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hevymac

hevymac

Fresh user
#381
Dec 23, 2020
wolfmanrip said:
We were promised a living breathing city. What we got was a city with NPC's who's AI and dialog is like a game from early 2000. A rushed out Alpha with unfinished or cut features and game breaking bugs. NPC's outside of missions break immersion rather than adding to it. The world is all style no substance, all looks no depth. We came for a genre defining game like Red Dead 2 or Witcher 3 and we got a discount Ubisoft game with less features and more bugs.

This is what happens when you let "Suits" make the game development decisions for your studio. They have no idea about game development while being more than willing to deceive people to make quick money not caring that in the long term it's a bad business decision. Next time CD-PR says "We are going to be making this Epic game with these features" people will ignore them and you won't get pre-orders. You have gone from one of the most respected game developers in the industry with millions of fans to completely losing the trust of the gaming industry.

It's abundantly clear that once again like so many other great gaming developers before it they put a bunch of Suits in charge who don't care about quality game development, the long term health of CD-PR or their staff. THey certainly had NO RESPECT for the CD-PR customers. We were blatantly lied too and games reviewers deceived by denying them access to console versions of the game before release. All the people in charge of this only care about making short term money by any means necessary even if it meant sacrificing CD-PR's reputation on a bonfire to do it.

The Bosses in charge who made the decision to rush out Cyberpunk2077 this year should be named, shamed and fired. It's Bosses like this that ruin game studios while selling themselves as big profit makers. You need new people at the top who care about the long term health of your business. The decision made to rush out cyberpunk this year has damaged CD-PR financially in the long term and whoevers responsible should own up to it. Any studio can lie about features and rush a game out for quick money and with a reputation like CD-PR's it is easy to do that. It isn't a great business decision, it's a stupid one for a games studio. Whoever was in charge of them business decisions were doing it for their short term gain while knowing it would ruin CD-PR's reputation once it was discovered most of the features were cut and it's broken on consoles. Cyberpunk2077 needed at least another full year in development to iron out all the bugs, flesh out Night City implement a AI system that is immersive and include the basic features that were promised.
Click to expand...
"The Bosses in charge who made the decision to rush out Cyberpunk2077 this year should be named, shamed and fired."

All I can say is, yes.
 
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iambear.

iambear.

Fresh user
#382
Dec 23, 2020
hevymac said:
"The Bosses in charge who made the decision to rush out Cyberpunk2077 this year should be named, shamed and fired."

All I can say is, yes.
Click to expand...
No. You people who did this in the first place regarding delays are part of the problem.
 
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Aardappelschil

Aardappelschil

Forum regular
#383
Dec 23, 2020
iambear. said:
No. You people who did this in the first place regarding delays are part of the problem.
Click to expand...
Fuck off, thinking you have the moral highground. People have the right to be angry after having been lied to.
 
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DOSS216

DOSS216

Forum regular
#384
Dec 23, 2020
Originally you were supposed to enter flying vehicles smh
https://www.reddit.com/r/cyberpunkgame/comments/kemy6x
 
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J

jj284b

Senior user
#385
Dec 23, 2020
my guess is that a lot of mechanics had to be cut, to meet the deadline.... but, they still plan to release several free DLCs in similar fashion as with Witcher 3... i wouldn't be surprised if that content was implemented in form of free DLC, as it gives them time to work on it a bit more...


give it time...
 
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hevymac

hevymac

Fresh user
#386
Dec 23, 2020
jj284b said:
my guess is that a lot of mechanics had to be cut, to meet the deadline.... but, they still plan to release several free DLCs in similar fashion as with Witcher 3... i wouldn't be surprised if that content was implemented in form of free DLC, as it gives them time to work on it a bit more...


give it time...
Click to expand...
Regarding the cut features. Yeah who knows right?

