Cyberpunk 2077 Grieving Thread

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Absolutely jealous that you were able to get decent graphics settings. I have an older midrange pc that I really should upgrade (i7 @3.5ghz, 16gb ram, 1070) and I had to crank down to 1080p low settings to get a decent framerate.

A lot of your sentiments echoed mine, but it’s funny how we’re the opposite on our definitions of an RPG. Personally I think the game fails on the story front as there are little to no meaningful choices or branching paths, but the gameplay and character building scream RPG. I like the build diversity and I’ve played with a few different combat styles thanks to buying respecs at ripperdoc.

In spite of its flaws, I also really enjoy the game. I lament for what it could’ve been, which is why I hope to see a sequel one day, but I’ll be happy to replay it and get lost in night city all over again when I eventually build a new PC
I don't know why you needed to crank it down to 1080p. I'm on a 1080 and running it at 1440p on ultra. My frames are probably around 45-50ish, but not everything needs to be 60 FPS.

I agree it fails on story. There's little choice or branching. The open world elements are ultimately non-existent almost. Its 'go here and kill a bunch of guys (or don't for like 5 extra dollars) and get this data/person/item and leave the area'. Sometimes you'll stumble on some scene where they have a bunch of dead bodies and items laying around (hilarious how the cops insta spawn on you for hitting some poor hobo with 5 damage of sharpnel in the middle of nowhere, but there are fucking rotting corpses in the middle of a bustling city).

Your rep doesn't matter at all. At this point in the game I can basically kill 5 people just by looking at them. I down cyber psychos instantly. Nobody should ever want to fight you or fuck with you. Street cred is pointless. Exploring the world is largely pointless as well. No activites, no plastic surgeon, nothing. Shit, even the romances, once they're done are over. I know that's how its like in most games but its disappointing.
Weird how the coastline lines up perfectly with the mountain topology and "The Whale" is docked right where Lamar Khaate Palace would be, though.
CDPR are so fucking lazy they didn't even make their own terrain; they just inverted the heightmap from MGSV.
Jesus christ. This game is never going to be fixed.
 
I'm playing on PC and so far I'm having a lot of fun. Fortunately, the only bug I've encountered so far are some graphical issues, usually with plants popping into the weirdest places. Not sure if there's anything I can do about it until it's patched. Kind of screws up the immersion in a lot of scenes that should be really cool. It's definitely not the kind of RPG where dialog choices feel like they mean much, though. I was expecting a more open-ended experience like Deus Ex, but it's clear they went for a more tightly structured narrative. Overall I think it's a fun game, but the save corruption bug is what has me worried the most. I have a natural tendency to pick up absolutely everything in these kinds of RPGs, and I'm having to ignore that to keep my file size down. I'm hoping they fix that soon.
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I don't know why you needed to crank it down to 1080p. I'm on a 1080 and running it at 1440p on ultra. My frames are probably around 45-50ish, but not everything needs to be 60 FPS.

I agree it fails on story. There's little choice or branching. The open world elements are ultimately non-existent almost. Its 'go here and kill a bunch of guys (or don't for like 5 extra dollars) and get this data/person/item and leave the area'. Sometimes you'll stumble on some scene where they have a bunch of dead bodies and items laying around (hilarious how the cops insta spawn on you for hitting some poor hobo with 5 damage of sharpnel in the middle of nowhere, but there are fucking rotting corpses in the middle of a bustling city).

Your rep doesn't matter at all. At this point in the game I can basically kill 5 people just by looking at them. I down cyber psychos instantly. Nobody should ever want to fight you or fuck with you. Street cred is pointless. Exploring the world is largely pointless as well. No activites, no plastic surgeon, nothing. Shit, even the romances, once they're done are over. I know that's how its like in most games but its disappointing.
I was hyped for the Cyberpunk that CDPR promoted for years.
The game they released is nothing like it.
If that's the case, once my refund is complete I see no point in ever purchasing it again.
Can do all the other shit in Watch Dogs if I would feel so inclined.
 
I just maxed out my street cred today. I've been clearing out a ton of crime events lately though, and I think those give out a disproportionate amount of street cred. I also tracked down all the tarot card graffiti and I can't figure out what I got from it because I zoned out during the completion dialog.

CDPR definitely needs to overhaul the skill progression and perks system. At level 26, I'm sitting on about 15 unused perk points, because none of my individual skill levels are particularly high. I've been using rifles heavily throughout the game and that skill is still only a 9 for me.

One sad note is that I heard a really jamming song when I was driving around and didn't think to look at what radio station was on, so I'll probably never hear it again.
You'll hear it again. I don't know why but I feel like the pool of songs are surprisingly small. I've heard the same ones over and over. Granted most of them are bangers like that Holes in the Sun one, but hearing it for like the 20th time now is just excessive. It would be nice once the game is finally stable they'll start adding more music and adverts to flesh out the world more. Right now its very much a paper dragon.
 
Speaking of the 8 mb save bug. Imagine being this much of a smug cunt:
View attachment 1806269
"just don't play it bro lmao"
It's basically impossible to max out the crafting skill without hitting the save size cap. They made a certain kind of character build basically impossible to attain by default.

But not to worry. Someone on the Nexus figured out that this could be fixed by raising the limit using a fucking custom .ini setting.


It's not that the game can't handle 8+ megabyte saves. It can, very easily. They're just arbitrarily capped at that size by the MaxSaveSize setting in the engine.

:story:
 
It's basically impossible to max out the crafting skill without hitting the save size cap. They made a certain kind of character build basically impossible to attain by default.

But not to worry. Someone on the Nexus figured out that this could be fixed by raising the limit using a fucking custom .ini setting.


