Quality of life for Cyberpunk 2077: Detachable cyberware stat boosts
Since upgrading cyberware gives a block of random stat increases (+10 Health, +0.2 RAM regen per kill etc), and you need to upgrade a new item to get a new roll of 2 or 3 stats boosts, allowing players to detach the whole stat block and swap them with other cyberware would make build optimisation far less time consuming (I buy 3 eyes for 16k each, and upgrade for 10 Legendary materials, wait 1 day, then buy the next 3 until I get what I want, which I then "upgrade" onto my cyberware of choice).
I currently have two items with 6% quickhack damage that I got ages ago, and would need that on 2 of my cyberware in use to get the full 130% Quickhack damage boost. Basically swap the stat boost block (all 3 stat boosts) between item A <--> item B...
Yes, developing it would be hell, but requiring about 500 rolls for even one 6% quickhack damage roll is also hell. Yes, I have done this for all except two of my remaining cyberware. Yes, it has taken me hundreds of hours. No, I won't talk about it
I'm pretty pleased with the game as is but letting V wear all those awesome clothes the NC NPCs wear would have been nice. Also more joytoys, I liked them a lot but we only got two.
You know this is all well and good, but the core story of Cyberpunk is also its primary flaw. With regard to player immersion, I mean. The same thing happened in the Witcher 3. In both cases, you have a protagonist that is given a clear and vital mission. For V, it is to survive. For Geralt, it is to find Ciri. In both cases, then, doing side quests or any other activity that is not specifically geared toward their goals makes little sense from a narrative perspective. "I MUST find Ciri! Nothing will keep me from that goal! Well, perhaps a round of gwent, first. And then I need to round up those pigs. Oh yeah, and I have to go on stage in 10 minutes. But after that I'll DEFINITELY go find Ciri." By adding in a vital storyline and then doing everything possible to sabotage that story seems disrespectful or oblivious of the narrative. "I got killed and my brain is being overrun by a jerk in leather pants who never does ANYTHING good while he's with me. So sure, I'll go and hunt down some cyberpsychos. Maybe track down some Tarofitti. Then I need to help this dude crucify himself. Busy day NOT getting help!"
My point is that in both cases, the manufactured urgency goes right out the window as soon as the player takes over. What makes this particularly frustrating as a player is that the game actively asks me to ignore the very stakes it has worked so hard to establish. I am told, repeatedly and emphatically, that time is critical, that delay has consequences, that failure is imminent. Then the systems, rewards, and sheer volume of optional content all but demand delay. The result is a constant cognitive dissonance: either I roleplay the character honestly and rush the main story, thereby skipping a huge amount of content, or I engage with the world as designed and implicitly accept that the story’s urgency is a lie. Neither option feels good, and both damage immersion.
This is not an argument against side quests or open-world freedom. It is an argument against framing the core narrative in a way that is fundamentally incompatible with that freedom. If the game is going to encourage exploration, experimentation, and digression, then the main story needs to accommodate that behavior rather than punish it narratively. As it stands, the design places the burden on the player to rewrite the story mentally just to enjoy the game as intended.
In short, the problem is not that the player can ignore the main quest. The problem is that the game insists the main quest cannot be ignored, while simultaneously building an entire experience around doing exactly that. From the player’s perspective, that feels less like dramatic tension and more like the story shouting urgency into the void while everyone involved knows it does not actually matter.
I think Spider-Man (the 2022 game) handled this extremely well. There was a strong central storyline with real urgency, but the game regularly created natural pauses in that urgency. At key moments, the narrative itself would acknowledge a temporary lull: Peter would note that he had done all he could for now, that he was waiting on lab results, or that the next step required time. In those moments, patrolling the city or engaging in side activities felt not only permissible but appropriate. The game explicitly gave the player narrative permission to step away without breaking immersion.
It was a remarkably effective way of maintaining narrative momentum while still encouraging exploration and side content. The urgency never felt fake, because the story itself made room for the player’s freedom instead of pretending it did not exist. That contrast makes the issue in Cyberpunk and The Witcher 3 feel less like an unavoidable compromise and more like a missed opportunity in narrative design.
You get back just the gun Skippy at the end. But what if, a little while later, Regina calls you. Says something like, "Well, a certain tinkerer had a bad night at the table again last night and, you're never gonna guess who's back!" And you get Skippy 2.0, the Skippy personality attached to a different (hopefully better) smart gun.
I'm interested in providing quality, creative, suggestions to CDProjectRed for Cyberpunk2077, for sometime i've seen myself as a creative and resourceful person and am creating this discussion as a way to spread my ideas! If you have suggestions and ideas then please provide them here too. I hope that this thread becomes a way for the community to provide genuine and well throughout ideas for CDProjectRed to better their game and make it something it should have always been, that being something people want to play. Not that the game isn't enjoyable of course, but there are some bits and pieces people really want to see, and that's hopefully what CDProjectRed will see in this discussion.
Everyone who does use this thread please make a comment at the beginning of your idea saying what type of context your idea applies to, such as creativity, quality of life, bug fix, etc.
This applies to creativity. I REALLY think a new game+ should be added to the game due to the fact that there are limited perk points for a single player game, which, in my opinion, makes zero sense, especially since there isn’t another game like this. I don’t think this is an outlandish idea considering we would still have to work for the points regardless. As a player you can’t help but wonder what it would be like to have an absolutely maxed out v at some point in the game. I’m just looking to get the absolute most out of what I paid for, yk?
