So Cyberpunk 2077

Definitely the best way to travel. I love the way you can pop the bike into a 90-degree slide with a touch of the brakes - makes up for the short warning time you get for turns when following the minimap.
the inspiration for the look of the bike
MV5BM2ZiZTk1ODgtMTZkNS00NTYxLWIxZTUtNWExZGYwZTRjODViXkEyXkFqcGdeQXVyMTE2MzA3MDM@._V1_.jpg
while the bike's name is Kusanagi and is a shout out to Ghost In The Shell.
 

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chuckdee

Explorer
I don't work in game development, but I do work in software development for a large company (I used to be a tester for years, but my current role is a Product Owner for an Agile scrum team), and my experiences pretty much align with this. We just finished a project on 12/8. Deployment date? 12/10. That's unheard of to be working on code that late into the game. Technically we were past hard code freeze date, but you do what you gotta do for high profile projects.

There is never enough time for testing. Ever. And you will always be scrambling to meet deadlines. High sev show stoppers get the attention, and the rest may go out with the final deployment. I've heard that in the gaming industry, the environment is even worse for testers and devs to get things done, and they are often treated poorly.
Former game QA, current software developer here. Can also vouch for this. And the release windows are very uncompromising with retail and the holiday seasons. I remember working on a game doing 36/12s for a few weeks (36 hours on/12 hours off) to get a master out the door in time for it to be in stores for Christmas. On the day that the master went out, we were still fixing things, and honestly, still finding things. The digital release was a bit better, but those poor blokes that bought in the store were in for a massive patch.

Glad I got out of game development. Even though I miss working on the cool stuff, the stress wasn't worth it. And I get paid a lot better for working on financial stuff than I ever did in game development.
 

chuckdee

Explorer
Not in my experience. When software is buggy, the first person to take crap for it is.. the dev manager. If there's a decision to skimp on QA for time/money's sake, that's generally forced on the Dev Manger, not originating from them.

Not in my experience. It's the scrum team. We have to go before kangaroo courts (not really courts, but higher ups) that judge everything wrong and the resposibility and how we will make it not happen again. We go to them for errors in delivery, late delivery, not meeting agile metrics... basically if anything is wrong. It sucks, and tends to make teams underpromise so that they can overdeliver.
 

Umbran

Mod Squad
Staff member
Supporter
Not in my experience. It's the scrum team. We have to go before kangaroo courts (not really courts, but higher ups) that judge everything wrong and the resposibility and how we will make it not happen again. We go to them for errors in delivery, late delivery, not meeting agile metrics... basically if anything is wrong. It sucks, and tends to make teams underpromise so that they can overdeliver.

Speaking as a scrummaster myself, that does not sound like a well-run scrum, and I'm sorry you have to work that way.
 

Sacrosanct

Legend
Not in my experience. It's the scrum team. We have to go before kangaroo courts (not really courts, but higher ups) that judge everything wrong and the resposibility and how we will make it not happen again. We go to them for errors in delivery, late delivery, not meeting agile metrics... basically if anything is wrong. It sucks, and tends to make teams underpromise so that they can overdeliver.
Yep. The dev master is just part of the scrum team and doesn't make those sorts of decisions. That all comes from the value stream leader and upper leadership.
 


chuckdee

Explorer
Speaking as a scrummaster myself, that does not sound like a well-run scrum, and I'm sorry you have to work that way.

Well, we're supposed to be moving to SAFe. Hopefully that's better. But what I've seen doesn't make it seem like it will be so. That planning at the beginning of the iteration is rough.
 

Umbran

Mod Squad
Staff member
Supporter
Well, we're supposed to be moving to SAFe. Hopefully that's better. But what I've seen doesn't make it seem like it will be so. That planning at the beginning of the iteration is rough.

The Scaled Agile Framework is good at what it does. But, while I am not there, it sure sounds like you have some upper management issues that it won't solve. I'm happy to discuss, but we should probably take it to private message, rather than a thread about a game.
 

Still really enjoying the game. I've specialised my character in hacking, and it's just crazy how effective it gets at higher levels. He's carrying guns he's never fired because he can basically clear an entire building using his cyberdeck. Before he even walks into it.

I went the other way. I maxed out Reflexes/ Cool/ Tech and played as a Solo gun freak.

Maxed out Assault and Handguns now, plus 14+ in Cold Blood, Stealth and Crafting (and the obligatory few ranks in Body for the HP). Packing a one shot silenced Power sniper rifle, a Legendary silenced power pistol, and a Legendary Ajax assault rifle.

Found me a Militech Mk5 Legendary Sandivestian Reflex booster mid game, and swapped that in for the Cyberdeck for that and havent looked back.

It nearly broke the game for me. Am basically cruising about town on my bike, and the instant I see a highlighted enemy or whatever, I hop off the bike, double jump lin the middle of a horde of enemies, activate the Sandivestian, and have nearly 20 seconds of frozen time murder to get to work. I can usually kill 6-12 enemies before they know what hit them.

Pro tip, play the game on at least Hard mode. Im really regretting not playing it on the level above that (Very Hard??). I'm absolutely creaming missions now.

If I had my time again I'd play it on Very Hard at a bare minimum.

The inventory management system is an absolute joke. You can carry way too much naughty word, you always look like an total idiot due to basically needing to wear clothes with the most mod slots to cram them full of Armadillo mods, food and drink is totally pointless (and quickly starts to take up precious encumbrance) and takes forever to sell, medkits are literally everywhere, getting Crafting to 20 looks like it will take weeks of stripping and then crafting the same items over and over, and the GPS doesnt zoom out when you're driving meaning you miss most turns (and driving anything other than motorbikes makes it impossible to see over the dash).
 

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