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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

thesecret1

Arcane
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Jun 30, 2019
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You guys telling me that nu-Deus Ex is actually worth playing? I gave up on the series after Human Revolution
 

Falksi

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Nottingham
You guys telling me that nu-Deus Ex is actually worth playing? I gave up on the series after Human Revolution
HR is better, MD loses a lot of the vibe and feels lamer to me by including more open world elements which don't really work, but it's still worth playing. Not great but good, one of those solid 7/10 games.
 

Bad Sector

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Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
You guys telling me that nu-Deus Ex is actually worth playing? I gave up on the series after Human Revolution

AFAIK there is only one game after Human Revolution (ok, there is also The Fall, but...), Mankind Divided and compared to Human Revolution, it is worse in terms of story (not that HR was anything great) but much better in terms of level design / mechanics.
 

Steezus

Savant
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Messages
761
Any leaks or something on when patch 2.0 is supposed to come out? They said it's due before the expansion hits, but seeing as Phantom Liberty is gonna be out in 3 weeks, there's not much time left.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,640
Any leaks or something on when patch 2.0 is supposed to come out? They said it's due before the expansion hits, but seeing as Phantom Liberty is gonna be out in 3 weeks, there's not much time left.
They'll probably wanna maximise impact and let Starfield's release clear, my guess would be a week or so in advance of PL.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
652
A week seems about right yeah. Gives enough time for the people that already played the game to try the new perk system before the expansion if they really want to.
 

lukaszek

the determinator
Patron
Joined
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Messages
13,171
Any leaks or something on when patch 2.0 is supposed to come out? They said it's due before the expansion hits, but seeing as Phantom Liberty is gonna be out in 3 weeks, there's not much time left.
devs took sick leave to play bg3
 

Steezus

Savant
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Messages
761
Probably gonna start a new run with the patch then and transition into the expansion during release. I imagine it's gonna be higher level content similar to the Witcher 3 expansions. Any infos on that front?

Also lmao @ all the bird avatars ITT.
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
652
Probably gonna start a new run with the patch then and transition into the expansion during release. I imagine it's gonna be higher level content similar to the Witcher 3 expansions. Any infos on that front?

Also lmao @ all the bird avatars ITT.
They said you can start the expansion once you get in contact with the Voodoo Boys in Pacifica and that it's integrated in a way so that you can do both the expansion and the main game at the same time should you want to.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,810
Probably gonna start a new run with the patch then and transition into the expansion during release. I imagine it's gonna be higher level content similar to the Witcher 3 expansions. Any infos on that front?

Also lmao @ all the bird avatars ITT.
They said you can start the expansion once you get in contact with the Voodoo Boys in Pacifica and that it's integrated in a way so that you can do both the expansion and the main game at the same time should you want to.
then the "expansion" is just cut content after the VDBs, got it.

so sewers are shelved indefinitely since this is the only expansion pack coming? that really sucks
 

Vyvian

Educated
Joined
Jul 11, 2023
Messages
343
Probably gonna start a new run with the patch then and transition into the expansion during release. I imagine it's gonna be higher level content similar to the Witcher 3 expansions. Any infos on that front?

Also lmao @ all the bird avatars ITT.
They said you can start the expansion once you get in contact with the Voodoo Boys in Pacifica and that it's integrated in a way so that you can do both the expansion and the main game at the same time should you want to.
then the "expansion" is just cut content after the VDBs, got it.

so sewers are shelved indefinitely since this is the only expansion pack coming? that really sucks
I thought this was known. Pacifica is clearly unfinished, not a coincidence it begins there.
CDPR wants to dumpster this game ASAP and move on to their next hype machine.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I'd really love to see a technical explanation on what did Bethesda do with the engine for Starfield to achieve this kind of processing power cost
Incompetence.
Here is the explanation I was looking for. It's what I imagined, just could put it in technical terms:

