Cyberpsycho questline is so bad :(

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Anybody else think that Cyberpsycho questline is really bad. Most aspects of this game range from okay to dissapointing but Cyberpsycho quests just feel bad for me.
In the marketing materials, they talked a lot about them like it’s a huge part of the game. After playing it, I feel like I'm beta testing for a game that's far from release.
I know that I can't directly compare these quests to Witcher contracts in Witcher 3, but I feel like we can compare them regarding the actual quality of the quest.
Cyberpsycho quests usually begin with receiving a phone call fron Regina followed by an unnatural exposition dump. We can get more exposition by reading a journal. This would have been way better if Regina directed us towards either family members or victims of the Cyberpsycho. We then talk with them to create an image of the Cyberpsycho in our mind. Family members might wanna save the Cyberpsycho while families of victims wanna punish the guy.
Then we find details about the Cyberpsycho just like his implants & emotional state. By combining both of them, we determine the weak spots of the enemy. If we go head on without doing those optional things we will get wrecked.
Even though game's shooting mechanics are good comparing to other RPGs, I don't think it’s good enough to have boss fights. There's weak spots in Cyberpsychos, but they are really basic & arenas feel underdeveloped. Also the movements of the enemies feel glitched most of the time.
Even when we defeat the Psycho, quest ends with a quick call with Regina. We don't talk with downed enemy, we don't get to speak with the othe NPCs of the quest. Most of the story details are in shards which really hurts the presentation.
However, I played through all of the Cyberpsycho quests thinking that all of these gonna end with big climax. After all, I remember how CDPR tied even White Question Marks in Blood & Wine DLC to a narrative like Wine Wars. That's definitely not the case in Cyberpunk. After doing all of the quests, we meet Regina & have a quick conversation. Then the questline just ends. There's some implications of mental iillness in shards but it just feel so superficial. Please don't tell me that they gonna conclude the story in a paid DLC.
What's your experience about this? Do you feel like they downgraded the incredible quest structure of Blood & Wine?
 
i love the idea of this quest so much but i agree its just not very good, doesnt help with the menu being terrible with having to find her name so often when having to send her a message, you have a phone just call her and if they really need to make you message her every single time then just put her name on the top for the selected quest to make it less painful

its one of those kinda quests i just listen to youtube while playing because they never actually make you care what is happening which is surprising because the writing is usually amazing for this game
 
The thing is that a single person taking down a Cyberpsycho is an INCREDIBLE thing equivalent to meeting a guy who personally killed the Cave Troll from Lord of the Rings or getting into a fist fight with Ryu and winning. Most people who kill cyberpsychos are the Psycho Squad and that's as a group with heavy casualties all the time.

You hunt down and take down 19 by yourself.

That means, fuck the main quest, people should be talking about you like you're goddamned Samus Aran or Master Chief.
 

xlawx

Forum regular
I love it, to be honest. However, I can agree with you that the end was ... underwhelming. Had fun to read every shard, what is the reason for being Cyberpsycho.

Really, I dont know what should I expect from Regina. She is kinda narrow-minded reporter (Police is just her disguise), who loves story ... not being real saint. There is a GIG you find a bunch of BD, which contains childporn and she didnt care, only one BD to identify the murder for her "friend". Nothing much to say.
 
I love it, to be honest. However, I can agree with you that the end was ... underwhelming. Had fun to read every shard, what is the reason for being Cyberpsycho.

Really, I dont know what should I expect from Regina. She is kinda narrow-minded reporter (Police is just her disguise), who loves story ... not being real saint. There is a GIG you find a bunch of BD, which contains childporn and she didnt care, only one BD to identify the murder for her "friend". Nothing much to say.

The most charitable interpretation is that Regina is giving it to the Reverend so they can all be arrested.

The still charitable is she's like, "Well, I hope you kill every mutherfucker in this building trying to get it."

My take on Regina is that she accepts contracts on assholes as a way to fight crime and control how it goes while not being immediately killed or shut down by the system.

And it's not WORKING necessarily but it's not-NOT working.
 
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They could have done so much with this quest line....

