There's a new Cyberpunk 2077 patch making the rounds, and the sole reason for its existence is to fix the bugs introduced from the previous patch.
When CD Projekt Red released patch 1.0 for Cyberpunk 2077, it broke a critical mission in the game, introducing a game-breaking bug. During the quest "Down on the Street," those with Cyberpunk 2077 version 1.06 save data and then updated to patch 1.1 had noticed that the dialogue options were missing during the "Wait For Takemura's Call" segment. This prohibited game progression and, as you can imagine, frustrated those making their way through the game. This bug affected all versions of the game.
Hotfix 1.11 is available on PC, consoles and Stadia!This update restores item randomization and fixes a bug which affected some users’ holocall with Takemura in Down on the Street quest.Details: https://t.co/SsVYRGfdha pic.twitter.com/TAQmRilNxqJanuary 28, 2021
While hotfix 1.11 was released to fix the game-breaking bug, the item randomization was rolled back to pre-patch 1.1 as well. Visit CD Projekt Red's website for more info for a full list of changes.
Before installing this hotfix, make sure you have enough space to do so. Multiple users have reported that at least 60GB of space is needed during the installation process for the game's GOG version. In comparison, the PlayStation 4 and Xbox One versions need at least 15GB free to install the update.
At this point, I'm just waiting to see what else happens. Fingers crossed that this hotfix 1.11 doesn't introduce any other unforeseen issues.
Cyberpunk 2077 is now available on PlayStation 4, Xbox One, PC, and Google Stadia worldwide.
And they say Windows 10 is bad... at least it worked on release :)
If my perception about how a game works is correct then why do I need to download 16GB of data to change the broken logic that causes all the bugs? Can't I just replace the bad code segments?
Analogy - The windows in my house are drafty and I make an appointment with the window company to have it done. The next day, a construction crew comes to my house, bull dozes half of it, then gradually rebuilds it over three months. This confuses me because it seems like they could have just replaced the windows without bulldozing my house.
But for whatever reason, the old and new are not just drop-in replacements, except in a perfect world (which we all know Cyberpunk is Not)
It reminds me of windows NT4 service pack 3, which was a complete download of the entire operating system when previously service packs only patched what was broken. In this case, it was the c++ compiler that was broken, so the fix actually had nothing to do with the windows code itself.
This shows a few possible scenarios:
Their tools that built and packaged the game were broken and thus had to fix the tools, which required all the assets to be rebundled
rather than having to deal with updates that may or may not patch things depending on exactly which version each person has installed, they just did complete buildsBoth these deal with any cases where the new engine may not be compatible with anything from the old version
3) They lost track of exactly what changed and where they went wrong and just decided a full install is better than a patch.
To paint a picture of what it's like to work there, I found a quote from 3 years ago from someone working at CDPR:
"Crunch here is insane," one reviewer said. "We read about Bungie's crunch and ME:Andromeda crunch and laughed. And crunch will hit current project hard. Because spreadsheet planning + incompetent overseers = hemorrhoids, bad back and depression."
Then test team only destroying their own reputation and career. If they are still working on there with their reports being ignored or postponed indefinetly, it's their fault. Should quit immediately.
It all starts off fun and games but ends up 100 hour work weeks. You're not credited if you don't see it through to release. I wouldn't be surprised if there was also a large amount of passive-aggressive backlash against management here.
That's likely mainly due to the nature of their development cycle. So far, CD Project has mainly just developed one big game at a time, with minimal overlap in-between. So unlike some other big studios that continuously have multiple games in various stages of development, where they can immediately shuffle employees to another title once their work on one is completed, they instead have periods of time when many of these employees are simply not needed. It's probably not so much that they "leave" as that they were only hired on as temporary help to begin with. What's a beta tester supposed to do when the game they are testing is finished and the next one is mostly just a collection of art assets and storyboards? While the gap can be somewhat filled with work on DLC and small spinoff titles, those generally won't require as large of a team as the initial release. Of course, for this game, they might be keeping more of the crew around for a while, as the game isn't actually "finished" yet.