this post was submitted on 01 Oct 2024
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Cyberpunk 2077

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On this playthrough I've decided to just wander around Watson a bit before the heist and keep finding streets I've never seen before, even on previous playthroughs where I walked everywhere. This particular street is practically subteranian and its a shame most of the content takes place at surface level or in the main streets when there are great environments like this hidden around the place where most players will never see them.

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[–] [email protected] 14 points 1 month ago (1 children)

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.

[–] [email protected] 11 points 1 month ago (2 children)

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.

[–] [email protected] 3 points 1 month ago (1 children)

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.

[–] [email protected] 2 points 1 month ago (1 children)

I'm not following how that solves the "time dilation" problem?

[–] [email protected] 2 points 1 month ago (1 children)

Each server can handle it how they want. Who it affects, etc.

[–] [email protected] 1 points 1 month ago (1 children)

What are the options for handling it

[–] [email protected] -1 points 1 month ago (1 children)

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?

[–] [email protected] 3 points 1 month ago (1 children)

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.

[–] [email protected] 1 points 1 month ago

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.

[–] [email protected] 0 points 1 month ago

Change it to only have effect in a radius, on non-player entities. BOOM #ImADeveloperNow