Cyberpunk 2077

Cyberpunk 2077

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Roderick Oct 2, 2023 @ 11:33pm
Good ending for "Baby let me take you"? (spoiler)
No matter what I do, no matter how I clean the area, as soon as I get into the truck, NPC spawn, "see" me and open fire. The police officer dies and El Cap wished for "a better ending".
Is this possible or just a whiny ending stuffed down our throat?
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Showing 1-15 of 25 comments
Izuzul Oct 2, 2023 @ 11:38pm 
I have the same question. Stealth killed all guards and shutdown the security checkpoints and as soon as you touch the truck door 2 guards magically appear behind you and sound the alarm. Scripted I guess...annoying and poor quest design.
FallenSnowie Oct 3, 2023 @ 12:57am 
Its 100% scripted in. Saving Daniels makes him sound so ungrateful. Yesh, been feeling like a bunch of quests in this new expansion literally grief or shame you for doing it your own way. Even if it was scripted that way still have the quest givers give you the finger no no bad bad.
DarkFire Oct 3, 2023 @ 1:29am 
To me this is a rare example of poor quest design. How it should have been designed: if you manage to incapacitate or take down all the guards without generating an alert, and you turn off the turrets and alarms, then you should be able to successfully steal the truck without any enemy support turning up.

Having an alarm go off 'somehow' and having enemy forces magically turn up just to make the quest 'more cinematic' is poor design and doesn't adequately allow for player effort. The way it is now isn't even fun - the AI for vehicle combat is dumber than a box of forgotten, rusty spanners, especially the way that enemy vehicles mindlessly ram in to you, are faster than any player vehicle and accelerate faster than most player vehicles.

Edited to add: I found the corrupt cop extremely annoying so there was no way I was going to make any effort to save him. I was satisfied with the ending - got some goodies and a nice new ride.
Last edited by DarkFire; Oct 3, 2023 @ 1:31am
Roderick Oct 3, 2023 @ 1:44am 
Looks like the addon is like the basegame. It looks like something it really isn't ... (still mostly fun for me, though ^^).
same here, i wasted like an hour trying so many different ways to perfectly stealth or instantly get out of the truck again to stealth kill the spawning npcs but they see me trough walls. sad that you cant "perfect" this mission :(
RovkirHexus Oct 7, 2023 @ 7:18pm 
You can save the cop by getting out and helping him but some of the gear gets damaged, not sure if there's a way to have undamaged gear and save the cop
FreddyFredwardson Oct 10, 2023 @ 11:56pm 
Originally posted by RovkirHexus:
You can save the cop by getting out and helping him but some of the gear gets damaged, not sure if there's a way to have undamaged gear and save the cop
Pretty sure there isn't
Thats scripted too. You can't damage the gear by driving.

I even tried to kill his attackers with quickhacks. As long as you dont talk with him, he will die.
Last edited by FreddyFredwardson; Oct 10, 2023 @ 11:57pm
HighWire Oct 13, 2023 @ 11:43pm 
Originally posted by DarkFire:
To me this is a rare example of poor quest design. How it should have been designed: if you manage to incapacitate or take down all the guards without generating an alert, and you turn off the turrets and alarms, then you should be able to successfully steal the truck without any enemy support turning up.

Having an alarm go off 'somehow' and having enemy forces magically turn up just to make the quest 'more cinematic' is poor design and doesn't adequately allow for player effort. The way it is now isn't even fun - the AI for vehicle combat is dumber than a box of forgotten, rusty spanners, especially the way that enemy vehicles mindlessly ram in to you, are faster than any player vehicle and accelerate faster than most player vehicles.

Edited to add: I found the corrupt cop extremely annoying so there was no way I was going to make any effort to save him. I was satisfied with the ending - got some goodies and a nice new ride.

Honestly I don't understand the crying behind the quest design. You guys seriously strive for some boring gameplay with the choices you make. I think the quest was quick and fun, yeah I stealth killed my way through the first couple, realized how much time I was wasting and then deliberately destroyed the rest of the Arasaka security. Just completed this quest btw minutes ago and I have no complaints. I only came on here to see if there was any more rewards for playing it "the right way" and I'm glad there aren't. Because I would have been bored out of my mind.
Last edited by HighWire; Oct 13, 2023 @ 11:46pm
Roderick Oct 14, 2023 @ 12:14am 
Originally posted by HighWire:
Honestly I don't understand the crying behind the quest design. You guys seriously strive for some boring gameplay with the choices you make. I think the quest was quick and fun, yeah I stealth killed my way through the first couple, realized how much time I was wasting and then deliberately destroyed the rest of the Arasaka security. Just completed this quest btw minutes ago and I have no complaints. I only came on here to see if there was any more rewards for playing it "the right way" and I'm glad there aren't. Because I would have been bored out of my mind.
The point is, that you can stealth through the mission very quickly, too. But the questdesign says "Oh, you made it to the truck without being noticed and think you can drive away now? Trolololololo, here, have some spawning npc which are very angry and shoot at you for no reason.".
Unlucky Oct 27, 2023 @ 11:57pm 
I just ran into this quest and was wondering the same thing but... I get it though. It's not really about 'game design' here, it's about telling a story. Which some quests are also meant to do. And the story told here is that no matter how hard the people of Night City TRY to right all the wrongs, no matter how well planned or performed... Something still gets ****ed up.
Whether it be Daniels, and his entire team, dying, just for trying to help revitalize the community and show that not everything is hopeless...
Or it is the loss of Daniel's teammates plus "damage" to some of the supplies that were to be used to revitalize and help the community. So the aid to show hope is not as great as they had hoped... *shrug*

