what the fuck is cyberpunk
That moment when a guy starts running out of a combat zone, I catch up and whack him with a lead pipe, the police is alerted and a frigging cop comes out of the door of the same building I already cleared...was hilarious. I know there must be some repercussions for people who want to murder civilians but surely teleporting cops have not been invented yet.
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"Cyberpunk 2077 Has Over 1000 NPCs With Different Behaviors"
https://screenrant.com/cyberpunk-2077-npcs/ Now I remember why I was so hyped about this game. Sadly the game is actually boring and the npc are just walking bots who don t even fight back when you attack them. Sad. I hope we get a no man s sky patch from CD red . Forum pvp
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Hah, like the current Cyberpunk can even compare to that joke of a game.
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Watched approx 2 hours of CP2077 streams.
A bit of char creator (with the important genital slider),early tutorial and messing around in that city. First what i noticed is that the game world ,while being enormous in size, is pretty lifeless with that stupid NPCs, that barely qualify for even cosmetic NPCs. Also NPCs have broken/non working lip-sync, facial glitches, non working collision or evasion vs player or other NPCs. They just walk around like a stacked up bunch of robots/zombies, sometimes with hilarious/weird walking animations. Even Star Citizens NPCs look slightly more advanced if the servers dont spasm out. And that has something to say , considering their AI is not that good either. Items seem generic like in an typical MMO-game(DPS+ replaces DPS- , same as for armor) with similar item tiers and rarities and partially nonsensical. Apperently boxershorts have more armor than tactical pants and Katanas have a 10% bleed chance. I whish my sharp kitchen knife had only 10% bleed chance. Would spare me a lot of trouble in that occasional moment when it slides to a spot it shouldn't. Masterpiece of 3.16 lore "A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks Last edited by gandhar0 on Dec 13, 2020, 8:45:18 AM
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There's actually a pretty ridiculous amount of side-content to get caught up in. But if you ignore your phone or use fast travel instead of driving/wandering, you miss out on a lot of things to do. Increasing Street Cred is important for side-jobs and such as well, as it opens up more (and better) opportunities.
NPC's definitely have a variety shortcomings, and that's the biggest letdown for me thus far. I've encountered some technical issues but nothing too severe. They mostly add about as much life to the city as a box of rocks though. Hopefully that's something they can improve on later after they've hammered out more of the bigger problems that a lot of people are experiencing. Maybe they'll go the Disco Elysium route with their upcoming work to NPC dialogue and voiceovers and whatnot. Another gripe is the scope of asset recycling in the game. Some amount of that is to be expected, of course. But for a game that gives you pretty good tools to hone in on the minutia and finer details, and wants you to do that, it sure is very same-y way more than it should be. Night City is pretty phenomenal at a macro level. There's plenty of disappointment to be found in the little things though. Game runs quite well for me on PC at least, but I'm not trying to push 4k max settings @60fps. 1080p near-max @144 is quite stable for me the majority of the time, with just some minor hiccups here and there. For my part, I'd say it's a pretty good game that desperately wants to be an amazing game. I'm enjoying it, but not as much as I want to. I have a pretty good sense of humor. I'm not German.
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Yea street cred is very important. Initially you get a few side missions and if you ignore them it will stay this way. There are 50 levels of street cred, every level appears to open up about 2-4 side missions. Some are pretty easy, kill a guy or escort a guy. Others require you to storm whole buildings (or sneak up till you reach the objective). I am especially glad that being stealthy is rewarded.
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I don't watch videos cause of spoilers but this seems like a clip that can be included in funniest glitches or something. I stumbled upon a mugging and killed the muggers. Their bodies knocked the civilian on the ground. Usually, people get up, not in this case
https://www.youtube.com/watch?v=YS56FmAiYIE I agree with her, this is indeed rude. |
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CypherPunk is a Crypto malware variant.
"Stealing all ur Bitcoin PUNK" My life is slipping away...
Addiction is a harsh drug... |
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Dealing 4k+ damage with a weapon that on paper has less than 100 DPS sure feels good. There was that Russian cyborg or something. Naturally she attacks you like the psychos, moving around like Neo and shit. Why bother, just turn her head into a mush with one shot. She didn't even know I was there. Fucking love this.
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" That's something I noted in one of these "Cyberpunk" threads - The claim that all the NPCs in the game had specific "purpose" and "behavior" and "real lives in teh game zomgz." There are few games I am familiar with that actually accomplished, more or less, that pre-release boast. Since the very first one I can think of, one of the "Neverwinter" games, IIRC, developers have been trying to cram that "realism" appeal in far too many roleplaying games. (The Neverwinter game in question simply had a "clock" that NPCs obeyed and homes and jobs to go to.) The Elder Scrolls: Oblivion did a little bit of that. NPCs "did things" and had "places to go and stuffs." That does not mean they were colorful or interesting, it just meant that the developers took the time to assign "goals" for their simpleton little minds to fulfill during the day. X3:Terran Conflict had it in all the ships one could see traveling around the galaxy - They were actually "doing something." Once one could scan them, one could see what goal they were trying to accomplish - They weren't just "window dressing." Some were going to trade things, some were on a patrol, some were going to a station on the other side of the galaxy, some were transporting prisoners, and the list goes on... One could actually follow one seemingly generic transport all the way to the place that their information showed they were going! They would go there and do "the thing," whatever it was. Then, they'd take a few seconds, figure out something else to do, and... go do it. Given that there could be, in certain circumstances, hundreds of such ships in a zone, it was truly pretty darn remarkable. Most game devs use colorful language to obscure the fact they're really not doing anything innovative with their NPCs, but they're sure to make it sound like they are. Whenever I read some developer is making this claim, it's a warning sign that they're using a "marketing crutch" to hype their game. "It's a living world!" ^--- Usually means the price is inflated by at least 20% for the play minimal value that "feature" ultimately delivers. PS: I don't own the game and am not planning on buying it anytime soon. I do hope players eventually get the game they wanted to play, though. |