. Broken and present since release.
- Player Statuses bugs still in the game despite being found and fixed by a modder a long while back.
https://www.nexusmods.com/cyberpunk2077/mods/4316
- Map navigation loop bugs: the GPS navigation in vehicles is often buggy, resulting in putting the player in loops that advise to go one way then change it to the opposite direction ad infinitum. It's not a matter of slow nav refreshing, it's specific and consistent bad loops, that seem related to near-bridge areas mostly where paths are vertically layered.
- Same ammo icon used for all weapon types. And no way to see amounts at a glance other than through actual equipped weapons.
- Tech and Power gun icons wrong way around, with piercing icon assigned to power and ricochet icon to tech.
- No damage type indication in weapon inventory icons. In a game designed around utilising appropriate damage types vs specific weaknesses, with a bucketful of pointless colours all over, the most critical piece of info is missing.
- Forced vehicle camera auto-centering makes zero sense on PC. It's also design-inconsistent, since it's only enforced in first person. It should have a basic toggle option.
- Forced zoom-in when peeking corners or aiming with weapon holstered. As above and should have a toggle option too. Zooming is always available with kiroshi anyway almost from the get go, so forcing a significant zoom when peeking corners or wanting simply to walk by holding the aim key is more annoying than helpful on PC where sitting a few feet from the display.
- Same few stealth takedown animations ad infinitum. Takedowns have the same two or three boring animations regardless of weapons used. Considering how CP's core gameplay is 50/50 about combat and stealth, stealth overall is simplistic and boring nearly to the point of being broken, with fixed and easy to avoid patrols, way too easy to execute takedowns, break hold npc abilities not working, same boring takedown animations, and bodies are sometimes marked as found even when scooped up from the ground before npc approaches closer to investigate. Exactly half of your game - the stealth - is poorly balanced and extremely unengaging, significantly affecting the other, better half - the combat.
- UI and PC controls design is a self-contradicting and incoherent mess through and through:
- KB+M control structure is very poorly implemented and conflicts at various levels. Most common binds such as cancel/return can't be changed, so tough luck left-handers or any alt layouts.
- Main menu side scroll can be dragged with a mouse, identical one within the in-game menus can't.
- You have added the ability to change interaction key from F to E for instance, yet implemented it so carelessly that it conflicts in the scanner mode where E is hardwired to scrolling for no good reason, meaning F must still be used to execute anyway.
- You have then also added an extra 'holster' bind recently, but the double-tap holster with its utterly useless single tap cycling is still required because the weapon wheel function bound to it is essential to the game. So instead of smartly fixing the weapon wheel behaviour by dispensing with the cycling feature, pointless on PC, you just added an extra holster key and now there are two: an annoying one that must stay anyway, and a convenient one that requires a separate bind, creating further dichotomy.
- Inventory transfer quantity slider doesn’t support mouse scroll nor the basic movement binds, requiring instead an awkward on-point dragging with a mouse or using arrow keys to switch quantities one by one.
Similar dichotomies and inconsequential design is true of many binds and UI on the overall. Instead of actually solving those, it seems like you just keep adding further knots of patchy design into the quagmire, microsoft-style. Those issues are not a matter of personal preferences either – it's objectively and demonstrably badly implemented control scheme on multiple levels, and it is frustrating to see that it got more bloated instead of getting better 2 years after the release. Please, please, seriously, clear up and smarten up to control scheme so that binds can be customised in ways that make sense and don't conflict.
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