Not getting Quickhacks from Access Points

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It's astounding to me CDPR hasn't tracked down this bug yet. Not getting legendary quickhacks at all (which is the case for most non-hacker specialist builds) is pretty game-breaking.

A quick fix would be to SELL these legendary quickhacks at netrunner stores, and/or give these out as mission rewards. Give us an alternative method please. This would be a better game mechanic than relying on RNG, random rare drops even without the added risk of contracting this bug anyway.
 
It's astounding to me CDPR hasn't tracked down this bug yet. Not getting legendary quickhacks at all (which is the case for most non-hacker specialist builds) is pretty game-breaking.
It's weird to said that in my opinion :(
Non-netrunner builds should not have access to legendary cyberdecks and even less to legendary QHs.
Like me, without body skill, I haven't access to any cyberware related to this skill (or at most the commons and uncommons). Exactly like for the Dexterity skill or Cool skill.
The same as if you said "I have 4 in body skill, I can't install 'Auxiliary Heart' Cyberware... It's a bug, it break my game..."

If you're not a Non-hacker, you're not a Netrunner that's all, seem obvious for me :(
 
I don't think that comparison works well for quickhacks, because they're essentially weapons/attacks. And you can buy legendary weapons (even if they're expensive). But you can't buy legendary hacks. Getting them from access points is the equivalent to looting weapons off enemies. It's the only method to acquire them short of having 20 intelligence.

Cyberware is actually the exception for having stat checks. And even in a meta gameworld fashion, anyone can use quickhacks/soft. Takemura can barely understand how to text and he can still use them, lol. Similarly, even legendary cyberdecks don't have stat checks.

Things might be a bit more interesting if weapons DID have them, but it doesn't seem like the game was designed that way. Like maybe my 20 int netrunner shouldn't be able to operate a legendary sniper rifle. But on a build with 3 reflexes I was still able to one-shot enemies with one.

It's a neat idea, and I actually wouldn't be against it, personally!

I wouldn't classify it as game breaking, because you're still walking death with Epic hacks, but it is disappointing since it seems like it should be working a certain way and isn't. Some of those passives though, whoo. They really let you steamroll things.

You can get System Reset from a quest, but it would be nice if the Netrunners also sold the legendary hacks, even if they were similarly expensive to guns where they're like $100,000 each. Or if there was at least one quest per hack that you could acquire them, similar to how the game basically hands you the best weapons at several points. Maybe everything should be crafting specs, haha, because some of those guns are truly overpowered. I've started intentionally not using them for more of a challenge.
 
I don't think that comparison works well for quickhacks, because they're essentially weapons/attacks. And you can buy legendary weapons (even if they're expensive). But you can't buy legendary hacks. Getting them from access points is the equivalent to looting weapons off enemies. It's the only method to acquire them short of having 20 intelligence.

Cyberware is actually the exception for having stat checks. And even in a meta gameworld fashion, anyone can use quickhacks/soft. Takemura can barely understand how to text and he can still use them, lol. Similarly, even legendary cyberdecks don't have stat checks.

Things might be a bit more interesting if weapons DID have them, but it doesn't seem like the game was designed that way. Like maybe my 20 int netrunner shouldn't be able to operate a legendary sniper rifle. But on a build with 3 reflexes I was still able to one-shot enemies with one.

It's a neat idea, and I actually wouldn't be against it, personally!

I wouldn't classify it as game breaking, because you're still walking death with Epic hacks, but it is disappointing since it seems like it should be working a certain way and isn't. Some of those passives though, whoo. They really let you steamroll things.

You can get System Reset from a quest, but it would be nice if the Netrunners also sold the legendary hacks, even if they were similarly expensive to guns where they're like $100,000 each. Or if there was at least one quest per hack that you could acquire them, similar to how the game basically hands you the best weapons at several points. Maybe everything should be crafting specs, haha, because some of those guns are truly overpowered. I've started intentionally not using them for more of a challenge.
Or simply the Cyberdecks (like Bersek or Sandevistan).
If you haven't enough INT skill, you can't install epic or legendary Cyberdecks, and in fact, you will never have enough RAM to upload a legendary QH (on high level enemies).
I always find weird that you can install legendary Cyberdecks, even with low INT skill.
 
Or simply the Cyberdecks (like Bersek or Sandevistan).
If you haven't enough INT skill, you can't install epic or legendary Cyberdecks, and in fact, you will never have enough RAM to upload a legendary QH (on high level enemies).
I always find weird that you can install legendary Cyberdecks, even with low INT skill.