It's not that the game can't handle 8+ megabyte saves. It can, very easily. They're just arbitrarily capped at that size by the MaxSaveSize setting in the engine.

:story:
No wonder CD Projekt was so flippantly spiteful in their response to this catastrophe.
The fanbase fixes shit while CDPR busily tries to imagine more ways to implement dildos and black bitches with shaved heads into the game.
Assholes.
Just take your pre-order profits, hand over the source code, and fuck off CDPR.
 
It's basically impossible to max out the crafting skill without hitting the save size cap. They made a certain kind of character build basically impossible to attain by default.

But not to worry. Someone on the Nexus figured out that this could be fixed by raising the limit using a fucking custom .ini setting.


It's not that the game can't handle 8+ megabyte saves. It can, very easily. They're just arbitrarily capped at that size by the MaxSaveSize setting in the engine.

:story:

It's at least a positive sign that the game already has 378 mods, although most of them are quite minor at this point. Perhaps this trahsfire can still be salvaged.
 
No wonder CD Projekt was so flippantly spiteful in their response to this catastrophe.
The fanbase fixes shit while CDPR busily tries to imagine more ways to implement dildos and black bitches with shaved heads into the game.
Assholes.
Just take your pre-order profits, hand over the source code, and fuck off CDPR.
It's at least a positive sign that the game already has 378 mods, although most of them are quite minor at this point. Perhaps this trahsfire can still be salvaged.

I should amend that, though. I hear people are having issues where their saves are corrupted after crafting or looting 65,536 items. That's a hard limit and there's absolutely no way around it. You know why? Because they decided to store item IDs in people's saves as 16-bit integers. If you go over 65,536 items, you literally run out of ID numbers. Item 65,537 cannot exist. The game cannot generate an ID for it. It's impossible. The "corrupted save" in that instance is just the game detecting an integer overflow of the item IDs and deciding not to load that save at all.


Fucking around with Stellaris mods is a good way to watch integer overflows happen, especially the ones that give you super-powerful weapon and engine tech. At a certain point, that extreme firepower and range rolls over to zero and you literally can't attack anymore with that fleet. A lot of numbers in Stellaris are stored as 32-bit integers and can't go over 2,147,483,647 as a result.
 
I should amend that, though. I hear people are having issues where their saves are corrupted after crafting or looting 65,536 items. That's a hard limit and there's absolutely no way around it. You know why? Because they decided to store item IDs in people's saves as 16-bit integers. If you go over 65,536 items, you literally run out of ID numbers. Item 65,537 cannot exist. The game cannot generate an ID for it. It's impossible. The "corrupted save" in that instance is just the game detecting an integer overflow of the item IDs and deciding not to load that save at all.


Fucking around with Stellaris mods is a good way to watch integer overflows happen, especially the ones that give you super-powerful weapon and engine tech. At a certain point, that extreme firepower and range rolls over to zero and you literally can't attack anymore with that fleet. A lot of numbers in Stellaris are stored as 32-bit integers and can't go over 2,147,483,647 as a result.


It's quite baffling that they have decided to use such a limit in the first place. Like wtf, this is taught in the fucking first "Basics of programming" course in Computer Science to never use fixed numbers, no matter how large, for anything that even theoretically can exceed the fixed number - because it always backfires on you in unexpected ways. What the fucking kind of coders they have in that company? Did they really believe that 16-bit integers would be enough? That every second gamer is not autistically looting every useless piece of trash they encounter? On the other hand, it also begs the question of why on the fucking earth the item ID's aren't removed from the save file if you get rid of the item; that alone would fix the problem.
 
Speaking of the 8 mb save bug. Imagine being this much of a smug cunt:

"just don't play it bro lmao"

it really is the new tortanic, if only for the absolute retardation of drones.
can't wait for "8mb savegames means more ram for gameplay!11"

Someone at the writing team at Project Red just got a little pissed off at a hit piece who compared the game he work on to a infamous dictator from world war II
https://twitter.com/PhiWeber/status/1341820670192316423

>krautcuck getting triggered over an austrian with funny beard
netter versuch, erbschuld verdoppelt!
 
It's quite baffling that they have decided to use such a limit in the first place. Like wtf, this is taught in the fucking first "Basics of programming" course in Computer Science to never use fixed numbers, no matter how large, for anything that even theoretically can exceed the fixed number - because it always backfires on you in unexpected ways. What the fucking kind of coders they have in that company? Did they really believe that 16-bit integers would be enough? That every second gamer is not autistically looting every useless piece of trash they encounter? On the other hand, it also begs the question of why on the fucking earth the item ID's aren't removed from the save file if you get rid of the item; that alone would fix the problem.
While I do think using 16 bit integers was dumb (because it was far too low), "never use fixed numbers" is kinda nonsensical. Every piece of data must be stored in a variable with a data type of a specific size. And if it has a specific size, it must have a finite limit. You can't just store IDs in a variable with an unlimited number of bits.
 
While I do think using 16 bit integers was dumb (because it was far too low), "never use fixed numbers" is kinda nonsensical. Every piece of data must be stored in a variable with a data type of a specific size. And if it has a specific size, it must have a finite limit. You can't just store IDs in a variable with an unlimited number of bits.

Yes, it's true that you can't store an ID in a variable with an unlimited number of bits, but when designing the system you should choose something that has absolutely enough size. Anyone with any experience of this kind of games knows that many players pick up absolutely everything enemies drop, even the useless shit that can't be even used for anything in-game, so it should be a no-brainer to choose something else than 16-bit integers. Then again, there is no excuse for not removing the ID's of the items the player no longer has, because it's completely trivial to do so.
 
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