*** Cyberpunk 2077 ***

I have completed recently, not a bad game and I enjoyed the 30-40 hours I spent playing, I just wouldn't call this game a masterpiece, runs really well on RTX 3070 at 1440p.

I got ~120 hours of fun out of it. Two complete playthroughs, one extremely thorough. I've left it installed and intend to play the DLC when it comes out. I'll keep an eye out for a sequel, too. While CP2077 itself is deeply flawed, incomplete and only moderately good, it has a lot of promise. There's scope for a sequel to be really good. If CDPR hadn't lied so much about the game before release, it would have been much less badly received.

I found performance adequate on a high-clocking 1070Ti at 1440 with the most intensive graphics settings off.
 
I haven't made an exploit guide. What would be the point? There are so many of them already.

Are you seriously arguing that the existence of an exploit is in itself a spoiler? If so, why aren't you criticising CDPR for "spoiling" the game by "tempting" players with the existence of exploits?

What a silly line of argument.

I didn't mean "your" as in you made it, and I didn't mean "spoil" as in spoiler, but as in spoil (potentially damage experience).

In other words, if I was starting to play the game now, I would not be interested in exploit guides how to make infinite money, because that would not improve my experience, the opposite.
 
I didn't mean "your" as in you made it, and I didn't mean "spoil" as in spoiler, but as in spoil (potentially damage experience).

In other words, if I was starting to play the game now, I would not be interested in exploit guides how to make infinite money, because that would not improve my experience, the opposite.

Everyone's capable of deciding whether to utilise exploits or not. I don't really see how Angillion's post (in response to someone referring to needing Eurodollars) in any way forces anyone to use an exploit.
 
I didn't mean "your" as in you made it, and I didn't mean "spoil" as in spoiler, but as in spoil (potentially damage experience).

In other words, if I was starting to play the game now, I would not be interested in exploit guides how to make infinite money, because that would not improve my experience, the opposite.

Oh, I see. If you're not interested in something, nobody should be allowed to know it exists. That's a...different...point of view and one I don't share.


There's also the question of what an exploit is. The degree of success a PC can attain in small scale artisan manufacturing and trading in CP2077 is unrealistic, but so is the degree of success a PC can attain in combat or stealth or hacking or pretty much anything else in the game. Is it realistic that wearing nothing other than a shiny gold cowboy hat that you've glued some material to (the ingame clothing mod called "armadillo"), some underpants and a pair of shoes will cause lower power bullets and melee weapon attacks to bounce harmlessly off you regardless of which part of you they hit? Obviously not, but that's how the armour mechanics of CP2077 work. Does that mean that wearing armour in CP2077 is an "exploit" and the existence of armour "spoils" the game for every player regardless of whether or not they choose to wear armour in the game?


But that's an aside to my main point - in a non-competitive single player game, i.e. when the actions of one player in the game can't have any effect on any other player in the game, the existence of an exploit does not in itself spoil a game for everyone.
 
This game is great! I was so worried about bugs but apart from a few minor visual ones, so far so good. Only just started Act 2 but so far, the game is brilliant. Night City looks fantastic. Very pleasantly surprised.
 
I just don't see what are essentially cheats as improving people's first time experience through the game, that's all.

I just don't make that sort of choice for other people. Or want to. If I was taking control of another player's machine and forcing them to make a profit from crafting, you'd have a good point. But I'm not. The existence of an option doesn't spoil a single player non-competitive game - it adds a choice. A choice each player should be allowed to make for themself.

I know people who set every game they play to as easy as possible and I know people who set every game they play to as hard as possible. I don't tell them they're wrong and I wouldn't tell someone who told other people about a difficulty setting that they're wrong and are spoiling the game for every player including those who don't change the difficulty setting.

I know people who drink tea at room temperature. I dislike drinking tea at room temperature. So I don't drink tea at room temperature. I also don't tell other people what temperature they should enjoy drinking tea at. If they like drinking tea at room temperature, that's the right temperature for them. Their choice.

You consider using the crafting system the way it's made in the game to be cheating because it allows you to make a profit from manufacturing. Other people might not consider that cheating. Other people might not care whether or not it's cheating because they're not interested in grinding for money. Why is it wrong for players in a single player offline game to be allowed to make choices for themselves about how they play?