It could have been the main story if they did it like a Laughing Man quest line. A puppet master in the shadows causing havoc in Night City. Could have even tied in Bladerunner type detective work.

So much wasted opportunities in this game in my opinion...
 
They could have done so much with this quest line....

It could have been the main story if they did it like a Laughing Man quest line. A puppet master in the shadows causing havoc in Night City. Could have even tied in Bladerunner type detective work.

So much wasted opportunities in this game in my opinion...

While I think this is undone, going around fighting mini-bosses feels like a poor substitute. I admit I preferred the much grittier "The Hunt" and "Pisces" for what I want from cyberpunk. I also like the "joke" is none of the cyberpsychos are necessarily psychos: Just PTSD, on a vigilante killing spree, drug withdrawal, and so on.
 
i love the idea of this quest so much but i agree its just not very good, doesnt help with the menu being terrible with having to find her name so often when having to send her a message, you have a phone just call her and if they really need to make you message her every single time then just put her name on the top for the selected quest to make it less painful

its one of those kinda quests i just listen to youtube while playing because they never actually make you care what is happening which is surprising because the writing is usually amazing for this game
They really should fix the menu system including the phone in patch.
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The thing is that a single person taking down a Cyberpsycho is an INCREDIBLE thing equivalent to meeting a guy who personally killed the Cave Troll from Lord of the Rings or getting into a fist fight with Ryu and winning. Most people who kill cyberpsychos are the Psycho Squad and that's as a group with heavy casualties all the time.

You hunt down and take down 19 by yourself.

That means, fuck the main quest, people should be talking about you like you're goddamned Samus Aran or Master Chief.
I think that's mainly because Main Quest is not epic enough. I thought one of Cyberpunk's endings gonna be like Fallout 3's ending considering how they advertised the game with "We have a city to burn".
Main quest with Arasaka could be just Act I of full game if take out Johnny Silverhand sections.
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I love it, to be honest. However, I can agree with you that the end was ... underwhelming. Had fun to read every shard, what is the reason for being Cyberpsycho.

Really, I dont know what should I expect from Regina. She is kinda narrow-minded reporter (Police is just her disguise), who loves story ... not being real saint. There is a GIG you find a bunch of BD, which contains childporn and she didnt care, only one BD to identify the murder for her "friend". Nothing much to say.
This wwouldn't be a problem id there's a quest for her backstory just like other fixers.
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The ending was very Meh..
I was expecting to uncover some sort of corpo plot or experiment gone wrong that we would have to address or fix, something more substantial.
It definitely feels like there's more to uncover.
 
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Well, of course we know why they didn't do that: they would have had to record more dialogue and animate more characters.

Just like everything else in the open world, it's rushed and slapped together.
Funny thing is that how Witcher 3 did this 5 years ago with way less of a budget.
 
They could have done so much with this quest line....

It could have been the main story if they did it like a Laughing Man quest line. A puppet master in the shadows causing havoc in Night City. Could have even tied in Bladerunner type detective work.

So much wasted opportunities in this game in my opinion...
your post honestly made me even more disappointed in how good the mission could have been, that sounds amazing
 
It definitely feels like there's more to uncover.

I think the joke is the exact opposite of what people here are thinking. Cyberpsychosis isn't real. It's just the NCPD and media claiming that you go crazy if you overdo your cybernetics is just sensationalist garbage designed to justify treating them like animals.

Even in the new book they say only preexisting psychopaths go crazy.

I expected a big chance where you reveal this SHOCKING STORY to the public as an attack on the abelism of the NCPD.
 
Considering how gigs(Cyberpsychos included) are the real meat of the game, they should have done a better job presenting them to the player. Fixers in general need their own system. Some ideas below.

1) Map icons should give you all the info you need. Make it clickable and put generic info on it. Who gives the quest, what is the reward, who's the target, etc. Player know exactly were to go, when to go and why. Easy to implement, no need to record new dialogue.

2) Unique iconic gear and a free vehicle from each fixer(depending on their personality) when finishing all of their gigs. Massive incentive to player to finish their quest lines plus the feeling of reward.