I saw the tech jesus steve (gamer nexus) video. So you're saying I need an 5.8ghz processor and a 4090 in order to make it so the game is purely GPU bound. ahah.
... what the fuck is eating up all the CPU? Please don't tell me they incorporated one of those horrible 'visual scripting' frameworks.
Considering GN was able to get it to full GPU bound there's your tell, its the renderer. The CPU isn't able to keep the GPU busy because its unable to process the draw calls fast enough - meaning that the draw is held in CPU until another frame becomes available this has the consequence then of forcing the GPU to wait resulting in dropped frames. GN's Metrics prove its got nothing to do with things like number of agents on the screen, or the complexity of the game, it has everything to do with the fact that what is being drawn on the screen is badly inefficient and isn't being handled as well as it could (and should) be. Pretty much because they're bootstrapping a PBR (physically based renderer) onto an engine that was never designed to use one reminder the renderer is all BGS they developed it and it only goes to show how terrible they are given that its the NEW renderer that is causing their problems not the game engine itself necessarily - Though that certainly is a factor for stability and load times as other games that use Gamebryo also suffer from that.

But yeah I think we're at a point now with games, specifically AAA where Multi-threading of render calls is a requirement going forward because pretty much every AAA game neglected it this year and in previous years and paid the consequences for it. Starcitizen shockingly was one of the few that got it right but its "god tech" only really scored it double digit frame improvements - its still not perfect, it can only take you so far - good art optimization is crucial and more important.

I do hope people start picking apart the game so we can get down to the details. I think GN's new "GPU Busy" benchmarks are going to be a big win for both consumer and developer alike and I hope it really takes off as a standard. There's a lot more accountability from that than we were otherwise getting before.

The reason you don't want a balance 50/50 split of CPU to GPU is because the CPU is always going to be slower than the GPU, GPUs are so incredibly fast, the bottleneck will likely be the CPU. BUT no game should need a 4090 and a 5.8GHz CPU just to be GPU bound, that is ridiculous. The more load that ends up on the GPU end the better.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,991
Probably gonna start a new run with the patch then and transition into the expansion during release. I imagine it's gonna be higher level content similar to the Witcher 3 expansions. Any infos on that front?

Also lmao @ all the bird avatars ITT.
They said you can start the expansion once you get in contact with the Voodoo Boys in Pacifica and that it's integrated in a way so that you can do both the expansion and the main game at the same time should you want to.
then the "expansion" is just cut content after the VDBs, got it.

so sewers are shelved indefinitely since this is the only expansion pack coming? that really sucks
I thought this was known. Pacifica is clearly unfinished, not a coincidence it begins there.
CDPR wants to dumpster this game ASAP and move on to their next hype machine.
If that was the case they would simply release the expansion and call it a day, not remake the entire progression and gameplay.
 

Vyvian

Educated
Joined
Jul 11, 2023
Messages
343
I remain skeptical as to how much reworking combat and perks will change the feel of the game but we'll see.
I wish they'd hurry up with this update at least.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,640
I remain skeptical as to how much reworking combat and perks will change the feel of the game but we'll see.
I wish they'd hurry up with this update at least.
Not much, the skills system was only one among many severe design problems with the game, but CDPR are aware of it and that just shows you they're not "just trying to dumpster this game" and are instead trying quite hard to claw back some of their public image.
 