Maybe it was because they weren't going to delayed anymore, or maybe it was the RAM and CPU limitations of Xbox one and PlayStation 4 that had to be accommodated?
Post automatically merged: Dec 23, 2020

iambear. said:
No. You people who did this in the first place regarding delays are part of the problem.
Click to expand...
It's called taking responsibility for failed project. That's what project leaders do when shareholders are involved, and the shareholders decide whether they get fired or not.
 
Dustcoat_Wanderer

Dustcoat_Wanderer

Fresh user
#387
Dec 23, 2020
My biggest gripe with all of this has been that they promised all the best of RPG games in one big game. They promised features of a heavily modded Skyrim with the theme of a Dues Ex game. Instead we got Dues Ex Invisible War, with a bigger city (with no load screens, but with the same lack of interaction and 99% locked doors and minus the globe-trotting). The game literally has nothing new over a game from 2003. (
)

As for the posts talking about CPU/RAM limits on the older consoles - need I remind you that GTA V and Red Dead Redemption 2 exist on the same generation (and from quite a few years ago) - Yes, the scope of NC definitely does likely need alot of that oomph, but then it still lands on them in the end. They simply screwed the pooch.
 
Last edited: Dec 23, 2020
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INulis

INulis

Fresh user
#388
Dec 23, 2020
It feels really dissapointing, cant believe this is THAT bad... like seriously? It would be ok if CP was good as RPG, but its medicore at most, at least for now.

 
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Bujolg

Bujolg

Fresh user
#389
Dec 23, 2020
Sound like to-do list after fixing the bugs
 
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Dustcoat_Wanderer

Dustcoat_Wanderer

Fresh user
#390
Dec 23, 2020
INulis said:
It feels really dissapointing, cant believe this is THAT bad... like seriously? It would be ok if CP was goo...

...
Click to expand...
Holy shit, I forgot at how deep San Andreas even was. FML, makes it even more sad at how shallow CP2077 is.
 
Shaamaan

Shaamaan

Senior user
#391
Dec 23, 2020
iambear. said:
No. You people who did this in the first place regarding delays are part of the problem.
Click to expand...
Players. Don't. Set. Release. Dates.

Ever.

Nor do we have an impact on release dates. Only management and their analytics do. Yes, there were idiots that would go on Twitter or whatever and do stupid sh*t there. These people exist. Yes, there'd be memes about delays - whatever. These memes and discussions didn't hurt the game - and even making fun of delays adds spotlight to the game and makes it that much more anticipated. So, stop defending the decision to obviously rush the game out the door and definitely stop blaming the players for what was clearly a very bad decision on part of management.
 
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Tracido

Tracido

Forum veteran
#392
Dec 23, 2020
DOSS216 said:
Originally you were supposed to enter flying vehicles smh
https://www.reddit.com/r/cyberpunkgame/comments/kemy6x
Click to expand...
Wow. The one thing I expected from a Cyberpunk game and it's just a memory of what was once in the game..
 
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NevaEilhart

NevaEilhart

Senior user
#393
Dec 23, 2020
I'll say this in the most neutral and respectful way possible about "missing content" and the difference between ones expectations and the "real" product we got :

First, I want to remind everyone, it's a bold move CDPR has made to switch from 3rd person coutryside oriented open world to a 1st person open world in an urban setting. This alone should be kept in mind when discussing the game. The lack of experience of the studio in this area shows as a consequence in many threads on this very forum and around the web :
  • Back and forth in the design process took some precious developpement time away from the team. We all know now that most of the early designs of the game from 2013 were scrapped because they weren't ready to make the switch to a 1st person game. Back then they were considering 3rd person and tried it. Plus, they didn't have any experience at all in 1st person games. And on top of this, they had to build new assets, familiarize themselves with new lore. It takes time to build a new IP. This fact can't be ignored and this impacted the game as a whole.
  • As a consequence, you can see in the marketing campaign how the game was trying to find a genre in which it would fit, but the devs didn't even know when they started advertising it where it would land. They tried to make it appealing to GTA fans first, then to first person shooter lovers because some were having fair doubts about the gun gameplay, then they felt they needed to bring it back to their older hardcore RPG fans. This hesitation and lack of a strong vision in the early stages of the process made it hard to showcase the game. Now finally, the game has launched and the world knows what to expect, so they can focus on a more "streamlined" developement without this back and forth design process.
In my experience, games trying to fit into several caterogies at once end up being disappointing to most players. It would have been far easier for them to just milk out the Witcher franchise, given most people came up to the franchise with the 3rd episode and thus wanted more. I think CDPR needs some praising here for not taking the highest reward/lowest risk road where they just could have made Witcher 4, fill it with a meaningless online option (looking at you RDR2) and bring in microtransactions to secure even more money.