Ohhh, that's an interesting idea.

Maybe once, if ever, I can play this on PC there will be some mods for stuff like that with a higher challenge.
 
It's weird to said that in my opinion :(
Non-netrunner builds should not have access to legendary cyberdecks and even less to legendary QHs.
Like me, without body skill, I haven't access to any cyberware related to this skill (or at most the commons and uncommons). Exactly like for the Dexterity skill or Cool skill.
The same as if you said "I have 4 in body skill, I can't install 'Auxiliary Heart' Cyberware... It's a bug, it break my game..."

If you're not a Non-hacker, you're not a Netrunner that's all, seem obvious for me :(
Well, your opinion and comparisons are weird in my opinion ;)

To extend your "logic" in a consistent manner; why should non-nomads/non-engineers be allowed to drive NOMAD rigged vehicles? Why should non-weapon builds be allowed to use legendary weapons? Complain and you're a weirdo! Your beef is with CDPR's game design, not with me. My beef here is primarily with glaring bugs that CDPR seem either incapable or unwilling to fix.

I'm all for a much needed rebalancing of QH and everything else, losing out on these would feel less "gamebreaking" (from a build optimization point of view - a core RPG mechanic), but for now I deal with realities and not with hypotheticals.
 
Well, your opinion and comparisons are weird in my opinion ;)

To extend your "logic" in a consistent manner; why should non-nomads/non-engineers be allowed to drive NOMAD rigged vehicles? Why should non-weapon builds be allowed to use legendary weapons? Complain and you're a weirdo! Your beef is with CDPR's game design, not with me. My beef here is primarily with glaring bugs that CDPR seem either incapable or unwilling to fix.

I'm all for a much needed rebalancing of QH and everything else, losing out on these would feel less "gamebreaking" (from a build optimization point of view - a core RPG mechanic), but for now I deal with realities and not with hypotheticals.
I didn't see any player on the forum who have reported the problem to CDPR Support and shared the an answer received.
"we are aware of this problem" or "works as intented"

If it's really a bug, no one report it and the bug will remains forever in the game... (or is at the very bottom of the to do list at least).
Or it's not a bug and CDPR will never change that.

In any case, the best way to know what is going on, it's to report it to CDPR Support and wait an answer.
 
I didn't see any player on the forum who have reported the problem to CDPR Support and shared the an answer received.
"we are aware of this problem" or "works as intented"

If it's really a bug, no one report it and the bug will remains forever in the game... (or is at the very bottom of the to do list at least).
Or it's not a bug and CDPR will never change that.

In any case, the best way to know what is going on, it's to report it to CDPR Support and wait an answer.
How long does it usually take for CDPR support to respond to a ticket? Im a few days in now.. it's weird that you don't get an email immediately after submitting.. with a ticket number or anything. I guess a standard response email will be in the cards anyway.

In my last playthrough, I had to push back doing The Hunt because of the previous audio bug and now it ticks me off that both those access points in the Red Queens race are broken. They've gotta fix that.. I mean wouldn't fixing access points in main / side gigs be kind of important since they're one of the main ways of making money in the game?
 
How long does it usually take for CDPR support to respond to a ticket? Im a few days in now.. it's weird that you don't get an email immediately after submitting.. with a ticket number or anything. I guess a standard response email will be in the cards anyway.

In my last playthrough, I had to push back doing The Hunt because of the previous audio bug and now it ticks me off that both those access points in the Red Queens race are broken. They've gotta fix that.. I mean wouldn't fixing access points in main / side gigs be kind of important since they're one of the main ways of making money in the game?
I think it depend to number of tickets submitted and/or the problem.
If they have a lot tickets and/or are already aware about a bug (no need to investigate), it could be quick. If they have to try/test/search for a new/rare bug, it could be more longer.
Look this thread, it was very quick (because certainly many players have already reported it)

But simply waiting for a fix without report it doesn't help, that's for sure :)
 
I didn't see any player on the forum who have reported the problem to CDPR Support and shared the an answer received.
"we are aware of this problem" or "works as intented"

If it's really a bug, no one report it and the bug will remains forever in the game... (or is at the very bottom of the to do list at least).
Or it's not a bug and CDPR will never change that.

In any case, the best way to know what is going on, it's to report it to CDPR Support and wait an answer.
Yeah reported more than once now.