Fan Vision for Cyberpunk 2 Online — Immersive, Player-Driven World
Hi CD Projekt Red Team,
First off, huge respect for the work you’ve done with Cyberpunk 2077. Night City is unlike any other game world I’ve experienced, and the combination of storytelling, music, and immersion is absolutely next-level.
I wanted to share a fan vision for Cyberpunk 2 Online, based on what I (and many players) crave from an online extension of Night City:
Dynamic Faction & Gang System
Players can join or create factions, competing for territory and influence across the city.
NPC behavior and mission availability respond to faction dominance, creating meaningful consequences.
Faction progression grants reputation, perks, and unique cosmetics, rewarding strategy and skill.
Story-Integrated Live Events
City-wide events like corporate heists, AI threats, or gang wars affect all players dynamically.
Successes and failures ripple across districts, influencing missions, NPC dialogue, and city atmosphere.
Random emergent events keep gameplay unpredictable and immersive.
Meaningful Economy & Rewards
Gear, cyberware, vehicles, and cosmetics carry weight — they signal skill, faction influence, and accomplishments.
Player-driven market and trade systems encourage strategic decision-making and social interaction.
Player Choice & Consequences
Actions impact the world — district control, NPC behavior, and story arcs evolve based on player activity.
Failures and successes are meaningful, giving the world a living, reactive feeling.
PvE + PvP Integration
Co-op story missions and dynamic raids that allow emergent player conflict.
Optional PvP zones with tangible risk/reward mechanics.
Player actions shape both faction reputation and in-game consequences.
Immersive Social Layer
Hubs like bars, clubs, and rooftops where interactions trigger mini-events and affect street reputation.
Seasonal contests and leaderboard events to reward skill, creativity, and participation.
Music & Atmosphere Integration
Dynamic in-world radio responding to events, player success, or danger, making Night City feel alive.
Soundtrack acts as an emotional layer, tying gameplay, story, and social interactions together.
Optional Solo + Story Integration
Players can experience story-driven content solo while participating in the same online world, keeping the single-player DNA alive.
The core idea is to create a city that reacts meaningfully to players, blending narrative depth, faction influence, and persistent online consequences. The system encourages both emergent chaos and immersive storytelling, making every player’s experience feel unique.
I believe this approach could position Cyberpunk 2 Online as a groundbreaking online RPG, combining the success of narrative-driven single-player games with the addictive depth of a living online world.
Thanks for considering this fan vision — Night City has already set a new standard, and I can only imagine how it could evolve in an online environment.
Best regards,
Dom/ ToSmooveDom
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Timing & Market Window: Cyberpunk 2 vs. GTA 6
Alright, so here’s how I see it — the timing of Cyberpunk 2 relative to GTA 6 could literally make or break who dominates online for the next few years.
GTA 6’s Early Advantage
GTA 6 is gonna drop first, and it’s gonna be huge. We’re talking massive cities, open-world chaos, online stuff people already know they love.
By the time Cyberpunk 2 shows up, GTA 6 will have been out like 2–3 years — enough time for players to burn out a little, but also enough to hype up the hunger for something fresh.
Cyberpunk 2’s Perfect Window
That gap is golden for CD Projekt Red. They can swoop in and give players something totally new, darker, and story-heavy.
If they nail immersive online events, gang/faction systems, and consequences that actually matter in the world, they’ll grab players craving more than just sandbox chaos.
My bet? Cyberpunk 2 could dominate for 2–3 years straight, as long as they play their cards right with events, expansions, and drops.
Why Cyberpunk 2 Can Stand Out
Immersion: Night City reacts to what you do. Every choice, win, or fail feels meaningful.
Cosmetics: Way more detailed than GTA — cyberware, clothes, cars, bikes — all the stuff that makes you wanna show off.
Story + Lore: Events and missions that tie into the story make the world feel alive, unlike just running around a sandbox.
Looking Ahead
Eventually, the hype will even out — GTA 6 and Cyberpunk 2 will each have their space.
But those first couple years? It’s all about dynamic events, faction wars, cosmetic progression, and player-driven consequences. That’s where Cyberpunk 2 could really blow up.
Bottom Line:
If CD Projekt nails the timing and execution, Cyberpunk 2 could swoop in right after GTA 6 and set a new bar for online RPGs. It’s not just about being another open-world game — it’s about making a city that feels alive, giving players choices that actually matter, and making every reward hit. That’s the kind of thing that could dominate the gaming scene for years.
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Why Cyberpunk 2 Could Be Legendary
Immersion: Night City reacts to your choices. Wins, failures, and faction moves actually change the world.
Cosmetic Depth: Cyberware, fashion, vehicles — every choice signals status and reputation.
Story + Lore: Narrative-driven events make the world feel alive in ways GTA can’t match.
Player Consequences: Your actions ripple through the city. Fail or succeed, it matters.
Honestly, Skyrim had this same potential but Bethesda could never get online right. Skyrim Online was a mess — the world was amazing, the story was great, but the online experience just couldn’t capture it. Cyberpunk 2, on the other hand, has a developer who gets the balance between immersion, narrative, and community.
GTA will always be GTA — legendary in its own right — but the stories aren’t as creative or deep as Skyrim or Cyberpunk. Cyberpunk 2 could be the “prodigy son” of Skyrim online: doing everything Skyrim tried to do online, but doing it right, while also finally giving GTA a real run for its money.