Cyberpunk 2077 (PC, Xbox, Playstation)


Recommended Posts

1 hour ago, Emn1ty said:

I think simply adding a companion-type feature would be enough. They tag along and make quips about the missions.

We do get some of that with Judy and Panam, there's also a mission with Rouge. That's if you bother to do any of their side missions. People seem to really just want more missions with Jackie. 

 

I don't care much for MP or any type of co-op play. I think there's enough for them to fix and add back in already. 

7 hours ago, George P said:

We do get some of that with Judy and Panam, there's also a mission with Rouge. That's if you bother to do any of their side missions. People seem to really just want more missions with Jackie. 

 

I don't care much for MP or any type of co-op play. I think there's enough for them to fix and add back in already. 

I do enjoy those missions, but they're not a consistent partner like Jackie is. I felt more like a third wheel helping them all out than like I was part of a team. I don't think it's a necessary change though, more like an ideal for me. It's kinda like with Halo Wars, the best part of that game was the cooperative campaign. I really wish that was available in multiplayer because the idea of splitting up duties in an RTS between two or more people was really enjoyable.

 

As far as some real quality of life improvements, making the crafting system more fleshed out would be a plus. It's difficult to get crafting specs for things you actually want, and most of the time you can't even alter its appearance in any meaningful way (such as color). So it ends up being more of a stats game than a style thing. Most of the other flaws though are talked about quite often to I'm not going to reiterate those here.

I've started digging into all the fixer jobs recently now that I already beat the game, and some of them are a lot more interesting than I ever expected them to be. This game is definitely packed with content and there's a lot to see (and a lot of rewards for doing so).

On 29/01/2021 at 21:38, Emn1ty said:

I agree, my favorite moments of the game are working with Jackie because it feels like you're in a team. The moment you're running solo things get less interesting. But to each their own.

I am totally opposite.  I hate having to work with someone, it feels like I am a babysitter.  I prefer solo.

About done playing the game for now.  At the point of no return with my 2nd Nomad character and stopping there for now.  Waiting to see what consequences/changes there are depending on what ending you take before I proceed.  Like I am hoping it does not matter what ending you take, you can still go to space.  My relationship with Johnny is 70 percent as well so I have enough for the secret ending.   Only thing I do not like about this play through is not getting the Psalm weapon spec, but that is not enough to make me do another play thru.

21 minutes ago, techbeck said:

About done playing the game for now.  At the point of no return with my 2nd Nomad character and stopping there for now.  Waiting to see what consequences/changes there are depending on what ending you take before I proceed.  Like I am hoping it does not matter what ending you take, you can still go to space.  My relationship with Johnny is 70 percent as well so I have enough for the secret ending.   Only thing I do not like about this play through is not getting the Psalm weapon spec, but that is not enough to make me do another play thru.

I think that, regardless of which of the 3 major endings you go with (which mirror the 3 life paths you start with) that any future post-ending story DLC will have you heading to space either way.   The space port which is locked off to us atm, will for sure be a area they open up in future DLC.   The start of the dlc might be different, it could let you pick the ending you want to go with if you multiple ones before you start it for example.  But I think that just like with the life paths at the start of the game, after the initial first mission all the rest will be the same.

 

 

On 01/02/2021 at 11:12, George P said:

I think that, regardless of which of the 3 major endings you go with (which mirror the 3 life paths you start with) that any future post-ending story DLC will have you heading to space either way.   The space port which is locked off to us atm, will for sure be a area they open up in future DLC.   The start of the dlc might be different, it could let you pick the ending you want to go with if you multiple ones before you start it for example.  But I think that just like with the life paths at the start of the game, after the initial first mission all the rest will be the same.

 

 

Hope so.  But I have done everything there is to do a couple times and nothing left in the game.   Time to find a diff game to play until more content is released.

10 hours ago, techbeck said:

Hmm, didn't know you could save Goro.....

Yeah, in my playthrough I forgot to try it.  I don't know how much it will impact future stuff at this point.

5 hours ago, techbeck said:

Do we get any confirmation he is dead other than V mentioning it later on?

It's brought up when you're talking to Hanako from what I remember.  If he's alive he shows up to help you out if you go with the Hanako path.  Otherwise I think only Oda (if you left him alive to) comes up to help you in that ending path.  Or you have to do it all solo.