But they went for a new ambitious project and that also need to be reminded, because the management here, to my eyes, made the right decision. Not all the troubles the game has experienced are to be brought on their heads.

Now about the game itself :
  • it lacks some polish (bugs and UI), sure, just as the Witcher did. User experience hasn't been a strenght for CDPR games. Look at every game they made, they were all clunky when they got out. What has been a strenght though, is how they're able to improve on what they built. I'm sure they'll do the same here. I've seen nothing they can't fix on that matter. The Witcher 3 was mostly polished by the release of the first expansion.
  • about the so called "lack of choices". I find this game on par with the Witcher 3. An overall story which won't be changed except for a variation of endings, which will trigger depending on choices you make at the very end (basically how you treat Ciri at the end of the game). Every choice you make in the Witcher 3 before that is just here to give some more flavour (how the Bloody Baron is going to end, who is going to rule over Skellige, how Novigrad will end up being....). Doesn't change the story of Geralt by a bit though. Those are facts. It's the EXACT SAME thing with Cyberpunk. You have flavour options all over the game which brings consistency to the world and your character. You can choose to spend your time trying out "blue" dialog options (in the Witcher 3, those were "white" dialog options, providing you with flavour dialogs but no choices on the overall thing) or just move the story forward with one or two impactful choices on every side / main quest which are contained within those quest lines. It won't impact the overarching story (just as in the Witcher 3, it won't impact the plot, the way you'll find Ciri, the way you'll help her fleeing...). But it's there to give you a taste of the world and to help you sink in it. It's gratifying. It won't change the general plot, but you might feel a bit better because of how you handled a specific quest, a NPC happens to live and thanks you. And texts you after that. Or when you help a friend in need, she kisses you on the cheek because of how you chose to eventually help her through your choices, even if it doesn't change the general plot. It's about that extra line of dialog option you get when you have chosen your path of life. It's about that character who reacts through two or three dialog lines after what you did on an unrelated mission. It's about how one character from a seemingly unrelated unimportant quest comes into play in the main story. How it all intricates together. That's called world building, and Cyberpunk is just as stellar in this as in the Witcher. It's even better from an immersion point of view thanks of the way 1st person works. The game does a fantastic job as bringing those old school tabletop feelings you have when you get briefed about a mission by a great DM. When you enter that car with Dex, you're in the car, not watching a custcene. You can almost feel the smoke of his cigar burn your eyes. When you get to a new location, you can spend so much time just looking at the little details - what's on the table, what's written on the wall... And the animations are stunning when displayed in front of your eyes. You see the characters you're talking to rolling their eyes when you say something they don't agree with, you see them chuckle a bit when you say something clever... Switching to a 1st person setting is by far the best decision management has made for the game, and it comes from a 3rd person game fan. I was afraid Cyberpunk would be unplayable for me in 1st person. I'm so glad I was wrong.
  • About world interaction (police) and side activities. Cyberpunk was never meant to be a GTA like game. It may have sounded like it in some interviews, but as I've stated in this post, I think the devs weren't even sure of the end product they were making when they started advertising for it. If there are some people who enjoy a sandboxy game which allows them to cause mayhem in cities and just have fun with it, there are on the other end of the spectrum also people who hate that genre because they find it shallow. In RDR2, I hated how when you were enjoying a sweet ride on auto drive, you would sometimes run into another horse and that would result in a never ending chase with cops everywhere. Or when you tried to focus on doing a mission but ended up screwing up with the police mechanics and had to start all over again. Not fun to me. It draws me out of the story. It feels like cheap padding to add more longevity. When I want to experience the story first and foremost, I don't want to be distracted from it with what I would call "cheap mechanics". CDPR games focus mostly on story elements, so I'm not surprised they didn't bother including such a design in their game. Sure, it might be fun occasionnaly to have side activities, but if you read the forums carefully, most people actually want those activities to be tied with the story. We want to go to restaurants, sure, but we want to go there with our romanced characters. We want to go to the pool , why not, but we want to bring one of our contacts with us. Which makes me think that CDPR actually did a wonderful job with establishing strong and memorable characters living in a believable city in the game, and the outrage about the city being liveless is proportional to the immersion the game is able to provide to us when everything falls right. And that's perfect material for DLC's and expansions. I can't wait to get more chill scenes with characters I care about, just to be able to live in this wonderful city a bit longer. To me ? A single scene with Jackie or Judy eating pizza and randomly bantering for about 10 lines of dialog would be much more valuable than including random cop/thief mechanics, and one can argue most people would love that too.
So all in all, this game is indeed one raw, bright, ableit unpolished, gem. If you pull yourself out of the internet and how buzz/badbuzz work and just listen to the word of mouth, you'll realize most people around you enjoyed the game and are only asking for more, and that those who feel cheated by the game or are being harsh about it are feeling this way because they actually see the unexploited potential the game is filled with, and it pains them. All in all, I just wish those persons would be optimistic and supportive and constructive, because that's what eventually matters most if you want to improve something.

