The game is bizarrely unpolished in small ways.

There is a fairly small mod which makes NCPD unevenly distributed, so bet cops aren't aggressively patrolling Pacifica as if it was in the middle of a upmarket festival.


I'ld say easily into the tens of thousands, possible into the low hundreds of thousands. The beat cop density is ridiculous, but the number of patrol cars isn't far behind.

the cops are actually just robots with good fake skin, you can pay the NCPD to beat people up and respond to police calls remotely for a few eddies an hour /s
 
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I guess it's an example of overcompensating to some degree, but I have to imagine that getting that functionality into a game like this was no small feat. Overall the new police system is good, especially where it started (I still like the old MAXTAC uniforms better though)
 
Between the first ver having teleporting cop and this ver having a literal army of patrolling officers this game is bizarrely against players committing crimes for a cyberpunk game.
 
Between the first ver having teleporting cop and this ver having a literal army of patrolling officers this game is bizarrely against players committing crimes for a cyberpunk game.
The cyberpunk genre actually falls apart if you are allowed to shoot (and kill) the people in charge in that setting. Decapitation strikes are actually quite effective, the tricky bit is wacking enough people fast enough. And a 1st person shoot is basically limited by a player's sprinting speed for how fast they can murder.

The entire relic thing and total-party wipe would have been a non-issue if V & Jackie just straight up murdered Yorinobu after Saburo was killed. There was zero reason to hold back from doing so, as being in the same area as Saburo being killed was an actual death sentence.
 
There are several Conversation Shards that imply/mention that besides the NID and Pacifica there should also be entire sections of Westbrook, Santo Domingo, and Heywood that the NCPD won't even patrol/enter because it's gang territory.
 
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The cyberpunk genre actually falls apart if you are allowed to shoot (and kill) the people in charge in that setting. Decapitation strikes are actually quite effective, the tricky bit is wacking enough people fast enough. And a 1st person shoot is basically limited by a player's sprinting speed for how fast they can murder.
This was one of my greatest frustrations with Starfield, actually. At least in this game I feel like I can murder most of the people I want to. (The one exception was there's a sidequest where you steal a shard from a Russian fixer to give to a Chinese fixer, and you can't actually shoot directly at the Chinese fixer or his driver or bodyguard - I ended up having to surround his car with other cars and self-destruct them, hilariously.) But in Starfield there are tons of times when you just want to whack an obnoxious VIP and the game's like "nuh uh bro".
 
The CP2077 open world was ambitious but probably a mistake IMO.
I love the design of Night City and just walking around, but I can loosely agree with the sentiment, yeah.

We're currently in a pretty booming era for CRPGs with more tabletop-accurate rules and a taste for abstraction away from the "big map = better" trends of the last two console generations, you could do a lot with better quest designs in tighter selective environments.

But then again... well, people would always still want the Night City open world, right? It's why I'm really wondering what "Orion" is and if CDPR will be willing to shift genres a bit now that they've gotten an environmentally complete but developmentally disastrous game in this universe out of their system already.
 
I actually think that CP2077's Night City design was just about the right amount of ambitious. I've thought this even as far back as like, 1.2 or 1.3, but I think that a few very obvious bugs and glitches with the initial release turned a lot of people off what was a really, really solid implementation of an open world cyberpunk game.

This is a game with gunplay and driving that are both quite good, an amazing vertical world and streetscape that the designers managed to make interesting and visually distinct across quite a very broad swath of terrain, and a world that very comfortably fits within the size of the space it was designed to inhabit - a world that manages to seem big enough to house an entire city full of people, despite it's relative size.

Compare Night City to New Atlantis in Starfield, for example, or any open-world urban space in Fallout or Elder Scrolls or even beyond Bethesda and there's simply no comparison - Night City is just done very, very well.
 
I am rabid for Netrunner content, even if the realspace of Night City had to be limited down to a single Megabuilding I would gladly give it up for a proper Net to run.
 
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This is a game with gunplay and driving that are both quite good, an amazing vertical world and streetscape that the designers managed to make interesting and visually distinct across quite a very broad swath of terrain, and a world that very comfortably fits within the size of the space it was designed to inhabit - a world that manages to seem big enough to house an entire city full of people, despite it's relative size.
Have they overhauled the driving? Because at launch it was ass.
 
that's why it's bizarre having so much of the main and secondary plot involve comitting crimes but having an open world where crimes are heavily punished.