Many other parts of CP2077 are at least as unbalanced as the crafting and trading part. Is it an exploit to learn the armadillo crafting plan and make armadillo? That has a far bigger effect on the game than making some money from crafting. Is it an exploit to equip a smart gun and a controller body mod or tattoo? That has a far bigger effect on the game than making some money from crafting. Is it an exploit to train your skills and assign perk points? That has a far bigger effect on the game than making some money from crafting.
 
This game is great! I was so worried about bugs but apart from a few minor visual ones, so far so good. Only just started Act 2 but so far, the game is brilliant. Night City looks fantastic. Very pleasantly surprised.

The bug thing has varied wildly from one PC to another since launch. I played a week or two after launch with only the release day patch and the only bug I encountered in the first ~100 hours of play was the one that makes it impossible to pick up a tiny proportion of the items you should be able to pick up. Oh, and my character sometimes stripping and T-posing naked on their bike. Which I thought was quite in keeping with life in Night City and neither annoying nor immersion breaking. Other people had hard crashes every few minutes, had their character falling through the world frequently, had game-breaking quest bugs, etc, etc.

It also seems that the patches since launch have done a lot to reduce the bugginess.

I liked the game. It wasn't outstanding. It certainly wasn't even close to being the game that CDPR claimed it was. It has multiple severe flaws and limitations. The complete lack of vehicle and pedestrian AI. The police system (although that's been made a bit less bad by a patch). Vehicle handling (likewise). The UI. The lack of life in the city, which initially looks bustling but you soon realise that's only a very superficial appearance. The shortage of interactive things (almost all shops are closed, etc). The rushed, unfinished and cobbled together bits of the game. But I think it is a good game, mainly down to an excellent setting, some good storytelling and good music. I found that I cared what happened to my character, which is a good indication of a good game. I often ignored fast travel in favour of riding to a destination with the radio on, which is another good indication of a good game. I paid £50 for it and I think I got good value for money.
 
Around level 14 and am absolutely loving this game. Crafting system etc. is great fun,. going to spend a lot of happy time here.

Just on the perks and weapons, should I be specialising on one weapon? I've been spreading points around as it's the first playthrough so all my skills are around level 7. But do you need to focus on one or two weapons with the perks? Cheers.
 
I find how buggy it is even varies from each new start of the game - unfortunately it isn't always possible to tell in the first say 30 minutes or so how buggy it is going to be but sometimes just abandoning a character and starting from scratch makes a huge difference - no idea why - maybe as simple as related to a random seed the game generates for a new character or something :(

My first play through was hardly buggy at all except missions progression bugs which could be solved by saving and reloading and/or going back one save. My 3rd right from the start vehicles were trying to go through buildings and frequently flipping into the air and exploding and lots of stuff like that.
 
Around level 14 and am absolutely loving this game. Crafting system etc. is great fun,. going to spend a lot of happy time here.

Just on the perks and weapons, should I be specialising on one weapon? I've been spreading points around as it's the first playthrough so all my skills are around level 7. But do you need to focus on one or two weapons with the perks? Cheers.

You don't need to, but it will make things a bit harder if you don't. All combat paths are viable, but specialising in one is more effective than being a jack of all trades. You've played a bit - how do you prefer to do your fighting in the game? I was more interested in exploration and stories, so I went with full auto guns (either assault rifles or SMGs, depending on what was best from the ones I had at the time) and "smart" ones as soon as I had the tattoo to interface with a "smart" weapon (you can get a standard implant to do the same thing, but the tattoo doesn't take up a cyberware mod slot) and a decent "smart" full auto weapon. Super aimbot and all the bullets. Just unload dozens of rounds in the general direction of your target and the "smart" part of it will make the bullets become guided missiles. Usually lower DPS, but why care? Just fire more bullets and craft more bullets, no problem. I only ran out of bullets once, which only meant I had to switch to a different type of gun until the end of the fight (you can't craft while in combat). But go with what you prefer - all approaches are viable in CP2077.