Its definitely a bug
 
I noticed something yesterday. I was doing Greed Never Pays (and all the access points worked!) - however, I realized there's an issue seeing quickhacks in the inventory



Since there were I believe 4 access points at the Wired Head club, I got two QHs.. but then I couldn't see them in my inventory. Only if they were a "new" QH.

Basically, let's say I already had an Uncommon Overheat QH, with 3 daemons successful and then I get the Epic Overheat QH, it will show only the new Epic QH and the Uncommon one would then disappear from the cyberdeck inventory. If I had an Epic Cyberwear Malfunction and then earned another one, it wouldn't be visible. This led me to believe that I was only getting new QHs and could only upgrade them.

Then after finishing the gig, I went to the drop point and suddenly I could see I had a bunch of QHs I didn't realize I had or couldn't see I had before.

So I was getting the QHs after all (from the non-broken access points).. but why can't we see all the QHs in our inventory anymore, unless if we go to a drop point?

I'm pretty sure this is new as of 1.3.. I just saw the patch drop and will see if that makes a difference
 
Basically, let's say I already had an Uncommon Overheat QH, with 3 daemons successful and then I get the Epic Overheat QH, it will show only the new Epic QH and the Uncommon one would then disappear from the cyberdeck inventory. If I had an Epic Cyberwear Malfunction and then earned another one, it wouldn't be visible. This led me to believe that I was only getting new QHs and could only upgrade them.

Then after finishing the gig, I went to the drop point and suddenly I could see I had a bunch of QHs I didn't realize I had or couldn't see I had before.
Yeah, that's bit weird. It makes sense in cyberware upgrades / cyberdeck mods menu it's convenient to have most powerful version visible and showing dupes in that screen doesn't have a reason but there should be convenient way also to see what player has overall.
 
I noticed something yesterday. I was doing Greed Never Pays (and all the access points worked!) - however, I realized there's an issue seeing quickhacks in the inventory



Since there were I believe 4 access points at the Wired Head club, I got two QHs.. but then I couldn't see them in my inventory. Only if they were a "new" QH.

Basically, let's say I already had an Uncommon Overheat QH, with 3 daemons successful and then I get the Epic Overheat QH, it will show only the new Epic QH and the Uncommon one would then disappear from the cyberdeck inventory. If I had an Epic Cyberwear Malfunction and then earned another one, it wouldn't be visible. This led me to believe that I was only getting new QHs and could only upgrade them.

Then after finishing the gig, I went to the drop point and suddenly I could see I had a bunch of QHs I didn't realize I had or couldn't see I had before.

So I was getting the QHs after all (from the non-broken access points).. but why can't we see all the QHs in our inventory anymore, unless if we go to a drop point?

I'm pretty sure this is new as of 1.3.. I just saw the patch drop and will see if that makes a difference
Thats been like it since the beginning. I always ensure that I check any duplicates. The problem is that for the people who experience the bug they get no quick hacks whatsoever - from any access point - and can play through the entire game without getting any. Several of my characters are max level endgame and only have the quick hacks that they either crafted or purchased.
 
Thats been like it since the beginning. I always ensure that I check any duplicates. The problem is that for the people who experience the bug they get no quick hacks whatsoever - from any access point - and can play through the entire game without getting any. Several of my characters are max level endgame and only have the quick hacks that they either crafted or purchased.
Are you on PC? If so can you send me a save file where this problem manifests itself?
 
So in my new playthrough in 1.31, I have never crafted a single QH and I did only NCPD Scanner Hustles after the Heist (no GIGs, no Quests, so few access points in fact). I haven't the perk who increase chances to acquiring QHs from access points.
And I simply look on a drop point for see if I earn some QHs. And yeah, I have acquired some... :)
(no legendary one, but I'm only level 25 with 12 in INT, it could explain why...)
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Only some access points can drop Legendary quickhacks and they have minimum level requirements. Most are over level 35. In Gig: Flying Drugs for example there are 2x Int 7 and 2x Int 0 access points at ground level. These can all drop legendary quickhacks but you must be level 35 or higher.

The one big exception I can think of is the 6x Int 10 access points in Gig: Serial Suicide. These can drop legendary quickhacks at any level.

I haven't been able to reproduce this bug so I need a save file from a person that has it. I want to look at it in PixelRick Tools.
 
Yep, if some one encounter the bug, the save could be very useful for CDPR to find where it come from.
It's the first time I get so much QHs (without the perk).
The only thing who changed than my previous playthroughs, it's "only" that I'm not at level 20 in INT (and in this playthrough I didn't craft any QH).

And now, at level 40+, legendary ones appear :)
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