Edit 2: This issue has now been hotfixed in 1.11.
Edit: This now appears to be a rather serious bug introduced in patch 1.1 where items from lootable containers do not appear to be randomising correctly, or at all. As such they sometimes do not scale to player level and always have the same number of sockets with the same types of mods (if present). This has been verified by multiple players on pages 4 and 5 of this thread using the legendary media ocuset as a test case. We all get the exact same item with the same armour rating, same number of sockets (1) and the same mod (+6.5 oxygen). It does not appear to be platform specific. This item no longer scales to player level. Reloading the game state no longer re-randomizes the number of sockets. Possibly related to the changes made to save data in patch 1.1 for the purpose of reducing file size bloat.
See here:
Page 4, post 62 onwards deals with testing/verifying random loot generation so I suggest readers start here. If posting screenshots for verification, please state the character level you are looting the relevant container, your game version (i.e. patch 1.1) and platform (PC, Xbox, PS4).
The original (defunct) text of the OP is retained below for archival purposes:
Legendary weapons, inner torsos and outer torsos can roll anywhere from 0 and 4 sockets while all other clothing can roll anywhere from 0 to 3 sockets. The same thing occurs at lower item rarity but the maximum number of sockets is lower. For example, epic outer torsos can roll anywhere from 0 to 2 sockets and rare outer torsos can roll either 1 socket or 0 sockets.
Prior to 1.1, it was possible to reload a savegame in front of a lootable container to re-randomize the number of sockets on an item, as well as its rarity to a limited degree.
Save scumming in this case is a problem related to the way randomization is used to generate items in Cyberpunk 2077. Save scumming isn't fun - Its shit gameplay and exposes game mechanics to the player, which is a real problem in an immersive, narrative focused game.
Nevertheless, players do it because the difference between a 0 socket outer torso and a 4 socket outer torso is very significant. The number of sockets on clothing items is really the only variable that matters: a legendary outer torso scaled to level 50 has 180 armour. A single epic armadillo mod scaled to level 50 gives +240 armour and is stackable.
We know enemies have minimum and maximum levels but otherwise track player level within this range. We know the level difference between enemy and player is expressed as "threat level" by the game UI. We also know that damage reduction% from armour scales linearly per point and is modified by threat level so this is something that will affect everyone at all stages of the game. Its not just a level 50 thing.
Now that save scumming sockets is no longer possible, it exposes a different problem with Cyberpunk's itemization. Legendary themed sets only spawn once in the game world and never again, meaning if you get unlucky and roll 0 sockets, there is nothing you can do about it.
Socket randomization is fine in a game like Diablo II because if you get unlucky, you can just re-instance and farm the same containers again until you get what you want. This type of item randomization was the bedrock for Diablo II's skinner box gameplay. This type of item randomisation can work in Diablo II because you can always try again. It has no place in a single player game with a finite number of one time lootable containers and no ability to re-instance.
This change is not documented in the 1.1 patch notes but could be related to the changes to the way save data is handled.
Possible solution:
The easiest fix for this is to remove socket randomization so it behaves like it does for iconics - all items at all rarities will always roll the maximum number of sockets for their item quality.
Edit: This now appears to be a rather serious bug introduced in patch 1.1 where items from lootable containers do not appear to be randomising correctly, or at all. As such they sometimes do not scale to player level and always have the same number of sockets with the same types of mods (if present). This has been verified by multiple players on pages 4 and 5 of this thread using the legendary media ocuset as a test case. We all get the exact same item with the same armour rating, same number of sockets (1) and the same mod (+6.5 oxygen). It does not appear to be platform specific. This item no longer scales to player level. Reloading the game state no longer re-randomizes the number of sockets. Possibly related to the changes made to save data in patch 1.1 for the purpose of reducing file size bloat.
See here:
Let's all test something, because I think that maybe they've gone with static drops on world loot. I have two different characters, one level 50 and one level 34, that haven't looted a particular Legendary in the southern Badlands. The location is a trailer. Fast travel to the regional airport. Take the road NW, then take the first left. The location you are looking for is the second solar panel array on the left with a camper beneath it.
In that camper, there is a Legendary drop: Armored Media Ocuset with Camera.
-On my level 50 character, that legendary ocuset has the following stats: Armor 15.4, one mod slot, mod: Increase max Oxygen by 6.5.
-On my level 34 character, that legendary ocuset has the same stats: Armor 15.4, one mod slot, mod: Increase max Oxygen by 6.5.
If someone with an entirely different install that hasn't looted that Legendary yet could go to that location and report the stats on their drop, we mind find out whether or not world drops are now static. If they are, I suspect this is one of the things they did to free up processor resources: not rolling for loot every time a character comes into or out of range. IF that's the case, now many pieces of legendary loot are less epic than some epic drops, which is something they need to revisit.
Page 4, post 62 onwards deals with testing/verifying random loot generation so I suggest readers start here. If posting screenshots for verification, please state the character level you are looting the relevant container, your game version (i.e. patch 1.1) and platform (PC, Xbox, PS4).
The original (defunct) text of the OP is retained below for archival purposes:
Legendary weapons, inner torsos and outer torsos can roll anywhere from 0 and 4 sockets while all other clothing can roll anywhere from 0 to 3 sockets. The same thing occurs at lower item rarity but the maximum number of sockets is lower. For example, epic outer torsos can roll anywhere from 0 to 2 sockets and rare outer torsos can roll either 1 socket or 0 sockets.
Prior to 1.1, it was possible to reload a savegame in front of a lootable container to re-randomize the number of sockets on an item, as well as its rarity to a limited degree.
Save scumming in this case is a problem related to the way randomization is used to generate items in Cyberpunk 2077. Save scumming isn't fun - Its shit gameplay and exposes game mechanics to the player, which is a real problem in an immersive, narrative focused game.
Nevertheless, players do it because the difference between a 0 socket outer torso and a 4 socket outer torso is very significant. The number of sockets on clothing items is really the only variable that matters: a legendary outer torso scaled to level 50 has 180 armour. A single epic armadillo mod scaled to level 50 gives +240 armour and is stackable.
We know enemies have minimum and maximum levels but otherwise track player level within this range. We know the level difference between enemy and player is expressed as "threat level" by the game UI. We also know that damage reduction% from armour scales linearly per point and is modified by threat level so this is something that will affect everyone at all stages of the game. Its not just a level 50 thing.
Now that save scumming sockets is no longer possible, it exposes a different problem with Cyberpunk's itemization. Legendary themed sets only spawn once in the game world and never again, meaning if you get unlucky and roll 0 sockets, there is nothing you can do about it.
Socket randomization is fine in a game like Diablo II because if you get unlucky, you can just re-instance and farm the same containers again until you get what you want. This type of item randomization was the bedrock for Diablo II's skinner box gameplay. This type of item randomisation can work in Diablo II because you can always try again. It has no place in a single player game with a finite number of one time lootable containers and no ability to re-instance.
This change is not documented in the 1.1 patch notes but could be related to the changes to the way save data is handled.
Possible solution:
The easiest fix for this is to remove socket randomization so it behaves like it does for iconics - all items at all rarities will always roll the maximum number of sockets for their item quality.
They could easily leave as is and introduce to vendors a item for sale that requires nothing but eddies and will add 1 mod slot to the item of your choosing with as ppl said a limit depending on rarity
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