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Cyberpunk 2077 Refunds

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Re: Cyberpunk 2077 Refunds

#251
post #113

Earlier quoted context omitted.

Not at all how i felt when i completed the game. It's buggy yes but Bethesda have released every single game they have ever made in way worse a state. I should know since i have completed those too. Strange how bugs in a Polish game with links to anti-DRM is getting so much flak when American games that are way way worse haven't for... well since back when a bad game could get 0 rating and not a 6 as they do now.

The core narrative is broken. WARNING SPOILERS!!!! /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n /n The whole Johnny schtick is an utter disgrace to RPG design, this isn't an RPG anymore it's a GTA5 wanna-be. The prolog is great it works flawlessly the combat in it is also good which is suspect is because it's heavily scripted. How this should've worked out is that the whole story of the chippening and Joh…

On one hand, I totally agree with you: your suggestions would make for a far more mechanically and morally interesting game, and it's a shame that the promise set out during the first two hours of the game doesn't really pan out in the end.

On the other hand, I still have not felt this immersed in a game world and character stories since... well, since maybe The Witcher 3, and before that Planescape: Torment and Terranigma.

Other games have done specific aspects better (e.g. original Deus Ex in terms of level design; Horizon: Zero Dawn in terms of action; RDR2 & GTAV in terms of open-world sandbox; TW3 in terms of sheer story-telling quality.) However, I still find myself role playing my character in a way that I didn't do with any of those games. I have turned off my minimap and most HUDs to increase my immersion. I drive 99% of the time, instead of using the fast-travel system, because driving and listening to the radio is so damn immersive that I want to stay in that world. I actually care about what is happening to the various characters, even if there is little mechanical pay-off for following a particular path. The first-person camera helps create that illusion of being part of that world. There are bugs, yes, but even a t-posing NPC or a floating item is not sufficient to break that immersion.

As far Johnny... my character dislikes him. I oppose him on every turn. However, he still manages to get into my head, and convince me to do things that my character would not have otherwise done. There is no mechanical impact - yet he still changes my/my character's behaviour.

Is this a perfect game? No, far from it, even with all the inevitable bug fixes. However, no other game has created such an immersive experience for me in recent memory, if ever.

For that element alone, I am thankful for not buying into the negativity and giving this a try.

(Playing on Geforce NOW at Ultra/Psycho settings averaging ~40fps. No crashes so far. Input latency is fine - this is an RPG and the combat is on the easy side, so it doesn't really make any difference.)

Re: Cyberpunk 2077 Refunds

#252

Earlier quoted context omitted.

I don’t mean empty of objects. I mean barren in the sense that it fee lifeless, due to nonexistent AI. It’s just pointless exploring. Even GTA3 had better crowd AI, better police AI, etc.

>>I mean barren in the sense that it fee lifeless, due to nonexistent AI I just don't understand that point. Many times so far I've just been walking around and admiring the place, it feels like the most realistic city I've ever been in in a video game. There's just so much stuff happening everywhere, I could probably forget the story and walk around and admire it all.

Stop a car in the middle of the street. There is no honking, no reaction. Turn the camera 180 degrees, then another 180 degrees. All the vehicles from the road have disappeared.

So realistic and cyberpunk, right?

Re: Cyberpunk 2077 Refunds

#253

Earlier quoted context omitted.

Part of the problem for example is the story swings between "good" and "great" only if you are on a particular path. The corpo path for example is a bad one: 1. in the intro you litearlly do nothing, you only hear an NPC explain a mission to you, and right after that mission is cancelled and you are thrown in the game proper, you literally do nothing except hear people talking about stuff that later is completely irr…

I picked street kid and I still was confused by why the first part of the story was even necessary. The game could have taken a lesson from Kurt Vonnegut, who said to start a story as close to the end as possible.

I'm fairly certain they cut out a big chunk of the "lifepaths" to make the deadline. They don't really make sense as a mechanic at this point. You choose your previous life as one of the main choices but then all the paths merge together after 15 minutes? Just doesn't make sense from a game design or story perspective as a intentional choice.

Re: Cyberpunk 2077 Refunds

#254

Earlier quoted context omitted.

Not in Poland.

Are you actually Polish? Or are you just assuming because it is not America they dont "enjoy" America Freedom(C)?

European. I researched whether or not Poland has legal protection for whistleblowers and it turns out they don't.