  • 2 weeks later...

Some may already know this, but I did not notice until after my 3rd play thru. Even after reading guides and walk thrus....

Legendary clothing specs from vendors...apparently there are 3 vendors that offer legendary clothing items. As most of us know, currently bugged so you only see them the first time you talk to the clothing vendors. There are 3 that offer legendary. 2 of those, you get 4 legendary. One, you get 5. According to the guide I read. Before you talk to the vendor, save your game. And them keep loading/reloading until you get all the legendary items you can get from the vendor in 1 roll. May take some time. I got about 14 or so legendary clothing specs. To get the other types of clothing mods, do the same things with the other clothing shops.

There are several free legendary clothing items and weapons you can find for free out in the wild. Many guides that show you where. But I thought this was the only ones available for free. But in my latest play through, I thought I would try random loot/chests to see what I can get. Mind you, I was lvl 40 when I tried this and playing normal diff. I found a epic Arasaka helmet in a chest. I saved and reloaded a few times and I got a legendary max slots. I did the same thing when I found a epic Neokitsch Pasion Purpura Polyamide Foldtop. Same goes for a epic bat, knife, and a variety of weapons. So there are many more free legendary items you can get that are not in the many guides online. Just remember to save your game if you find something you think may roll over to an legendary before you pick it up. And may take 6+ game reloads until a legendary comes up. I would say if you tried more than 10 times, it will not roll over to a legendary.

Also, I was able to get the legendary detonate grenade, legendary suicide, legendary cyberpsychosis, and a few other legendary quick hacks with only lvl 6 intelligence. I am not playing a netrunner build but quickhacks can still come in handy. Just hack the terminals you can when you see them and eventually you will pull the legendary items you need. My cyberdeck is all legendary quickhacks now.

14 minutes ago, techbeck said:

Completed 1 last play thru the other day and stopped before the point of no return.  Saved Goro and got most of the legendary gear/clothing if not all of it.   I did about 2.5 play thrus and that is enough.

Yeah, it's mid Feb and no word on the 1.2 update or anything else.  After the hack it's been radio silence it seems.   I'm waiting to see what the update brings before I jump back in.

3 minutes ago, George P said:

Yeah, it's mid Feb and no word on the 1.2 update or anything else.  After the hack it's been radio silence it seems.   I'm waiting to see what the update brings before I jump back in.

Next update is most likely more bug fixes and game improvements.  I don't think we will be seeing new content until the middle/end of the year.  Still lots to fix in the game before new stuff is added.  But not stopping me from enjoying it.

7 hours ago, techbeck said:

Played a little more.  Missed the Kerry story line for some reason.  So new content for me. 

A number of those like Kerry come up once enough time passes, so if you skip the time up 24hr or so they should come up.   It's still not looking good how they're radio silent on the next update.  Probably using the hack as a excuse to push things back I bet.  Looks like 1.2 might come next month at best, if not April.

47 minutes ago, George P said:

A number of those like Kerry come up once enough time passes, so if you skip the time up 24hr or so they should come up.   It's still not looking good how they're radio silent on the next update.  Probably using the hack as a excuse to push things back I bet.  Looks like 1.2 might come next month at best, if not April.

I'm seeing lots of speculation here with nothing to actually back it up.

 

We'll know when they say or release something, until then there's not much point making assumptions.

2 hours ago, LostCat said:

I'm seeing lots of speculation here with nothing to actually back it up.

 

We'll know when they say or release something, until then there's not much point making assumptions.

I am speculating but I'm going off of the info they have officially posted.  On their website they say 1.2 is going to come weeks later after 1.1.

 

Either way, I've jumped over to other games and will fire it up again once the next patch finally hits. 

3 hours ago, George P said:

I am speculating but I'm going off of the info they have officially posted.  On their website they say 1.2 is going to come weeks later after 1.1.

 

Either way, I've jumped over to other games and will fire it up again once the next patch finally hits. 

Didn't 1.1 come out at the end of the month? 

59 minutes ago, techbeck said:

Didn't 1.1 come out at the end of the month? 

Yeah, around this time.   So weeks later would be around now or start of March.   Which is why with the hack they could delay it to April.  I'm just making a educated guess off of what they've officially stated on their site.