3) A million other things than just the cheap random map icon we have now.
 
Considering how gigs(Cyberpsychos included) are the real meat of the game, they should have done a better job presenting them to the player. Fixers in general need their own system. Some ideas below.

1) Map icons should give you all the info you need. Make it clickable and put generic info on it. Who gives the quest, what is the reward, who's the target, etc. Player know exactly were to go, when to go and why. Easy to implement, no need to record new dialogue.

2) Unique iconic gear and a free vehicle from each fixer(depending on their personality) when finishing all of their gigs. Massive incentive to player to finish their quest lines plus the feeling of reward.

3) A million other things than just the cheap random map icon we have now.

I agree that fixers and gigs needs fixing.

What I'd like to happen, is that all the gig icons are removed from the map and if you want to get a gig, you call a fixer.
Are you in Heywood and are in a mood for a gig? Give Padre a call. Want to take down some cyberpsycho? Call Regina.
After calling, they give you information and icon on location appears on map.

This way we reduce the clutter from the map and we don't get unsolicited calls from the fixers when we randomly happen to be near some gig.
 
View attachment 11136050

Anybody else think that Cyberpsycho questline is really bad. Most aspects of this game range from okay to dissapointing but Cyberpsycho quests just feel bad for me.
In the marketing materials, they talked a lot about them like it’s a huge part of the game. After playing it, I feel like I'm beta testing for a game that's far from release.
I know that I can't directly compare these quests to Witcher contracts in Witcher 3, but I feel like we can compare them regarding the actual quality of the quest.
Cyberpsycho quests usually begin with receiving a phone call fron Regina followed by an unnatural exposition dump. We can get more exposition by reading a journal. This would have been way better if Regina directed us towards either family members or victims of the Cyberpsycho. We then talk with them to create an image of the Cyberpsycho in our mind. Family members might wanna save the Cyberpsycho while families of victims wanna punish the guy.
Then we find details about the Cyberpsycho just like his implants & emotional state. By combining both of them, we determine the weak spots of the enemy. If we go head on without doing those optional things we will get wrecked.
Even though game's shooting mechanics are good comparing to other RPGs, I don't think it’s good enough to have boss fights. There's weak spots in Cyberpsychos, but they are really basic & arenas feel underdeveloped. Also the movements of the enemies feel glitched most of the time.
Even when we defeat the Psycho, quest ends with a quick call with Regina. We don't talk with downed enemy, we don't get to speak with the othe NPCs of the quest. Most of the story details are in shards which really hurts the presentation.
However, I played through all of the Cyberpsycho quests thinking that all of these gonna end with big climax. After all, I remember how CDPR tied even White Question Marks in Blood & Wine DLC to a narrative like Wine Wars. That's definitely not the case in Cyberpunk. After doing all of the quests, we meet Regina & have a quick conversation. Then the questline just ends. There's some implications of mental iillness in shards but it just feel so superficial. Please don't tell me that they gonna conclude the story in a paid DLC.
What's your experience about this? Do you feel like they downgraded the incredible quest structure of Blood & Wine?
I think this quest should lead to some new outcome, related to endings. For example, if V had Empathy Attribute, affected by his cyberware and behavior (doesn't he treat people like shit and kill many people, or not), this quest may resulted in increase of V's Empathy for non-violent incapacitation of cyberpsychos. Moreover, Regina's research can possibly help V keep his humanity despite his cyberware.
 
I agree that fixers and gigs needs fixing.

What I'd like to happen, is that all the gig icons are removed from the map and if you want to get a gig, you call a fixer.
Are you in Heywood and are in a mood for a gig? Give Padre a call. Want to take down some cyberpsycho? Call Regina.
After calling, they give you information and icon on location appears on map.

This way we reduce the clutter from the map and we don't get unsolicited calls from the fixers when we randomly happen to be near some gig.

Replace phone calls with phone messages and you're up to something. I am almost certain that anything that requires new voiced dialogue is out of the question at this point. Texting on the other hand is already in the game and very easy to make new content based on it.
 
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