Cyberpunk 2077 - MASSIVE 2.0 Update out NOW

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Tomous
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tomous » Sat Oct 10, 2020 1:06 pm

Victor Mildew wrote:Perhaps a daft question, but is this an rpg like the witcher, or is it an action game like GTA?


Elements of both really

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Victor Mildew
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Victor Mildew » Sat Oct 10, 2020 1:08 pm

Thanks. Looks like it may be worth holding off for a ps5 version.

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Jordan UK
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jordan UK » Sat Oct 10, 2020 1:32 pm

Victor Mildew wrote:Thanks. Looks like it may be worth holding off for a ps5 version.


I was thinking of the same. However, given how much time I have to play, I'll probably only be about 10hrs in by the time a next gen patch gets released.

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Jordan UK
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jordan UK » Sat Oct 10, 2020 1:39 pm

Samuel_1 wrote:
imbusydoctorwho wrote:Should've been delayed, I've waited years for this game, I can wait a few extra months, but obviously money is more important than people's health.

I agree. Surely there would be a way to keep the release date and look after the employees though? What about extended paid leave after completion, around 8 weeks or so. Or a 2 or 3 day working week for a 3 to 6 month period?


Is a 6 day working week uncommon these days? I work this for 40 weeks a year, 60hrs+. Not right, but probably not that unusual.

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That's not a growth
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by That's not a growth » Sat Oct 10, 2020 1:46 pm

It's very unusual. What do you do where you think that's normal?

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Sat Oct 10, 2020 1:50 pm

The average full time working week is 42.5h in the UK:

https://www.bbc.co.uk/news/amp/uk-politics-49795179

60+ hours is very much an outlier

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Samuel_1
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Samuel_1 » Sat Oct 10, 2020 1:58 pm

Jordan UK wrote:
Samuel_1 wrote:
imbusydoctorwho wrote:Should've been delayed, I've waited years for this game, I can wait a few extra months, but obviously money is more important than people's health.

I agree. Surely there would be a way to keep the release date and look after the employees though? What about extended paid leave after completion, around 8 weeks or so. Or a 2 or 3 day working week for a 3 to 6 month period?


Is a 6 day working week uncommon these days? I work this for 40 weeks a year, 60hrs+. Not right, but probably not that unusual.

That's not a good reflection of modern capitalism, I don't think anyone should need to, or be forced to work 6 days a week, without some sort of significant compromise.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by jiggles » Sat Oct 10, 2020 2:28 pm

Could you imagine if they were all given 8 weeks off after crunching? The fallout would be unreal. 2 months minimum before any bugs are fixed. People would flip their gooseberry fool.

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Tomous
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tomous » Sat Oct 10, 2020 2:52 pm

Jordan UK wrote:
Samuel_1 wrote:
imbusydoctorwho wrote:Should've been delayed, I've waited years for this game, I can wait a few extra months, but obviously money is more important than people's health.

I agree. Surely there would be a way to keep the release date and look after the employees though? What about extended paid leave after completion, around 8 weeks or so. Or a 2 or 3 day working week for a 3 to 6 month period?


Is a 6 day working week uncommon these days? I work this for 40 weeks a year, 60hrs+. Not right, but probably not that unusual.


I hope you are well paid, that sounds dreadful

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Tomous
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tomous » Sat Oct 10, 2020 2:53 pm

jiggles wrote:Could you imagine if they were all given 8 weeks off after crunching? The fallout would be unreal. 2 months minimum before any bugs are fixed. People would flip their gooseberry fool.


They'll be crunching to get the online mode out next...

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Buffalo » Sat Oct 10, 2020 2:53 pm

I like big maps, if it’s good to look at and there’s lots going on in the environment, if there’s a lot to it. Like RDR2 or Horizon or something.

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Jordan UK
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jordan UK » Sat Oct 10, 2020 3:00 pm

Jenuall wrote:The average full time working week is 42.5h in the UK:

https://www.bbc.co.uk/news/amp/uk-politics-49795179

60+ hours is very much an outlier

I wish the DfE shared your opinion.

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Buffalo
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Buffalo » Sat Oct 10, 2020 3:01 pm

Where’s Billy Bragg when you need him?

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Jenuall » Sat Oct 10, 2020 3:56 pm

Jordan UK wrote:
Jenuall wrote:The average full time working week is 42.5h in the UK:

https://www.bbc.co.uk/news/amp/uk-politics-49795179

60+ hours is very much an outlier

I wish the DfE shared your opinion.

:?: It's not my opinion?

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Samuel_1 » Sat Oct 10, 2020 5:43 pm

jiggles wrote:Could you imagine if they were all given 8 weeks off after crunching? The fallout would be unreal. 2 months minimum before any bugs are fixed. People would flip their gooseberry fool.

OK, what about a shorter working week, for a period?

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Peter Crisp
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Peter Crisp » Sat Oct 10, 2020 7:24 pm

If they have cars they better have perfect trucknut physics :x .

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 2:13 pm

twitter.com/CyberpunkGame/status/1316365708553527298



I know this one's focusing on the vehicles but the fact they're even having one of these about the vehicles is really strengthening that GTA: Dystopia vibe.

:|

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Peter Crisp » Wed Oct 14, 2020 2:18 pm

To be fair it would be really odd having a modern city setting without a load of traffic.
London would look super weird without all the buses, taxis and general traffic.

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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Tafdolphin » Wed Oct 14, 2020 2:25 pm

Peter Crisp wrote:To be fair it would be really odd having a modern city setting without a load of traffic.
London would look super weird without all the buses, taxis and general traffic.


This is true, but they never had a Witcher spot about the horse.

Driving and driving adjacent activities are being pushed as a central pillar, alongside combat and moreso than dialogue or story so far. Obviously this is a win-win for them: they get the GTA crowd interested as well as the FPS gamers and the Witcher fans. I'm still holding out some hope some of the latter's depth is simply lying in wait, but still. I'm also losing interest with every trailer.

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Knoyleo
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PostRe: Cyberpunk 2077 - Night City Wire (new trailer, gameplay + dev chat)
by Knoyleo » Wed Oct 14, 2020 2:29 pm

Tafdolphin wrote:
Peter Crisp wrote:To be fair it would be really odd having a modern city setting without a load of traffic.
London would look super weird without all the buses, taxis and general traffic.


This is true, but they never had a Witcher spot about the horse.

Driving and driving adjacent activities are being pushed as a central pillar, alongside combat and moreso than dialogue or story so far. Obviously this is a win-win for them: they get the GTA crowd interested as well as the FPS gamers and the Witcher fans. I'm still holding out some hope some of the latter's depth is simply lying in wait, but still. I'm also losing interest with every trailer.


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