It's honestly a bit underwhelming for the time it took but I'll keep an eye on this. I still got my hopes up 
What I would like to see in the future are new areas added to the map. Maybe a new town in the desert.
The attribute reset was already annoying, but this just made me not want to deal with the entire mess. I just wanted to check out some of the new stuff before starting a new playthrough, guess that's not happening as my build is just broken now.FFS at level 50 and now cant use Overwatch or a bunch if weapon mods to full potential as it requres body 10? If this was the case there should have been a full attributes reset as welll as perks
I killed enemies with a single glance. That wasn't much fun either...I just realized that this effectively nerfs quickhacks... again. You can now only put crit chance mods on face armor like glasses. Those only have 1 slot typically. Legendary fortuna only increases crit chance by 4%. My base crit chance is 15%. That means I can only get crit chance with quickhacks to 19%. That kinda sucks. Is cdpr trying to phase out quickhacking? The way they're changing things, pretty soon quickhacking's gonna be as good as useless. It's already nowhere near as fun as it was in the beginning. Oh well. We'll see what they do with the next update...
Considering the rush job the game was initially, I wouldn't be surprised if the code was a mess.From what I read about the leaked source code, its a bit of a mess. So perhaps this is why its difficult for them to patch and why the patches are taking so long to develop?
Cool. I've never modded. Like I said, it was just a theory. With how popular a lot of the mods are, I'm surprised they haven't incorporated more of themThey don't use mods AS IS because it's a piecemeal. I don't mean that in a derrogatory sense, but literal. It's literally attaching more work on top of what's already done. You're increasing instructions to achieve a result when the ideal is to reduce instructions as much as possible to increase absolute performance. As for legalese; CDPR could literally take the entirety of a mod code, for THIS GAME, and throw it in the game(if it worked ideally) and nothing could come of it. EULA.
Ah, it was a theory.er no...
The mods "game mechanics" belong to the IP holder as you are only given permission to make a mod for the game if you agree to that. This shields DEV and rightly so. This is the way Bethesda has done it for decades and I would bet it is the same for most DEV that allow mods. This would be found in the TOS. Bethesda has "borrowed" many mods to put them in their games with out compensations to the mod author and in my case (Oblivion Combat Archery mod used in Skyrim) with out even thanking me by name. I have my doughts if this would hold up in court for original art work (like models or textures) but for game mechanics it is a done deal. Been that way for decades with Morrowind, Oblivion, Skyrim, Fallout...
I would be shocked if CDPR did not have the same protection.
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Why Some People Have Accused Bethesda Of Ripping Off A Mod For Fallout 4 [Update]
The tensions between the modding community and Bethesda continue to rise this week, with a prominent modder claiming that the developers took heavy inspiration from his Fallout: New Vegas mod without giving him any credit.kotaku.com
You know what he means. Having six different version of the Type-66 isn't the "customization" we're asking for here. Considering it's yet another feature a competitor (Rockstar) has included since the PS2 era (GTA3), it's not unreasonable to expect something that basic for Cyberpunk to have, and it'll certainly get it at some point, that's almost guaranteed (especially considering we're now officially able to do that with our character and our apartment), so what will your excuse me after they do finally patch it in?The vehicles are already customized by default. I never felt the desire to want to customize it. This isn't a Forza game. They have better things to focus on.
I think they're just trying to reduce the ease and effectiveness of crit builds in general. They were ridiculously overpowered, though I did kinda like that.I just realized that this effectively nerfs quickhacks... again. You can now only put crit chance mods on face armor like glasses. Those only have 1 slot typically. Legendary fortuna only increases crit chance by 4%. My base crit chance is 15%. That means I can only get crit chance with quickhacks to 19%. That kinda sucks. Is cdpr trying to phase out quickhacking? The way they're changing things, pretty soon quickhacking's gonna be as good as useless. It's already nowhere near as fun as it was in the beginning. Oh well. We'll see what they do with the next update...
More often than not, the IP in the game will belong to the developer, but mods (to the extent they are original) will be owned by the modder. Disputes can arise between modders themselves, for example where one user alleges that a particular mod has plagiarised or made unauthorised use of that user's own creation.er no...
The mods "game mechanics" belong to the IP holder as you are only given permission to make a mod for the game if you agree to that. This shields DEV and rightly so. This is the way Bethesda has done it for decades and I would bet it is the same for most DEV that allow mods. This would be found in the TOS. Bethesda has "borrowed" many mods to put them in their games with out compensations to the mod author and in my case (Oblivion Combat Archery mod used in Skyrim) with out even thanking me by name. I have my doughts if this would hold up in court for original art work (like models or textures) but for game mechanics it is a done deal. Been that way for decades with Morrowind, Oblivion, Skyrim, Fallout...
I would be shocked if CDPR did not have the same protection.
![]()
Why Some People Have Accused Bethesda Of Ripping Off A Mod For Fallout 4 [Update]
The tensions between the modding community and Bethesda continue to rise this week, with a prominent modder claiming that the developers took heavy inspiration from his Fallout: New Vegas mod without giving him any credit.kotaku.com