EDIT: Regarding perks and skills...you might want to watch your stats and change the skills you use accordingly. You gain skills by using them but only when your skill is at a lower level than the governing stat. If you stick with one type of weapon, there will be times when you're not gaining skill.

Say, for example, you have a reflexes stat of 8, an assault weapons skill of 7 and a handguns skill of 4. Using assault weapons will increase your assault weapons skill to 8 but no further. You might want to mostly switch to using a handgun until you increase your reflexes stat to 9 and can then increase your assault weapons skill to 9. Or mostly switch to blunt melee weapons, which are governed by your body stat. Or mostly switch to quick hacking for combat, which is governed by your intelligence stat.

It's not crucial, just more efficient. You'll get perk points faster that way, since you get perk points from levelling in each skill tree.
 
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I'm not sure yet, I am still experimenting with everything and there are so many options for combat! I usually prefer stealth knives and hacking but sometimes all guns blazing is good to mix it up, although all of the good guns in the game so far are pistols.

So many options, seems to be a lot of replayability. I will definitely have to re-spec my perk points at some stage but I'm having fun experimenting with everything. Only disappointment so far was the mantis blades, they feel so weak compared with my upgraded Katana. Maybe I need to upgrade Body more.
 
I'm not sure yet, I am still experimenting with everything and there are so many options for combat! I usually prefer stealth knives and hacking but sometimes all guns blazing is good to mix it up, although all of the good guns in the game so far are pistols.

That will change. Pistols are cheap and common, so they fit the early game. Rifles are generally better after a while, when you get rifles other than the bottom end cheap tat ones. But if you're intending to sneak into close range and then shoot, a pistol with high damage per shot and low rate of fire might remain your best gun for some while (but in that context a much quieter weapon would very likely be a better fit). It also depends on your training - if you have high skill in handguns and low skill in assault (which covers rifles) you might be more effective with a pistol. Plus, of course, what magic enchantments happen to be on the weapons you find (at least until you can craft your own enchanted guns). The game doesn't call it magic, but it is magic. Things like a gun that turns ordinary bullets into guided missiles are magic.

So many options, seems to be a lot of replayability. I will definitely have to re-spec my perk points at some stage but I'm having fun experimenting with everything. Only disappointment so far was the mantis blades, they feel so weak compared with my upgraded Katana. Maybe I need to upgrade Body more.

IIRC all bladed weapons are governed by the reflexes stat and not the body stat. Reflexes is probably the better fit. Body is more about strength and stamina and reflexes is more about dexterity and speed. In reality all those things are relevant to any melee weapon, but in the context of simplifying things for the purposes of a game then body for blunt force weapons and reflexes for bladed weapons would be the best fit. But I'm not sure on that, so you might want to check online for a definite answer. Maybe mantis blades are governed by the body stat in CP2077. They do seem a bit mediocre, though. I'd stick with normal human arms for the game. Both mantis blade arms and gorilla arms are nothing to write home about.

Or just keep experimenting. The only point of a game is to have fun, so if you're having fun that way have at it. It won't be the most efficient way to finish the game, but it'll get the job done and if it gives you more fun on the way then it's the right way for you to play the game. Since it's a single-player non-competitive game, you don't need to strive for the highest efficiency above all else.

EDIT: It's probably worth knowing that a few magic guns in the game have an area of effect. It's not stated in the description, but they do. I ran into that fairly late in the game when I found a magic SMG that did electrical shock damage as well as ballistic damage. It was a "smart" SMG (which was my preferred type of weapon) and it did even more damage than the one I was using, so I switched to it. Then I kept getting attacked by the magic teleporting police and (in Pacifica, where there aren't any police) magic teleporting mercenaries from the merc club you join. The one run by Rogue. The name of it escapes me. The Afterlife! That's the name that had escaped me. The reason was that the AoE enchantment on the gun was killing civilians left, right and centre. Bad idea. It didn't fit my roleplaying and it was impractical. Had I not been hugely overpowered by then, it would have got me dead repeatedly.
 
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I'm not sure yet, I am still experimenting with everything and there are so many options for combat! I usually prefer stealth knives and hacking but sometimes all guns blazing is good to mix it up, although all of the good guns in the game so far are pistols.