Re: Cyberpunk 2077 Refunds

#255

Earlier quoted context omitted.

I feel like there's going to be a lot of personal opinions going on here. I personally think they delivered on all the points, and I'm very happy with it - 20 hours in the worst bug I've seen was my character T-Posing through the roof of my car. But the storytelling is just fantastic, love it. And....barren city? Are we even playing the same game?

> And....barren city? Are we even playing the same game? there's a slider to adjust how many random NPCs spawn, so maybe not? in any case, it's hard to argue that they delivered "a varied selection of different character classes". there are no character classes, just five attributes with related perks.

>> there are no character classes, just five attributes with related perks.

Well, that's just not true, it's just that your "class" depends heavily on your playstyle. In the same sense Skyrim didn't have classes, but your "build" depended on how you played the game. You can play almost entirely stealthily, put all of your points into intelligence and stealth with some hacking added in. You can play as a brute with tonnes of raw strength, punch everything with gorilla arms. Or maybe you want a typical soldier character, with proficiency in ranged weapons. Or a samurai-like character who uses katanas, or maybe mantis blades. All of these playstyles have their distinct perks and yes, you can absolutely role play as any of them.

Yes, you don't pick "wizzard/thief/rogue" at the beginning. But that doesn't mean there aren't classes.

Re: Cyberpunk 2077 Refunds

#256

Earlier quoted context omitted.

16ms is basically 60fps. That should feel pretty smooth.

Gotta multiply it by two though, since you need a round trip from your computer -> Stadia -> your computer to get feedback right?

Ping is measured round-trip. So the game should get your input in ~8ms, process it, then it will take ~8ms for the feedback to return to you.

Depending on how user input is processed in a game, this problem can be mitigated.

Re: Cyberpunk 2077 Refunds

#257

Earlier quoted context omitted.

Honestly just curious, but I when played on PC/next-gen what do you feel was advertised but not delivered?

https://i.imgur.com/vtdxe02.png This is what was promised by CDP. None of that has been delivered. It’s a shallow, juvenile experience, with very little depth, bad story, repetitive and useless side missions, non-consequential choices, brain dead AI, barren city with zero point in exploration, terrible inventory system, bad shooting mechanics, bad skill system, ridiculously retarded driving and racing mechanics—just…

You really think a slide from a conference talk 8 years ago is a "promise"? Get a grip, mate.

Re: Cyberpunk 2077 Refunds

#258

Earlier quoted context omitted.

I highly doubt it. The gaming industry today is very different from what it was even ten years ago. It used to be that games made a healthy chunk of their income in the first month of launch. Back then it made total sense to rush a crappy game out before the holiday season. However, today, the best selling games do so at steady rates over the span of years. The first month or so of sales may only represent 10-20% of…

The average customer of Cyberpunk 2077 doesn’t know or care what the video game media is saying, nor do they know or care who CDPR is. The game will be fixed with some patches in a month or three and it will continue to be exceptionally popular.

Why do you say that? All of my friends who are playing/taking about the game are discussing the reviews more than the game itself.

Re: Cyberpunk 2077 Refunds

#259

I think most of the negative sentiment against Cyberpunk 2077 comes from three sources: 1) Some players expected this to be cyberpunk-themed RDR2/GTA5. It turns out it's nothing like that, it's more like a new Deus Ex game. 2) It just doesn't run on consoles. It's a very inferior experience, unless you're the type who can be happy with 2020 movies in .3gp format in your old Nokia phone. Having watched a video ( https…

I’m over 10 hours in on pc and there’s more than just “some bugs”. This game is still in alpha. I don’t know why people are being so defensive. We were looking forward to a great game and were mislead. I’m personally just gonna hold off on playing anymore until they actually finish the game.

It's obviously an "Early Access" game at this stage but it was sold for the full price. Pretty disappointing as I usually avoid Early Access to not ruin the experience for me. I want to test out my new GPU so I've been playing it on and off for a bit.

Re: Cyberpunk 2077 Refunds

#260

Earlier quoted context omitted.

Maybe it is actually km/h

Speedometers are mph, while distances are in KM. Another bug, I guess. Regardless, vehicles drive very slow. There is zero sense of speed.

Speedometers in mph and distances in KM sound ideal for a game whose currency is eurodollars.
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