I played much of the game in VR using the Vorpx mod and I spent countless hours just wandering/driving around looking at the city. There's so much detail.
Cyberpunk 2077
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Dude, no kidding. I loved all the side alleys and back roads. I purposely try to go down an area if I don't recall it instantly. Love finding the detail in these off areas.
that's why i hope they don't change the game size area much in the sequel but add more buildings to enter and more rooftops to explore.
long-term, proc-gen content will hopefully allow the entire map to be used
You can really tell the game is basically a map demo. 90% of the map is done but only like 10% of the original quests and gameplay have been implemented vs their initial vision.
Not that it's not a fully featured game comparable to other AAA titles at this point.
But still, for me the game plays like reading an essay where 90% of the text is missing.
Maybe with Cyberpunk 3 they'll be finally able to fully realize their vision without constraints. It sure as hell won't be true for Cyberpunk 2.
It's fascinating to see just how many little places there are like this one, places that just exist not for use but just to make the world feel real. Having all these empty spots that you've got no reason to visit is what makes the game feel alive.
I agree 100%. The map is one of the things that really stand out in this game. It's just so detailed and fun to traverse that I end up just doing objectives by foot. You constantly discover little areas that are so far off any normal route that I really wonder why the devs even put in the work, but it's a delight every time.
Sometimes I would sit in a noodle bar and just watch NPC's come and go. It really does feel like this game got so close to a living, breathing world, but there just wasn't enough hours put into the small details of certain areas.
That's right! Note that despite the fact that these streets are niche and not used in the storyline - the game developers did not omit them when decorating the map.
Absolutely agree. During the pandemic lockdown, I spent the majority of my off time treating Night City like a tourist destination and exploring it while taking screenshots as though I was on holiday.
It really is a work of art. I was so excited for the multiplayer to launch as it felt like I knew the streets well enough to provide a virtual taxi service.
Haven't played this, and its likely very, very early in development, but a multiplayer mod does exist:
The multiplayer mod, is unfortunately a very far ways away.
Multiplayer?
CDPR had originally announced a multiplayer mode, and then canned it after the launch disaster. Apparently there's a mod being made to put it back in, though, that's neat.
I don't get how multiplayer would even work in this game. So much cyberware and perks relies on being able to change how time flows.
Right now the multiplayer mod being developed will allow server owners to choose how it affects the server. But to answer your question, the mod is being developed more for a GTA RP type server. There will be no "co-op" mode to go through the story.
I'm not following how that solves the "time dilation" problem?
Each server can handle it how they want. Who it affects, etc.
What are the options for handling it
One person slows down everything or no one slows down at all or just NPCs slow down.
Why did you need that spelled out for you?
Because none of those options would make for an even remotely playable multiplayer experience and I was hoping that there was something else that I was missing.
I have no idea how the mod author is implementing it but a better method would likely be:
Time slow effects all npcs/players/projectiles in a radius with a falloff towards the edge of the radius, time slow can counteract time slow.
Change it to only have effect in a radius, on non-player entities. BOOM #ImADeveloperNow