Though honestly it makes little to no sense what actually happens to damage the supplies by stopping to help him... No event actually occurs there. THAT is the part that was badly written here. A better written scenario would have actually scripted an event where something 'unavoidable' happened while you were saving him.
Last edited by Unlucky; Oct 27, 2023 @ 11:58pm
Neivek Sloskoro Nov 23, 2023 @ 7:54pm 
The most infuriating part of this quest for me is my netrunner build. I saved Daniels by just looking at the Arasaka security with Contagion and it still failed the marker even though I didn't even leave the truck, I didn't even slow down! Killed all the guards in my way without even leaving the drivers seat and yet, it still borked the quest. This was a massively annoying setback to me that bugged me enough to come here.
Silverbane7 Nov 24, 2023 @ 5:34am 
I've heard that the guy WANTS to get flatlined.... Think it was a YouTuber said that he's happy to get ghosted (maybe 'happy' isn't the right word......'contented' might be better)

Haven't hit this mission yet myself, but I'm the kinda choom that's not bothered or even happy, to get spoilered to hell with stuff, so I've been watching lore/top number vids about stuff and this particular mission was mentioned.
They talked about how, just for sh*ts n giggles, they deliberately drove the truck into the river (had decided to do a 'I will go full on evil' playthru) after letting the cop flatline, and how this meant many more would die in the next months due to the bad water.

* wonder why Cap didn't look into filters first, meds later? Maybe its something ya can't filter out....guess I'll find out when I get there lol *
The Minted Lady Nov 27, 2023 @ 3:42pm 
I'm disappointed with this quest just because it makes you think there's no "good" option. Yes you can save Daniels; I did so during my last run. But then the medical equipment is damaged. Daniels is alive but completely ungrateful, and both he and El Capitan treat you like a jerk for helping him. But if you let him die? El Capitan acts so sad at the loss of his friend. That's why I opted for trying to save him the second time. Obviously I'm never bothering to save him again, but the people who wrote the quest didn't have to make him so unlikable as if to make it such an obvious choice.
-=PR=-moon knight Nov 27, 2023 @ 7:14pm 
Yeah, this quest is poorly designed, it doesn't account for the stealth approach
Kosma Dec 31, 2023 @ 5:51pm 
Originally posted by HighWire:
Originally posted by DarkFire:
To me this is a rare example of poor quest design. How it should have been designed: if you manage to incapacitate or take down all the guards without generating an alert, and you turn off the turrets and alarms, then you should be able to successfully steal the truck without any enemy support turning up.

Having an alarm go off 'somehow' and having enemy forces magically turn up just to make the quest 'more cinematic' is poor design and doesn't adequately allow for player effort. The way it is now isn't even fun - the AI for vehicle combat is dumber than a box of forgotten, rusty spanners, especially the way that enemy vehicles mindlessly ram in to you, are faster than any player vehicle and accelerate faster than most player vehicles.

Edited to add: I found the corrupt cop extremely annoying so there was no way I was going to make any effort to save him. I was satisfied with the ending - got some goodies and a nice new ride.

Honestly I don't understand the crying behind the quest design. You guys seriously strive for some boring gameplay with the choices you make. I think the quest was quick and fun, yeah I stealth killed my way through the first couple, realized how much time I was wasting and then deliberately destroyed the rest of the Arasaka security. Just completed this quest btw minutes ago and I have no complaints. I only came on here to see if there was any more rewards for playing it "the right way" and I'm glad there aren't. Because I would have been bored out of my mind.

You're really sounding like an absent-minded numbskull here. The thing people take issue to is twofold; one, two guards appear literally out of nowhere when you hop in the truck and insta-aggro on you, despite maintaining full stealth up until then. There is no way to save-scum and avoid the confrontation through cloaking or more stealth - the 'combat' flag activates even through solid barriers. In short: it's a big middle-finger to the players who have had it reaffirmed that doing something with discretion, stealth and thought are rewarded in other quests, all because this one is hastily designed and not considerate of the player's choices like nearly every other quest. This one seemed like it would follow suit (Daniels would react to your unprofessionalism upon alerting guards prior to hijacking the truck, insinuating a full-stealth approach is ideal, despite it not making a modicum of difference).

Two, this far exceeds the expected threshold of scripted events in a given quest or side-quest. Nothing actually has to happen to the truck for it to receive 'damage to the gear'. There is no way to achieve a better ending, unlike nearly every single other quest in the game, and there is no indication in this particular instance that your actions make any difference. It simply occurs the way it does for cinematic reasons and not choice-specific gameplay reasons. It's not akin to the general quest design philosophy in this game.

Just because your patience is too paper-thin to bother stealth-killing after the first few (I don't even want to IMAGINE when you dropped the stealth approach because you were 'wasting your time' in a video game with a literal stealth mechanic), doesn't mean every one of these complains isn't legitimate. This quest was evidently designed with much less care considering the suggested player approach in, and semantic relation to, previous quests.
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