Patch 2.3 AutoDrive is not as good as the mod

+
I think the mod below did it better at least in terms of navigating, as there isn't much hesitating or getting stuck while auto driving compared to the official implementation:

My theory for why that is, is that the mod is probably using AI pathing system similar to when you are sitting as a passenger with someone while they are driving, e.g. ride along with River or Panam during parts of a mission. I notice that they don't hesitate when they are going anywhere (they do sometimes cause some cars in front of them to despawn though, I have seen that happen). Whereas the official game implementation seems to be using the NPC driving behavior as the AutoDrive's foundation. And NPC driving in this game is still very janky, though way better compared to when the game was released, BUT some of them still keep crashing into the same object when they do go off the road, and some of them still remain stationary in the middle of the road etc.

What do you guys think? I think CDPR could have given us a better AutoDrive system, especially when mods like this already exist that just does it better, unless they found some limitations of doing it the way the mod creator did it.
 
Last edited:
I think the mod below did it better at least in terms of navigating, as there isn't much hesitating or getting stuck while auto driving compared to the official implementation:

My theory for why that is, is that the mod is probably using AI pathing system similar to when you are sitting as a passenger with someone while they are driving, e.g. ride along with River or Panam during parts of a mission. I notice that they don't hesitate when they are going anywhere (they do sometimes cause some cars in front of them to despawn though, I have seen that happen). Whereas the official game implementation seems to be using the NPC driving behavior as the AutoDrive's foundation. And NPC driving in this game is still very janky, though way better compared to when the game was released, BUT some of them still keep crashing into the same object when they do go off the road, and some of them still remain stationary in the middle of the road etc.

What do you guys think? I think CDPR could have given us a better AutoDrive system, especially when mods like this already exist that just does it better, unless they found some limitations of doing it the way the mod creator did it.
I don't think any mod does it better simply because they all use the same train tracks as the original. And it's not the trains that are wobbly, but the tracks themselves.
 
The author of the autodrive mod has a new mod that alters the new autodrive feature in the game. Also, his original mod still works, and can be used together with the new autodrive feature. But, you are correct. His is much better than the current implementation in game.
 
At the very least, there should be no collisions, no running over pedestrians, no driving through roadblocks, no wrong-way driving, no smashing through barriers and streetlights. I'd forgive the lack of smooth driving, but if the autodriver hits a pedestrian or another vehicle, that's too much. They added the mechanics fans requested to the game – very well. They delivered a flawed product. They can say, "That's how it works – very poorly," or they can fix it, and everyone will be happy, and the game's rating will rise.
 
yea and on top of that some of the most fun parts of cyberpunk are driving around, as they arent usually combative sequences and allow you to really be in the moment as you are driving. also, personally if i get in a crash, in a moment of road rage ill shoot the tires of the car that was in my way and drive off lol
point is, there is fun to be had in going from place to place and you lose that opportunity with autodrive, and it feels like there is no appreciation for the uncountable hours of effort put into making the roads fun to drive on manually. the only vehicle that autodrives that gets a pass is delamain because he is known for that, and he makes up for the lack of interactivity by being a fun character.
 
I'm sure it can and will be improved in the future. The problem is very likely not that the extremely talented developers that brought you Cyberpunk 2077 don't have the skill or knowledge to make it better -- it's just likely something that can't be done the way the mod handles because it cannot be officially supported.

Firstly, many amazing mods may unknowingly create issues that the author doesn't know about (and many players may never realize), but the actual developers do know about it. I can't, as a studio, knowingly introduce potential issues in other areas of the game if I know they exist.

Secondly, legality. If a mod author comes up with a perfect solution to something...I may now be legally excluded from handling it the same way as it would be a direct copyright violation. Even entering into a business arrangement with that mod author may not be possible because of existing contracts and terms of service. Legality can be a can of worms.

Lastly, whatever a studio comes up with needs to work on all of its supported platforms. Something that may be perfectly possible on PC may be completely problematic on a console or handheld. Whatever is there needs to be functional for all versions of the game, or again, we get into legal concerns with offering proper support and functionality of the same product for different users.

There's a lot to consider beyond, "This works better. Just do it this way."

But! Yes, I imagine there is still opportunity to improve it.
 
Top Bottom