Vyvian

Educated
Joined
Jul 11, 2023
Messages
343
I remain skeptical as to how much reworking combat and perks will change the feel of the game but we'll see.
I wish they'd hurry up with this update at least.
Not much, the skills system was only one among many severe design problems with the game, but CDPR are aware of it and that just shows you they're not "just trying to dumpster this game" and are instead trying quite hard to claw back some of their public image.
I'm just seething at them because they refused to expand on issues I had with the game like life paths being 10 minute affairs that mean nothing once the game actually began. The Corpo beginning was especially egregious.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,640
I'm just seething at them because they refused to expand on issues I had with the game like life paths being 10 minute affairs that mean nothing once the game actually began. The Corpo beginning was especially egregious.
Too costly. Retooling the skills and rebalancing the whole game is already an expensive undertaking, but developing more game, with all the design, assets, performance and QA, that's just a no-go if it doesn't come with a DLC price sticker. And they're not about to come out and say "we sold you the game with 10-minute lifepath affairs, but here, you can buy half-hour lifepaths for twenty bucks."
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,991
Basically, if they want to make a new game, they will simply make a new game.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Little by little I'm preparing my updated mod list for the DLC and the final patch/hotfix that will likely come after it. Something interesting I found out today - apparently conversation skill checks are intentionally not utilizing the full range of difficulty ratings. There is a mod that rebalances all conversation checks' difficulty: https://www.nexusmods.com/cyberpunk2077/mods/2886

Unmodded behaviour
In the unmodded game every conversation with a skill check has a difficulty level (None/Easy/Medium/Hard/Impossible - not related to the game difficulty) and a numerical power level associated with it. The power level is like an enemy or quest's level. The power level is fed into a curve (different one for each difficulty), which outputs a check value. None difficulty is a constant 3 difficulty (so always pass), and Impossible is a constant 20 value. The other three scale from 3-10, 5-15, and 6-20, respectively. The maximum of each curve is reached when the power level is 40 or higher. This is the same mechanism that doors and other device skill checks use, but it seems that devices actually use all the power levels and difficulties, because those can get quite high.

What I found so far in testing is that most conversations are Easy difficulty (max 10), and the power levels tend to be on the low side (hence me never seeing anything over 7). I found one skill check that was Hard, but it had a power level of 0 (actually undefined), giving a check level of only 6.

What this mod does
What this mod does is (optionally) bump up anything in the None/Easy/Medium range to the next highest level, and it partially scales the power level up to the player's level. By default the amount of scaling is at 0.75 (meaning it will scale up 0.75 of the difference between your level and the conversation's level).
 

Ibn Sina

Liturgist
Patron
Joined
Jul 12, 2017
Messages
1,000
Strap Yourselves In
Little by little I'm preparing my updated mod list for the DLC and the final patch/hotfix that will likely come after it. Something interesting I found out today - apparently conversation skill checks are intentionally not utilizing the full range of difficulty ratings. There is a mod that rebalances all conversation checks' difficulty: https://www.nexusmods.com/cyberpunk2077/mods/2886

Unmodded behaviour
In the unmodded game every conversation with a skill check has a difficulty level (None/Easy/Medium/Hard/Impossible - not related to the game difficulty) and a numerical power level associated with it. The power level is like an enemy or quest's level. The power level is fed into a curve (different one for each difficulty), which outputs a check value. None difficulty is a constant 3 difficulty (so always pass), and Impossible is a constant 20 value. The other three scale from 3-10, 5-15, and 6-20, respectively. The maximum of each curve is reached when the power level is 40 or higher. This is the same mechanism that doors and other device skill checks use, but it seems that devices actually use all the power levels and difficulties, because those can get quite high.

What I found so far in testing is that most conversations are Easy difficulty (max 10), and the power levels tend to be on the low side (hence me never seeing anything over 7). I found one skill check that was Hard, but it had a power level of 0 (actually undefined), giving a check level of only 6.

What this mod does
What this mod does is (optionally) bump up anything in the None/Easy/Medium range to the next highest level, and it partially scales the power level up to the player's level. By default the amount of scaling is at 0.75 (meaning it will scale up 0.75 of the difference between your level and the conversation's level).

When will the update drop? They said before the expansion but did not give specific date.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
When will the update drop? They said before the expansion but did not give specific date.
The guess is next week. Would make sense for a bit of the Starfield hype to die down.
The speculations were about mid-September, but the only vague statement from CDPR is closer to the end of September, yet before the DLC. So, likely the third week of September, maybe not even full 7 days before the DLC.


"Later into September" may be just an ESL-speaker error, since this exchange is happening still in August, therefore "later into September" may actually mean "later, at some point in September".
 

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