"Virtus", probably slang for "virtuals". That is to say, in this context and with the name given (Judy), braindance editing.what is "virtus"?
"Virtus", probably slang for "virtuals". That is to say, in this context and with the name given (Judy), braindance editing.what is "virtus"?
oh , you kids and your dang slang."Virtus", probably slang for "virtuals". That is to say, in this context and with the name given (Judy), braindance editing.
"Virtus", probably slang for "virtuals". That is to say, in this context and with the name given (Judy), braindance editing.
Streets will be "empty".Hopefully the empty streets are just a console issue
I'd agree. Sometimes it was great! Very natural, Johnny and V chilling. Other times, not so natural. Face off with thugs, chatting with the Mox.1) Dialogue felt try-hard indeed, but I'm not sure if it fits the settings or not yet.
Totally adjustable. See the Dev Answers thread.4) Action is fine, but those numbers obscure everything.
Also it is a Cyberpunk thing. GPS, sat-nav, AI guidance, etc. If CDPR is clever, they will mess with you through it.5) While makes sense in this highly digitized world, navigator felt annoying. Like you're constantly on rails and just follow the line from one quest point to another. But this is one of pillars of present day game design.
This is, frankly, utterly nonsensical. Far Cry 3? The famous role-playing game set in the Dark Future with cybernetics and netrunning and a thorough character sheet, not just a few Skills? Oh and a story you can change in massive detail by your choices? Nonsense.6) Looks like the only difference between this and Far Cry 3 is ability to initiate dialogue with NPCs. At least that's what promos lead me to believe.
I don't see anything of that in the promos. Promos show me Far Cry 3. Get in the car, traverse, have a chat, shoot things, gather loot. Repeat. Where's expansive customization? How does it affect gameplay? There was a bit of branching in quests shown, but it's hardly elevates the overall impression, because branching is basically saying this or that thing. Even Far Cry 3 had choices. Interactivity appears really limited or it's entirely hidden from us for some reason.This is, frankly, utterly nonsensical. Far Cry 3? The famous role-playing game set in the Dark Future with cybernetics and netrunning and a thorough character sheet, not just a few Skills? Oh and a story you can change in massive detail by your choices? Nonsense.
Oh well. At least you didn't compare it to That Other Open World Game.
And you were doing so well.
Next time, perhaps accuse it of being a clone of Deus Ex? Mix it up a little.
We haven't seen the whole game yet, nor the base consoles versions, but RDR2 seems to still be the real benchmark for optimization on consoles. Literally perfect at launch on every console.You folks at CDPR are setting a new benchmark for console optimization.
I didn't notice anything like that. The type of weaving in between lanes full of traffic he does when pushing the car from "leisurely gliding along" to "in a hurry to get there, but not suicidal" would cause more than a little road rage, but I see that type of driving depressingly often IRL.Also also - is it just me or does npc traffic move out of your way as you approach?
Nooo, man im 100 percent sure now all npc cars they passed moved as far over in their lanes as possible when the pc approched. Watch closely.I didn't notice anything like that. The type of weaving in between lanes full of traffic he does when pushing the car from "leisurely gliding along" to "in a hurry to get there, but not suicidal" would cause more than a little road rage, but I see that type of driving depressingly often IRL.
They do appear to move a little towards the side of their lane, though they still stay in their lanes. Much like people do when they see a police vehicle or ambulance approaching at high speed. Not entirely unreasonable considering they have a car approaching from behind at high speed, but you are right in that the cars definitely seem to make an effort to avoid collisions.Nooo, man im 100 percent sure now all npc cars they passed moved as far over in their lanes as possible when the pc approched. Watch closely.
timestamp link, watch the 2 cars here
When Player is far away both are in centre lane. As you approach first car is now far right, and as they get close to van it clearly moces over to left. This happens with every car in this sequence. A car at 2.40 also come to total stop at green light itn what I assume is to let Player turn right if they want to.
Mate you seem to think im trying to put it in a negative light - I do think its a little weird but overall I think its a good mechanic - but the reason for my comments wasnt to say its good or bad - just point out its happening.They do appear to move a little towards the side of their lane, though they still stay in their lanes. Much like people do when they see a police vehicle or ambulance approaching at high speed. Not entirely unreasonable considering they have a car approaching from behind at high speed, but you are right in that the cars definitely seem to make an effort to avoid collisions.
I am not seeing the car stopping at the green light, but from what you describe I would do the same if I was uncertain an aggressively approaching vehicle would respect my right of way. I would rather let the other guy make an illegal turn than insist on my right of way and get t-boned.
My guess is that it is a small tweaks to traffic the devs have come up with to make the player less likely to constantly collide with other cars when driving over the speed limit. It gives you a little more room to overtake while not making the cars outright pull over to let the player pass. I remember in the early GTA's riding a motorbike was basically suicide since you would inevitably hit a turning car without time to avoid it, while in later GTA's cars would drive more "predictably" around you to make the game flow better. Seeing my Cyberpunk character flying out through the windscreen would be fun the first dozen or so times, but having to respect the speed limit to avoid constant accidents would put a dampener on the "cool" of driving fast cars.
Fair enough. It was a good catch to notice this "system" and it looks like we are in agreement that it is a neat little way to make the game flow better.Mate you seem to think im trying to put it in a negative light - I do think its a little weird but overall I think its a good mechanic - but the reason for my comments wasnt to say its good or bad - just point out its happening.
I do agree the car stopping at green is debatable, but considering the mechanic of cars moving of the players way so they can smoothly drive around - Id be willing to put money on thats definitly also whats happening.
Haha, yeah, that probably depends a lot on where in the world you are driving. Maybe the AI of the cars in CP2077 are responsible for the drivers of the future being less hopeless than those of today? Even today we have gotten warning systems to counter drivers drifting off the road entirely due to looking that their phones while on the freeway.Also - If I was to give opinion on the claims of your post on how people drive - Well id just say I totally disagree because 90 percent of drivers are fuck wits and absolutly have zero idea whats going on behind them unless they hear sirens, and even then its like a 50.50 chance lol and if they did most definitly arent going to be kind and give room to the asshole behind them
I really hope we can disable the damage numbers.4) Action is fine, but those numbers obscure everything.
Not the one to defend CDPR right now, but mission tracker and player agency are two very different things.Like there's no free will or player agency?
I was more fixated on all the NPCs with a yellow icon over them I would have tried talking to and all the stuff on tables you could pick up / read / inspect. The quest was played very "directly" with no time spent exploring the locations or looking for alternate approaches.Am I the only one who felt that the quest tasks felt incredibly hand-holding?
1. Got to the location.
2. Enter the location.
3. Take the elevator.
4. Talk to the NPC.
5. (optional)
6. Leave the location.
Like there's no free will or player agency?
I guess..? when you put it like that? But like.. can you please name a single rpg that is literally any different.. Isnt that how quest genreally work? And remember- this also showed the brain dance mechanic where you have to search around and figure out your self whats going on.Am I the only one who felt that the quest tasks felt incredibly hand-holding?
1. Got to the location.
2. Enter the location.
3. Take the elevator.
4. Talk to the NPC.
5. (optional)
6. Leave the location.
Like there's no free will or player agency?