What’s new in Night City? [Patch 1.2 development insight]

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Maybe i'm the only who had no problems at all with the driving system. Bigger problems are the random crahes, mostly on Inventoriy or looking at mirrors. Far bigger issue.
 

ya1

Forum regular
It is clear to me that you have not actually done anything with software development at all or on a codebase larger than a few thousand lines, and most definitely not on a project that is more than a few years old. Otherwise you would have known things like this are actually not this easy to fix and implement. A lot of systems (have to) coexist with other systems and a change in function A can easily adversely affect a process all the way down in function Q, and this has nothing to do with poor design. That's just the way software works in general.

I maintain codebases of more than 20 years old, and despite having worked on them for the past 7 years, there's still plenty of things that I don't know about them. Small intricacies here and there in the way the various components interact with one another make things a lot more complicated than they may seem at first glance.

I know absolutely nothing of coding. But explain me this. If those fixes are so complicated and require so much work force, how come they were already done by modders, single persons or small groups of friends, in their free time?
 
Thanks for the update, but this had better not be all of the changes. This game still has serious technical issues(frequent crashing, for me, for example)that need to be addressed.
 
This is exactly what I purposed many weeks ago (increasing the spawn distance so they must path to you and will be stopped and /or greatly slowed down by some obstacles). I am sure I was not the only one to say this, but some players told me my idea would not work because they cannot path to the player. I knew that sounded silly. :rolleyes:

This is good news for the mod I want to make to place random street crime and psychos opponents and such around the player for procedural events. As long as the game can eventual clear out script spawned NPC once placed in the game world that is.

So now if you are in a hallway in a building do the cops spawn outside the building on the street or in the building in another room?

Will be fun to find out...

Yeah they still have a long way to go by the initial looks of things! It's crazy to think that games as old as GTA III has a better way to bring the police to the player.

I guess this is just sort of the way the gaming industry has gone, release a game, then patch it into its finished product later down the line. It definitely seems like Bethesda CDPR are doing this with Fallout 76 Cyberpunk ... :cry:
 
Hei

So your reaction to a game not holding up, is to purchase the DLC aswell? Flawless. And yet we wonder why companies keep fucking us over.

Us? He said he'd get the DLC (which is gonna be free is it not? And if they do charge, I'll gladly pay too cos it holds up just fine for me), there's no implication in his words to suggest you have to buy a copy too. If you don't then you won't be effed over by them, I don't see the problem at all?
 
So your reaction to a game not holding up, is to purchase the DLC aswell? Flawless. And yet we wonder why companies keep fucking us over.

I'll be buying DLC when it comes out if it looks interesting as well. I'd say that I'm sorry for enjoying something you don't, but I'm really not.

As for why AAA games companies screw over portions of their fanbase, I'd wager it's because gamers yell at each other for what games they buy instead of engaging in activism to enact meaningful reforms to the industry. I guess we like to pretend our flavor of the month boycotts or calls for people not to pre-order games actually does something, when experience has taught me that it amounts to ineffectual slacktivism.

Have a nice day, friend.
 


Welcome to this special report of N54 News, bringing news from Night City to every Night Citizen stranded away from home! Stay with us if you'd like to learn more about some of the upcoming changes. I’m Gillean Jordan, and here’s what’s new in Night City:


NCPD Quick Response Team too quick?

You heard right! The NCPD Quick Response Team is under fire from concerned Night Citizens and corporations alike. The rapid deployment tactics they recently adopted forced mercenaries to think twice before pointing a gun at anyone, but will now be adjusted to give the other side some breathing room.

What was supposed to make Night Citizens feel safe on the streets resulted in a staggering drop of public trust towards NCPD officers.
My choom, Jake, was in a shoot-out with Tyger Claws the other day, when he missed a shot and hit a pedestrian on the other side of the street. In an instant, the NCPD swarmed up on him and put him down. It’s like they appeared out of thin air right behind his back! It’s too brutal of a response for a regular accidental murder if you ask me!” — Mike from Kabuki, 28.

Aside from upsetting the local community, the NCPD's effectiveness resulted in a tremor in the corporate security market.
Personal security in Night City has always been our priority. The recent spike in NCPD efficiency might seem like a step towards safety, but it isn’t. Upsetting the fragile balance in the security sector might soon result in more people cancelling their protection subscriptions and inviting gangs and terrorists to take over the city.” — Andrey Fomin, Militech PR Manager.