 

On a side note I've seen some posts that show they're looking to hire more devs.   I hope they fix the game we have now before they even think of doing the multiplayer game.  But from the sounds of it CDPR wants cyberpunk online to be like GTA online which is a big cash cow for rockstar.   The fear is that they release some free dlc, 2 expansions and quickly move on to the MP game without doing much else, like AI work or getting the NCPD system to actually work like they talked about.

  • 4 weeks later...

Finally have some info about what patch 1.2 is going to address.

 

https://www.cyberpunk.net/en/news/37768/whats-new-in-night-city-patch-1-2-development-insight

 

Here's what we know so far....

 

Police NPCs will take longer to arrive on scene. In Cyberpunk 2077, committing a crime instantaneously summons an army of police officers that blatantly pop into existence in your immediate area. In the 1.2 update, police NPCs will now take longer to show up, as if they're actually traveling to the scene. Committing a crime will also summon a police recon drone, as if the police are first scouting the area before arriving.

 

Improvements to vehicle steering and settings. Steering the many vehicles in Cyberpunk 2077 can be annoying on PC or at lower framerates, so CDPR is delivering some improvements in this area. Players will now have access to a steering sensitivity slider in options, and steering has been tweaked to be more consistent even at lower framerates and for specific vehicle models.

 

Methods to "unstick" vehicles. Cyberpunk 2077 is an open-world title, and it can be easy to get your vehicle stuck somewhere in Night City occasionally. In the 1.2 patch update, CDPR is adding a feature that allows players to rock their vehicles in all directions if they get into a situation where they're accelerating but not moving.

 

Improvements to key binding / dodge. CDPR is working on making key bindings and control settings easier and more comprehensive for players, starting with the dodge function in the 1.2 patch update. Dodging when double-tapping a movement key will be able to be disabled.

 

It sounds like they're starting to work on implementing the NCPD systems people expected to start, this might not be in 1.2 but a later update should for example add actually police cars driving around and police chases.  

