My favourite game, now dead

+
Status
Not open for further replies.
I'm sad because I made it to vs apartment and its basically empty and inaccessible now. All of his stuff is gone and idk if thats because of the 2.0 update or the phantom library DLC. ;-;
 
In any case, with how easy it is to level up now, and with the new 60 level cap, you have more than enough points to combine two builds, or more even if you decide not to go all-in on your primary focus.
I was considering this for my playthrough, going stealth, pistol, sword. The problem is, they've made the weapons so unique that there's no need to switch.

In that example, why use a pistol when I can deflect bullets and strong attack jump to my target using a sword? Why use a sword when I can focus fire with slow down to get perfect headshots?

Variety, maybe, but then for things to work, especially on harder difficulties, you need the cyberware to boost your abilities, either with stealth damage improvements or melee range improvements.

The whole 2.0 update seems to force you into a specific role, unless the two combine. Stealth and Quickhack bonuses can be found on the same piece of cyberware, for example.

It's really disappointing, I used to enjoy making odd builds, but now it's like, you have an assault rifle? Well that's the only weapon you're going to need for the whole game. Katana? Same. Hammer? Same.

I think, in essence, you're not making a personalised V, you're making a powerful weapon to bash through the game. Honestly, having gone to the docs and picked out cyberware that worked with stealth and quickhacks, while looking at all the other cyberware options, I'm starting to think there's really very little variety on offer. They might as well have let us pick a weapon at the start, then upgraded our skills and cyberware for us, it wouldn't have made much difference.
 
Last edited:
mechanics like level-scaling and hack-tracing that sucks all the fun out of stealth.
It's neither immersive nor rewarding. To me, at least.
However, as noted more often, the old system was an absolute no-brainer, even in my humble opinion. Not much of a challenge, god mode, boring. Even on higher difficulty levels. And I actually like stealth gameplay. But the risk of failure was so low in the end that there was no challenge in it anymore and accordingly it wasn't satisfying anymore.

I can understand the frustration a bit if someone likes this absolute superiority number. Just click, don't think. No risk. No own, significant investment. It's not my thing.

The new system isn't optimal yet either, absolutely. But it keeps the challenge higher, at least at the beginning, and thus the motivation to open up appropriate skill paths, cyberware and weapons with suitable mods, and to plan one's attacks a bit better.
 
I think level scaling was a fantastic decision as your V can no longer Adam Smasher their way through the game. It feels like Deus Ex now where you actually have to do some sneaking around and use multiple weapons.

This game was created intentionally with a certain playstyle and I believe most of the players bought this game exactly to be Adam Smasher type of a hero. CDP had no right to change that playstyle without asking people. And even if they did, they should not change it in existing game, but make some big mod or two versions, vanilla playstyle and altered version. The players should have a freedom of choice, not be forced to change playstyle only because CDP decided that for them.

CDP knew their changes will divide the community, and some people will abandon this game, but they simply didn't care. They already showed that arrogant attitude 2 years ago, when they put to the shops unfinished game and forced the entire community to become beta testers. A similar situation 2 years late, same arrogance. They didn't learn a lesson.
 
Last edited:
This game was created intentionally with a certain playstyle and I believe most of the players bought this game exactly to be Adam Smasher type of a hero. CDP had no right to change that playstyle without asking people. And even if they did, they should not change it in existing game, but make some big mod or two versions, vanilla playstyle and altered version. The players should have a freedom of choice, not be forced to change playstyle only because CDP decided that for them.

CDP knew their changes will divide the community, and some people will abandon this game, but they simply didn't care. They already showed that arrogant attitude 2 years ago, when they put to the shops unfinished game and forced the entire community to become beta testers. A similar situation 2 years late, same arrogance. They didn't learn a lesson.

I don't think it was meant that way at all. I believe the overpowered V smashing through everything was due to them not having time to complete the game.

After all, why include stealth at all if you can just slaughter your way through?
 
This game was created intentionally with a certain playstyle and I believe most of the players bought this game exactly to be Adam Smasher type of a hero. CDP had no right to change that playstyle without asking people.
Well, normally this is called bad balancing. It may even have slipped through a test and be called a bug. It may have happened unintentionally, and by the players it is exploited. CDP has all the right in the world to fix it, adjust it, or change it completely. And they certainly won't have done it without considering player feedback and telemetry data.

Rather, in my eyes, it's rather arrogant and presumptuous to deny the product owner has any right to make changes. Of course not everyone likes that. It does not have to. I found the mechanics of 1.63 boring. Too fast leveling, too easy to exploit, no challenge even on high difficulty. Changing that seems more than justified.
 
I found the mechanics of 1.63 boring. Too fast leveling, too easy to exploit, no challenge even on high difficulty.
Seriously? I'm flying through the levels in 2.0 so fast I haven't left Watson and am seriously wondering if I'm going to be max level by the time I've completed the area. No challenge? I tried Hard in 1.63 and it was exactly that, compared to Normal it was night and day. In 2.0 I've started on Hard and haven't died once or even come close to it.
 
Yep, that's so. But I also didn't say that the current 2.0 would be the optimal solution. Because it doesn't significantly address the rapid progression and power creep.
 
Rather, in my eyes, it's rather arrogant and presumptuous to deny the product owner has any right to make changes. Of course not everyone likes that. It does not have to. I found the mechanics of 1.63 boring. Too fast leveling, too easy to exploit, no challenge even on high difficulty. Changing that seems more than justified.

They have the right to patch the problems in game or sell a new story, but have no right to entirely change the playstyle and core system of skills, weapons, armors etc how they see fit.