Regardless of how you look at the situation, it seems that the change will be a welcome one. We asked our experts to analyze the situation:
This is an important step in addressing the behavior of the police in our game. It should decrease the problem of NPCs spawning behind players' backs and create an impression that it takes some time for the police to arrive at the crime scene after the crime has been reported. We've also added a recon "drone" unit to create the feeling of the police assessing the situation.” — Patryk, Lead Gameplay Designer & Łukasz, Technical Design Coordinator, CD PROJEKT RED


Vehicular manslaughter statistics higher than ever


Look left, then right, then left again — and then run for your life. As morgues are filling up with roadkill, it is now statistically safer to stroll through Kabuki Market with shiny new cyberware than to cross some of Night City’s intersections. The City Council approved a bill forcing vehicle manufacturers to update their steering firmware.

Soon, the mandatory update will allow for better synchronization between the CrystalDome system and the vehicle, resulting in a more fluid driving experience even when the image signal skips a frame or two.

In addition, drivers should also expect to be able to better personalize their driving experience by adjusting the sensitivity limits to a level they are comfortable with — providing a much needed breather for insurance companies.

Will this be a good change, or will it subject morgues, street sweepers and auto repair shops to economic hardship? Here’s an opinion from our expert:
"Analyzing feedback on our driving model suggested a lot of players were having issues with the speed of the steering. Most complaints came from players using keyboards on PC or were on platforms with lower frame rates, and centered around how hard it was to keep cars off the sidewalks and such.
We have added a Steering Sensitivity slider to the Options menu. This allows the steering speed for all vehicles and all input devices to be slowed down, without affecting the maximum turn radius.
When experiencing lower frame rates, our cars were harder to control. We traced this to some code that wasn't handling extreme changes in frame rate properly. The steering speed is now very consistent from 20 to 60+ FPS.
Last, we looked at a bunch of tweaks to individual cars and adjusted some of them that were too twitchy in low frame rates, including the player's Archer Hella.
" — Séamus, Senior Vehicle Programmer, CD PROJEKT RED


Rock&Roll for racers


No, it’s not a new genre of music! The brand new Rock&Roll vehicle subsystem will allow any unfortunate street racer who missed a turn and ended up stuck on a pile of garbage to quickly get back on track. The system will allow drivers to rotate or rock their vehicles back and forth in order to regain traction.

Gone are the days of abandoning a vehicle in the middle of the city just because things got out of control. Accidents happen and being in a rush isn’t a crime! Now, if somebody appears out of nowhere when you’re crossing a red light, you will still be able to make it to your meeting on time and let your insurance take care of the mess.

Still not sure whether you need the subsystem installed in your vehicle? Let our expert convince you:
"There are cases where our vehicles can get beached or high centered on stuff in Night City. We have now added an Unstuck feature that kicks in when you are accelerating and not moving. While holding down the accelerator, you can now rock the vehicle forward or back, or rotate it left/right." — Séamus, Senior Vehicle Programmer, CD PROJEKT RED


Update your neuroprocessor drivers or die


This is not a joke! It’s raining men in Night City and not for the reasons you’d expect. Just over the last month authorities recorded nearly 4000 fatal accidents caused by a neuroprocessor glitch causing users to dodge without intending to. The manufacturer has prepared an update to address the issue.

According to our survey over 30% of all Night Citizens experienced an irresistible urge to burst forward for no reason and the majority of affected people admitted that it put them in danger of falling from a high place. Manufacturer claims that the glitch is caused by a lack of perfect synchronisation between the user's brain patterns and the neuroprocessor.

The update will allow users to better personalize their chips and match software responses with their neural patterns. Aside from resolving the issue with sudden dodging, it will also mean that people will find it easier to move and use the chip, regardless of their handedness, abilities or personal preferences.

What do these improvements mean in layman’s terms? Our expert provided an explanation:
Dodge on double-tapping a movement key can be turned off in the Controls settings. The Dodge action can still be performed by double-tapping the Crouch(toggle) action key (default C).
It should now be more feasible to move WASD bindings around the keyboard. There still remain a few bindings that need to be addressed, but these should be fixed in upcoming patches.
” — Wojtek, Tools Programmer, CD PROJEKT RED



Thank you for tuning in to "What's New in Night City". We'll see you next time.

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Gillean got her hands on just a couple of changes - full patchnotes will be coming later!
-.-

I am done with you guys, selling my stock and joining the lawsuit.
 
TBH just release the full patch note at the first place instead news girls present (waste of time to photoshop and write story line ) maybe is better.
Exactly.
You've already a list of fixes/changes that are being tested / have been tested. Make it public with a WIP tag to -keep your hands clean in case something changes down the line- and update it. Once a week if you want or every 2 weeks of you're lazy.

You're 3 months after release with paying customers still waiting for fixes, just keep em informed. Don't just publish a trailer for a changelog with "coming soon" ETA...

It's not a topic of the functional area of the company that does what and the cost of opportunity (mkt vs production) FFS.
 
I rather they focus on fixing the broken missions. Done all in the game and still cannot finish one quest due to elevator and doors being locked.
 
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