  • 2 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Posts

    • You still can, its just under the Transform flyout for WordArt now
    • Likely nothing will be done in corporate America, there have been countless Tesla self-driving incidents. Then again, there have also been countless human operated incidents. It's literally daily news here in Canada, to the extent that it's now odd if we get a day where a collision doesn't get announced on the radio throughout the day...
    • SKG Hand Massager with Heat OS500 hands on by Steven Parker I was offered the chance to test out the SKG Hand Massager with Heat OS500, and full disclosure, they let me keep it regardless of my findings. Anyway, I jumped at the chance due to my long hours sitting at my desk, mousing around. Apologies for the knife cut across the top of the box; that was my doing, being a bit too heavy-handed with opening up the outer packaging. First up, what's in the box: SKG Hand Massager with Heat OS500 1x Type-C charging cable User Manual 1-Year Warranty (card) In short, everything you need to get started. According to the official Amazon listing, here are the key features: Full-Hand Air Compression: OS500 wraps your fingers, palm, and wrist with multi-chamber air compression for a complete hand relaxation experience. The extended massage chamber helps cover more of the hand and wrist area than standard palm-only hand massagers Palm Kneading with 6 Modes & 6 Intensities: Built-in palm kneading rollers add a hands-on massage feel, while 6 preset modes and 6 pressure levels let you choose the comfort level that fits your day—from gentle relaxation to a firmer full-hand massage 3 Heat Levels with Cooling Fan: Choose from 104°F, 113°F or 122°F warmth to suit different seasons and comfort preferences. The built-in cooling fan helps reduce stuffiness during heated sessions, keeping your hand feeling fresh and comfortable Easy Visual Display & Smart Timer: The digital image display clearly shows massage area, mode, intensity, heat level, and remaining time at a glance. Select 10, 15, or 20-minute sessions for quick office breaks, evening relaxation, or everyday hand care Rechargeable, Cordless & Comfortable: A 3000mAh battery supports over 90 minutes of full-function use on a full charge, with convenient USB-C charging. The soft inner lining, smooth ABS/PU finish, and premium black-gold design make OS500 ideal for home, office, or gifting With all that out of the way, here are my own findings. I gave it a try on both left and right hands, and as you can maybe see from the above YouTube Short, (sorry for the shaky video), my whole hand fits in, but my wrist barely enters the Hand Massager. I was able to push through a bit more with my fingertips extending out the other end to get a bit of massaging on the start of my wrist. Usage For some reason, there is a strap that is very difficult to fasten to my wrist with one hand. I am not sure what function it has, and it isn't mentioned in the user manual. The only thing I could find was in the product images that claimed "wrist precision". Unlike the Bob and Brad Hand Massager, this device does not massage the wrist anyway, even though a "wrist mode" is mentioned, which must be for smaller hands than I have, as it is mainly intended for the hand and fingers. In addition, for its steeper price, there are no disposable gloves provided in the box, which is a bit of an issue considering the internal cover (which appears to be elasticated nylon) cannot be removed for washing; so you are left with only one choice: always thoroughly wash your hands before using it. I can imagine this thing getting a bit grimy after a period of use, and that is a bit of a shame. With that said, the buttons on the device, from left to right, do the following: Heat button: 3-level heat control at 104°F, 113°F, or 122°F Mode button: Auto mode Circular mode Soothing mode Relax mode Palm and fingers mode Palm and wrist mode Intensity button: from (First-time users) 15Ka, 25Ka, 35Ka, 45Ka, 55Ka, 60Ka (Intensive relief) Knead button: on or off (6 pressure levels) Power button: Long-press to turn on or off Cooling button: turn on or off the cooling fan Also, in the product imagery, it states there are 36 "custom modes," but nowhere is it listed what these modes are. I can only imagine that they mean a combination of all of the above settings in different intensity levels. The device itself seems to rely on a single "kneading" mechanism located at the palm area of the hand, which spins when in use, and the other massage features are mainly utilized through the air sacs, increasing and decreasing at various levels on the hand and fingers. I am not sure it offered too much relief for someone who is typing and operating a mouse for hours at a time; further testing may be required. It does feel nice, though. Finally, you may be wondering how this fits into the scope of a tech website? Well, let me tell you something: sometimes I sit for up to 15 hours working on Neowin, and although I take breaks in between, it takes a toll on my body. I think in the immediate absence of a partner to apply relief, a good massager like this Hand Massager can shed the strains of the day in just a couple of 15-minute bursts. On the official website, this has an MSRP of $99.99, but luckily for our readers, it is selling at $10 off for just $89.99 right now on Amazon. SKG Hand Massager with Heat OS500 for $89.99 (with $10 off coupon), $99.99 MSRP For me, this gets a thumbs hands(?) down. However, it could be improved by making it so that the protective covering could be removed and thrown into the washing machine, or get yourself some disposable gloves to use with it. As an Amazon Associate, we earn from qualifying purchases.
    • Thanks for the info, but I'm still not sure if I need this....