And as for myself, I find the game to be lacking some of the things I expected, like impact of implants how they affect your humanity, but yet... despite all the flaws one can pinpoint, I just forget it all when the story manages to catch me by surprise and make me feel real emotions. I'll gladly give up on some lack of polish or interactivity or weird AI to have a chance to experience scenes like in Pyramid Song or Riders on the Storm all over again.

Those moments and characters stick with you, far more than all the controversy about missing features. You just have to give them a chance.
 
Last edited: Dec 23, 2020
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Zeus-the-Almighty

Zeus-the-Almighty

Fresh user
#394
Dec 23, 2020
PyrateLV said:
4 Romance Options!
2 for male, 2 for female. THATS IT!??
Click to expand...
Absolutely agree!! Very very very disappointing!(((
 
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G

Grindders

Senior user
#395
Dec 23, 2020
NevaEilhart said:
It's the EXACT SAME thing with Cyberpunk.
Click to expand...
No. Every quest in Witcher 3 has choices and consequences. For example, the meeting with the bloody baron's men - depending on the choice in the dialogue, you fight them or solve the issue peacefully. If you fight, the direct path to the Baron is closed. The guard tells Geralt that he is aware of what happened and will not let him in. The player is forced to find another way, communicate with another NPC, and so on.
When Geralt and the Baron meet Botchling, you again choose how to proceed and your decision leads to two different quests.
There is nothing like that in Cyberpunk. Well except for one story mission, The Pickup. 1 mission! And this is despite the fact that the storyline in Cyberpunk is several times shorter than in The Witcher 3.
 