It's more or less similar to a situation, when a mechanic will decide to reassembly a steering wheel in your car from left to right side next time you visit car service. They know it's still your car and in your country traffic drives on the right, but they know better about a way you should be steering your car. All you need to do, already having a wheel on right side, is to adapt. Would you choose to accept their decision and adapt, or rather be "arrogant" and protest?
 
It's more or less similar to a situation, when a mechanic will decide to reassembly a steering wheel in your car from left to right side next time you visit car service.
I can see your point. But here's the flaw: you have the car, but you don't own it. The owner lets you drive it around and do crazy things with it. But it still belongs to the owner.

Which doesn't necessarily mean that changes made by the owner have to please the one who use it.
 
CDP had no right to change that playstyle without asking people.

Outside of the fact they do have the right to do as they please with their IP, even if they had asked the community, it's a vote you would have lost by a landslide.

Places like the forum might appear split but in reality, the community isn't nearly as divided as you may think. Patch 2.0 and PL are being incredibly well received. The game is scoring higher on Steam than it ever did. You can even look at reviews since 2.0's release and it is excessively clear that people are liking the update en masse with a small minority not liking it and that is despite the fact that people having a negative experience are more likely to tell people.

People have been asking for this kind of rework since day one.
 

Guest 3847602

Guest
At the end of the day, Cyberpunk 2077 is an RPG. RPGs have classes, or something similar, that require you to commit to a certain path. Baldur's Gate 3, the RPG seen a s a masterpiece that just came out, goes even further in terms of locking you into a specific build or subclass.
Let's not draw comparison between BG3's classes and CP 2.0's archetypes. Any kind of analysis of their depth, complexity, consequences, effects on replay value would make Cyberpunk look beyond hopeless. It's similar story with Diablo, Titan Quest, Path of Exile and so on...
Starfield, another big RPG that just came out, is similar to CP77, locking you out of some content based on your build and the skills you've chosen. Skyrim, Fallout, Mass Effect, Diablo, pretty much all popular RPGs work this exact way. They are role-playing games after all, which implies that you have to play a specific role.
I haven't played Starfield, in Skyrim, I don't remember ever being locked out of anything and I don't remember even being asked to choose a class. The entire Mass Effect trilogy had one class-specific interrupt (in the Omega DLC).

Yes, classes do exist in RPG, but what made Cyberpunk different from the games you mentioned is the combination of several factors:
- you're playing solo, not managing the entire party
- it's open world RPG
- urban environment
- levels and enemy placement were designed in a way to encourage players to experiment with different points of entry, different abilities, cyberware and weapons and thus take advantage of fluid class system (to go with the flow and see what works best for them)

So, the game with most similarities isn't any of the games mentioned above, but Kingdom Come or Deus Ex...
The trace mechanic also makes a lot of sense, and adds some much needed challenge to netrunning that was too OP before. You can still be powerful as a netrunner, but you have to work a little harder and look for the opportunities. Everything isn't spoon fed to you like it was before.
Trace mechanic was here from day one. The difference is it was opposing hackers who could trace you, not every damn muppet on the map.
To me, it's only artificial challenge, just like level scaling. :shrug:
 
they made the driving worse, somehow [...] cdpr made it so that a 4 ton car gets sent to the stratosphere if ut so much as grazes a slightly differnt y axis on the tire, you spin out instantly, get stuck on other cars and cant drive over them no weapons alowed in the death race questline, of my three times playing it this one is the worst
 
I don't understand why people say hacking is weak when you can easily clear a large group of enemies with 1 hack each with no problems
 
Possibly because they are sticking with their old approach, which no longer works that way without adapting the new mechanics. Inertial behavior vs. need to adapt.
 
Hacking is by no means weak now but when I fantasize of being a netrunner, I don't usually imagine them as a 20-body monstrosity battle-mage who charges into the middle of enemies, impervious to damage, and effortlessly blasts them with quickhacks like some kind of hack-magic grenade launcher... the stealthy variant we had in 1.6 is much more the "classic" netrunner.
 
2.0 was designed for action games enthusiasts, not for an RPG fandom.

Enemies scaling is one of the clear examples of their 2.0's Open world sandbox> RPG policy. The Witcher 3 also has upscaling thing (optional), but its only for enemies that are LOWER level. However I can still go into the areas where I find enemies 5-10 or even 20+ levels higher. So I can attempt to take them down for personal satisfaction. Cyberpunk upscaling takes away danger of going into " bad place to be " and optional escape or brave attempt to win fight against all odds. But what I hate the most in 2.0 is how they took away freedom of choice. All perk trees and attributes choices are now suggesting builds. It's almost like perk trees fill themselves in, depending of what type of character I've decided to do.

CDPR with 2.0 changes clearly wanted this game to be more like a " free roam GTA " type of game. Police system makes no sense for Night City either. City where crime is on the loose, gang wars on every corner but NCDP is targetting V for hitting pedestrian with a car ? Illogical. But hey, GTA crowd might have fun for about 5 hours before they go back to GTA online. Good decision making CDPR, as usual lately :)

I am hardcore fan of The Witcher - books, Netflix series and video games- and I must say that I am not waiting for new Witcher game anymore. RTX reflections on Geralt's sword are probably going to be more important then the game itself. Or worse, they do spinoff in Feudal Japan for weebs or some scary skin crawling crap like that.. becouse it might sell good.

I want my " small indie developer " back. My true and only love, You've mistaken RTX reflections in the pond, for the night sky.
 

Guest 3847602

Guest
CDPR with 2.0 changes clearly wanted this game to be more like a " free roam GTA " type of game.
I'm not so sure about that... To me, it seems like main inspiration for 2.0 isn't GTA but Doom. It's designed to constantly try to push you into active combat, run & gun gameplay is highly encouraged, new melee finishers are reminiscent of glory kills, and there's even new Doom-like mini game. :rolleyes:
 
Status
Not open for further replies.
Top Bottom