Investigating Gang and NCPD Pursuit/Chase AI in the Open World – Cyberpunk 2077 (Patch 1.31)



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

Testing the existing pursuit/chase mechanics and AI in Cyberpunk patch 1.31, including gang chases (Maelstrom, Tyger Claws, 6th Street, Veteran Guards, Raffen Shiv) and NCPD.
I’m sure there’s plenty more events with pursuing enemies so I just tested the ones that I remembered off hand. If I find more during my current playthrough or in subsequent ones I may showcase those as well.

Cyberpunk 2077 Playlist: https://youtube.com/playlist?list=PLYnXLTcAj2-iabWEezLvwY2bvr7uweHu_

Other notes/thoughts:
– As mentioned in the video I feel like some form of these chases (or possibly everything in its entirety) have been around from release and I personally didn’t notice because it’s quite counter intuitive to drive away when you can just defeat enemies.
– I’m not sure if these are the chases that people are referring to, but they were fun to play around with anyways!
– They’re pretty derpy and drive like roombas or drunk gonks at times but I had a good laugh at that.
– It’d be interesting to see these used more in the game however I have no idea how they’d function on consoles.
– I feel like it’d be cool to see them driving around their respective turfs or ambushing the player if they were caught/detected mid mission. I felt like I saw Tygerclaws driving around at release but wasn’t recording at the time.

Example of chases prior to 1.31:
https://www.reddit.com/r/LowSodiumCyberpunk/comments/kjfpkl/police_ai_is_in_the_game_doesnt_work_properly_but/
https://youtu.be/qkdoMSbBxuY

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13 thoughts on “Investigating Gang and NCPD Pursuit/Chase AI in the Open World – Cyberpunk 2077 (Patch 1.31)”

  1. The pursuit al still seems to be a w.i.p
    Question on the fortuna mod what is the easiest way to get the fortuna mod since you can't craft it? Interesting video by the way .

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  2. If people already driving cars could agro on you this would actually make a noticeable difference, the despawning NPC cars is almost more immersion breaking than the ones on foot who disappear during combat

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  3. Off topic, Is it driving anyone else crazy how you keep hearing "makes me feel better" and "we like the pain" EVERY SINGLE NPC encounter? I'm to the point where every first objective is to destroy the radio. For the freakin' love of god, can the AI change the station?!?!?

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  4. My spontaneous feeling upon seeing this is that, while they originally had envisioned the player shooting from the car (there's evidence of that here and there, and I believe they described that very early on), this gameplay mechanic didn't really work and as such was largely cut from the game or redesigned to not be a common occurance. What's left is the scripted passenger chases, where you're more free to focus on shooting, and the general world mechanics of NPCs chasing you, even though it rarely has reason to occur.

    I doubt they'll add more reasons to get into car chases, unless that's something they implement specifically in an expansion as part of expanded gameplay mechanics.

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