So many options, seems to be a lot of replayability. I will definitely have to re-spec my perk points at some stage but I'm having fun experimenting with everything. Only disappointment so far was the mantis blades, they feel so weak compared with my upgraded Katana. Maybe I need to upgrade Body more.

Above post is spot on. Personally I found once you hit top levels, it does not matter massively if you have not specked into a particular area. My character is geared towards blades and tech weapons and maxed them out. However I ended up running gorilla arms even though body is governing stat yet obliterate everything. Point being I suppose, by end level you will wipe the floor in seconds with enemies (excluding mods) in weapons your specialise in and weapons / items you do not will still be very viable, just take a few more seconds longer to mowe the enemies down.
 
Personally I think the game was a shame, I played cyberpunk throughout but to be honest it's one of the first games I've played where I wanted the dude/woman you played to get killed. Found it fairly boring, in a complete turnaround I've installed Witcher 3 again and enjoying that again, just such a better overall game even though I prefer the cyberpunk-esque theme
 
Wasn't really thinking about this game until I saw it for sale for £16.99 and thought why not. Three hours in and so far so good, no issues at all and plays very well on my setup. Not really my kind of game but am enjoying it so far.
 
At level 20, I've been evenly distributing attribute points so far, but is it better to focus on one or two attributes to max them out instead?

I was aiming to get them all to level 9 for all the perks (and perk points) but then I might not be able to max out any of them. Is it better to sacrifice one or two of the attributes so you can max out other ones?

Not sure how much difference they make either, I have been focused on armour lately, and now have high armour but I don't feel like it makes that much difference in fights :confused:
 
You'll be able to max out o coupe and get some others to like mid/high by the end game (level 50). I think there's enough points to max out 3 but it's a slog trying to earn them.
Some don't seem worth taking up to level 20 though, you can see what skills will open up and decide if you want them. Maxing out any single combat line will make the game very easy, especially if you mix in some of the survivability from Cool and Strength. Ideally you'd mod the game when it get's too easy.

Each area of the map has a min and max level for the enemies, it's one of the main issues with end game. Later on you can kill almost everyone with a single hit. There's mods to remove the max level caps on enemies to let them scale up to 50 with you. Can make endgame more fun.

Weapons with slower speeds and larger hits are better in this game, it's the way the damage reduction system works. So slow firing revolvers become totally OP later on, one shot headshots every time pretty much.

There's mods to increase enemy health values as well, you can apply them when stuff stats to die too quickly.
 
At level 20, I've been evenly distributing attribute points so far, but is it better to focus on one or two attributes to max them out instead?

I was aiming to get them all to level 9 for all the perks (and perk points) but then I might not be able to max out any of them. Is it better to sacrifice one or two of the attributes so you can max out other ones?

Someone else asked the same thing a few posts up, so I'll link to my reply:

*** Cyberpunk 2077 ***

EDIT: Ooops, my memory's at fault. They were asking about weapons. But the same thing applies to attributes, since they're connected. Max skill with any weapon (or anything else - crafting, hacking, whatever) is limited by the relevant attribute. It's more efficient to specialise but it isn't necessary.

Not sure how much difference they make either, I have been focused on armour lately, and now have high armour but I don't feel like it makes that much difference in fights :confused:

Unless recent patches have changed things a lot, high armour makes a vast difference in fights. You can get it over 5000 without any effort or exploits and that makes you close to invulnerable. The only things that will kill you are the things set to be instadeath regardless of armour. Stepping past any of the invisible instadeath lines, for example, which usually have no indication at all. For example, if you leave Judy's apartment via the outside stairs you die when you get near to the ground. If an enemy shoots something explosive near you, that's also instadeath regardless of your protection. Some enemies have instadeath weapons. But in almost all situations, high armour will make a huge difference and high enough armour will confer invincibility. They key to high armour is the armadillo mod you can learn ingame. Craft it many times, apply the best ones you make (each time you make one it has a random quality level up to the best you can make) and scrap the rest. The armour value of the armadillo mods you craft will increase with your crafting skill, but even at a low crafting level armadillo mods make a lot of difference. No other armour mod is anywhere near as effective.
 
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