    • We check out the SKG PS700 Neck Massager by Steven Parker I was offered the chance to test out the SKG PS700 Neck Massager, and full disclosure, they let me keep it regardless of my findings. Anyway, I jumped at the chance due to my long hours sitting at my desk; I figured it could offer some neck pain relief. What's in the box: SKG PS700-2 Neck Massager Rechargeable Battery (inside massager) Type-C USB cable User Manual Quick Start guide 1-Year Warranty In short, everything you need to get started. According to the official listing, here are the key features: Biomimetic Kneading & High Torque Motor: Designed with innovative biomimetic kneading heads that perfectly simulate the touch of human hands. Powered by a high-torque motor, this massager delivers powerful and precise deep tissue relief to effectively target stiff neck muscles and release built-up tension Soothing Heat & Integrated Sound Relaxation: Experience the ultimate Relaxationation with our dual-action approach. The soothing heat function gently warms your neck, while the built-in sound Relaxation provides calming audio tracks, helping you achieve a state of mindfulness and mental tranquility during your physical massage Cordless Convenience & Travel-Ready & Father's Day Gifts: Crafted for maximum portability and ease of use. Its lightweight, cordless design allows you to enjoy a premium massage anywhere without the hassle of tangled wires-whether you're taking a quick break at your desk or winding down at home Versatile Relief for Home & Office: An essential wellness companion for office workers, gamers, frequent travelers, or anyone looking to integrate mindfulness into their daily routine. It seamlessly fits into your lifestyle, providing instant neck relief whenever and wherever you need it Safe & Premium Materials: Manufactured with high-quality, skin-friendly materials to ensure a safe and comfortable experience without irritation. SKG backs this device with dedicated customer service, making it a thoughtful tech-health gift for family and friends App & Bluetooth Music Control: Connect via Bluetooth to control your massage settings through the dedicated app and enjoy your favorite music during your massage session for a fully customizable and immersive relaxation experience Red Light Warmth Technology: Features advanced red light warmth technology that penetrates deep into neck muscles to enhance blood circulation and provide soothing comfort while relieving muscle tension and stiffness Design With all that out of the way, here are my own findings. SKG does not say what materials are used to make the neck massager. However, on the product website, it mentions "soft-touch silicone" with what looks like PU leather cushioning, with the rest being mostly made up of plastics. On the inside of the massager, there are two "biomimetic kneading heads" that are motorized for the different styles of massage, which are not actually listed at all in the paper user manual, but the standard included modes are: De-stress mode, Mediation mode, Relax mode, Shiatsu mode. The massager looks quite premium and is actually very comfortable to wear. This massager is small and light enough to go anywhere, as it doesn't get in the way of anything, so I was able to use it in the chair while writing this review. Unlike the back massager, SKG does not warn in the user guide not to use it for more than 30 minutes a day (or two 15-minute sessions). However, there is a long laundry list of important safeguards to consider before and during the use of the device, and it is warned that the neck massager is not waterproof. It also includes a 1,400mAh battery with a rated power of 14W and input of 5V, which is the standard for up to USB 3.0 power (although the Amperage is not mentioned at all). SKG does not say how long it takes to charge, but a quick calculation at 2A (if that is what it is) would mean it would take roughly 1.5 hrs to charge from empty. In any case, the light around the button changes from orange to green on a full charge. In addition, it is not possible to use the device while it is charging. On the right of the neck massager is the On/Off and modes button, which also acts as a joystick. You can operate all the modes directly from the power button, as well as the app, which I'll get into a bit later: Push up: Short press to adjust Heat levels On/Off button: long press Mode Switching: Short press (while in operation) ➕ Push left: increase Music volume ➖ push right: decrease Music volume Push down: Short-press to turn Music on or off The massager defaults to De-stress mode, and it is not stated anywhere if the neck massager has overheat protection. This time around, regarding heat, the only detail I could find is that it has "triple action soothing heat." The temperature stages are not listed anywhere in the paper manual, Amazon listing, or official website. The heat levels can be adjusted through the app or directly on the device using the joystick button. Usage There's also the SKG Health app, which makes using the massager far easier than feeling around for the button on the side of your neck. If the app is stopped, you are required to log in with a verification code over email, which I am not too pleased with, as this means it will only work that way for however long SKG decides to support it through said app. However, I was not able to get the app to connect to the OS500, which I have reported back to my contact. Bluetooth appeared to be working on the neck massager as it became available to pair with my phone, but the SKG app failed to discover it. Before I forget, there's also a switch next to the USB charging port to deactivate and activate the Voice Prompt, which, when enabled, audibly tells the user when switching intensities, modes, or connecting to the app and informs when the massages start and are completed. That said, on to my likes and dislikes, which are listed below. What I didn't like Unable to connect the Neck Massager to the app Use through the mobile app relies on continued support from SKG What I liked Can be used without the app Cordless use Light and comfortable to wear Heat is also quite comfortable Where to buy: According to the official website, this has an MSRP of $249.99, but is currently $50 (on Amazon). To sweeten the deal a bit more, there's also an in-page coupon that knocks a further $20 off the price. SKG PS700-2 Neck Massager for $179.99 on Amazon (was $199.99) Apply the in-page $20 off coupon for the final price of $179.99 Just like the back massager, this gets a confused thumbs up (due to the cost). However, I cannot rate it through app usage as it failed to connect. As an Amazon Associate, we earn from qualifying purchases.
  • Recent Achievements

    • Dedicated
      Almohandis earned a badge
      Dedicated
    • Dedicated
      JuvenileDelinquent earned a badge
      Dedicated
    • First Post
      DrWankel earned a badge
      First Post
    • Reacting Well
      DrWankel earned a badge
      Reacting Well
    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      505
    2. 2
      +Edouard
      184
    3. 3
      PsYcHoKiLLa
      85
    4. 4
      Michael Scrip
      78
    5. 5
      Steven P.
      76
  • Tell a friend

    Love Neowin? Tell a friend!