Do you think the police system in Grand Theft Auto is weird or something? It's just a game system to make the world more responsive given the wide range of actions the player can take. It was much weirder when you could hijack cars in the middle of the street with no consequence.

Have they overhauled the driving? Because at launch it was ass.

It wasn't that bad on on launch. However I would say that the across the board changes to how traction works makes for an improved driving experience.

The CP2077 open world was ambitious but probably a mistake IMO.

It was definitely not lol, Night City is essentially a character in itself and the game draws enormous strength from it being an explorable place and not just a skybox. So much of the story is premised on the 'only in New York' quality that Night City has, and that's emphasised by the ability to just wander down a random alley and find a market among old storage units or being able to drive into the city from the badlands. There's a reason we get hit with that GOOOOD MORNING NIGHT CITAY every time we turn the game on. It's critical to the whole experience.
 
Do you think the police system in Grand Theft Auto is weird or something? It's just a game system to make the world more responsive given the wide range of actions the player can take. It was much weirder when you could hijack cars in the middle of the street with no consequence.
I'm not against the existence of police i am saying the amount of police officers is closer to punishing the players for doing any crimes rather than providing a challenge or fleshing out the world.
 
I mean... the only crimes you get that would get the cops on you are killing civvies. Which there's practically no point to unless you actually want the cops on you, or it's an accident. Everything else is pretty much open season. But then, it's just at one or two stars, you could just go into some alley, and the police quickly lose interest after some token effort and call it a day -- just another dead civvie in Night City. Big deal. What's new.

Or if they did manage to catch, that's another arrest -- filling in the quota of the day, mb a bonus? Ooh. Which of course that doesn't happen, because either you keep running, or you kill em which snowballs into more killing as petty crimes turn into the cop killing and cyberpsycho crimes kind.

I think it fits and works?
 
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I mean... the only crimes you get that would get the cops on you are killing civvies.

Or attacking police NPCs. Which I suppose also counts as "by accident", since it occasionally happens during a firefight with collateral damage, which could also apply to civilian casualties, or AoEs that got out of hand like a Contagion quickhack that spread too far.

However, the police NPCs do often attack you first. This seems to happen if I wander too close to a police line, even if I'm not actually crossing that police line. I just wanted to see what's happening, and then suddenly the police aggro. I suppose the crime I committed in this case is "lollygagging".
 
The only changes are that fatalities you cause in head on collisions also trigger a one star response, as does stealing a car in view of a cop. You got a police response for killing civilians or attacking cops pre-2.0 as well.
 
However, the police NPCs do often attack you first. This seems to happen if I wander too close to a police line, even if I'm not actually crossing that police line.
Haven't ever experienced that, but I did encounter one instance of police who started out already hostile and would attack on sight. It was at some parking lot by the side of a road through the hills outside the city. It's been a while, but I think there were some civilian bodies nearby, seemed like maybe they had committed some murders and were covering them up? I wasn't able to sneak around them to learn more without being spotted, and I didn't want to become the subject of a manhunt, so I left.
 
You can also end up in a fight with the cops if you run into one of the handful of firefights between them and gang members, even if you only shoot the gang members, in my experience.

Though ducking around a corner and crouching usually gets you into the clear pretty quickly.
 
I mean... the only crimes you get that would get the cops on you are killing civvies. Which there's practically no point to unless you actually want the cops on you, or it's an accident. Everything else is pretty much open season. But then, it's just at one or two stars, you could just go into some alley, and the police quickly lose interest after some token effort and call it a day -- just another dead civvie in Night City. Big deal. What's new.

Or if they did manage to catch, that's another arrest -- filling in the quota of the day, mb a bonus? Ooh. Which of course that doesn't happen, because either you keep running, or you kill em which snowballs into more killing as petty crimes turn into the cop killing and cyberpsycho crimes kind.

I think it fits and works?
If the police system was in the game at launch and not an enhancement in a rework, I would suggest that certain quest resolutions should slap you with a wanted level you have to bring down.

Sort of similar to vehicle combat, where at the end of the day you'll basically never be in a full-blown car chase where you can use all the tools from the new perks unless you initiate something with the cops because the base game quests never assumed that would be an option and Dogtown is so compact and walkable so Phantom Liberty quests don't do car chases either.
 
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