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Zeus-the-Almighty

Zeus-the-Almighty

Fresh user
#396
Dec 23, 2020
They promised more scenes with a "third-person view"!!! And we got nothing! This immensely stupid excuse like "we did it for you, you will understand this, it's better for the game, and bla bla bla" - no we didn't, no it's not! At least 20 percent of them you could do as a "third-person view". I hope you will fix this with further DLC's. Unless no more trust for you. First time in my life I got a KINDA great game which left me so disappointed. It's like "two in one" - the greatness and the disappointment. :(
 
NevaEilhart

NevaEilhart

Senior user
#397
Dec 23, 2020
Grindders said:
No. Every quest in Witcher 3 has choices and consequences. For example, the meeting with the bloody baron's men - depending on the choice in the dialogue, you fight them or solve the issue peacefully. If you fight, the direct path to the Baron is closed. The guard tells Geralt that he is aware of what happened and will not let him in. The player is forced to find another way, communicate with another NPC, and so on.
When Geralt and the Baron meet Botchling, you again choose how to proceed and your decision leads to two different quests.
There is nothing like that in Cyberpunk. Well except for one story mission, The Pickup. 1 mission! And this is despite the fact that the storyline in Cyberpunk is several times shorter than in The Witcher 3.
Click to expand...
I quote myself here : "[...] move the story forward with one or two impactful choices on every side / main quest which are contained within those quest lines. It won't impact the overarching story [...] "

Please read carefully what I've written, because your answer is wrong. Sure, you choose the outcome of the bloody baron, but it's still contained into that quest line. Cyberpunk is the same. You affect quest lines, not the overall plot. Basically what I've said.
 
G

Grindders

Senior user
#398
Dec 23, 2020
NevaEilhart said:
Cyberpunk is the same. You affect quest lines, not the overall plot.
Click to expand...
Could you give me an example of a story mission in Cyberpunk where a dialog solution would lead to two different quests?

During the course of the game, I did not encounter a single decision that led to consequences that had an impact on other missions within the story.
Sure, you can fight Woodman or talk to him. But that happens at the end of the mission and there are no consequences. Even if you kill him, he will then come back to life
in Judy's sidequest
without explanation.
 
Last edited: Dec 23, 2020
NevaEilhart

NevaEilhart

Senior user
#399
Dec 23, 2020
Grindders said:
Could you give me an example of a story mission in Cyberpunk where a dialog solution would lead to two different quests?
Click to expand...
Sure, the easiest of all most players will notice. Romances. Depending on choices, you have quest lines going on or ending up in a different state (like leaving the city or not for example). Overall, no impact on the story. But within those quest lines, the characters will react differently.
Another example, just after the Heist then : the choice of delivering the body of Jackie
. No impact at all, yet more dialog and different scenes depending on what you chose. In the overall story, no impact, but characters are reacting differently.
A bit of lines when you chat with Misty if you chose a specific option. A bit more lines on the phone with Mama Welles.
Might be details to you, but it's just the same mechanics as in the Witcher. How the Bloody Baron ended didn't change the slightest about you fighting Eredin. Didn't come up later on the story neither. It was a self contained series of quests. Cyberpunk has the same bone structure.

Now if I were to translate the expectations people had about choices in Cyberpunk into The Witcher 3, we should have had an option in the Witcher 3 to basically say at the beginning of the game "Ciri ? Who the hell is that ? I don't care about her, find her yourself, bye".

EDIT : about that character you talked about in the spoiler tags, I did kill him, and he didn't come back to life in my series of quests afterwards. May be a bug then ?
 
Last edited: Dec 23, 2020
G

Grindders

Senior user
#400
Dec 23, 2020
NevaEilhart said:
Sure, the easiest of all most players will notice.
Click to expand...
But these are side quests, not story missions. In The Witcher 3, player choices influenced side quests, but also influenced story events.
I think you and I have a misunderstanding. Sure, everything led to the same ending, but the path to it was different. The dialogue choices in The Witcher 3 influenced not only the character lines, but also the events.
No one is asking for every dialogue in Cyberpunk to change the story. But for player choices to affect the path through it.
Picture to make it clearer what I mean:




For Cyberpunk to work like The Witcher 3, every story quest has to be like The Pickup, where V and Jackie bought the bot.

NevaEilhart said:
I did kill him, and he didn't come back to life
Click to expand...
Thank you for the info, apparently it's a bug.
By the way, English is not my first language, so I apologize if my posts may sound rude.
 
Last edited: Dec 23, 2020
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