Kingdom Come: Deliverance tried to marry expeditiousness and travel encounters. You could initiate fast travel from almost anywhere to a set destination point (usually in the villages/cities). Whenever fast travel was used, the character didn't just disappear and appear at his destination, instead you followed his journey on the map, highly accelerated of course, and when or if some unexpected encounter was about to occur you were warned and could participate or avoid (if the character was skilled enough to avoid the nasty ones, like ambushes) them.(Actual / simple) Fast travel or not, I can only recommend to those who look for "immersion" to go for the "natural options".
Natural options? If you can just teleport somewhere by clicking on a marker, reconsider. Use a car or 'tram' (if able to' instead. Or in simple terms use "natural means" and go there yourself.
Who knows what you find or what happens on the way.
In that sense I think having those means would be nice - cabs or cars that drive you there, using the sub or tram, etc.
Kind of like DA: Origins whenever you travelled to another area. Sometimes, when fast travelling, you would stumble upon a group of bandits along your journey, and it would be very nice if the same system was implemented in Cyberpunk. You shouldn't be able to go anywhere peacefully all the time.But, there should be a chance for some unfortunate/fortunate encounter that breakes the routine (and the travel) from time to time.
Since it would be optional, I don't see why it would need to be left out. You can always choose not to use it if you desire "realistic" approach.Public transportation (that costs) only would be my choice.
I’d leave conventional teleporting out completely.
I’ve always felt the conventional fast travel cheapens both, the gaming experience and the fictional world created for the player because it offers (and by merely existing, tempts) easy solutions, not to mention that oftentimes the world is created with that method in mind - so as to say, the world is largely boring and repetitive with the base assumption that the player WILL get bored with it. And so, with cheap solution, nothing is done to the real problem... the boredom of the world.Since it would be optional, I don't see why it would need to be left out. You can always choose not to use it if you desire "realistic" approach.
But its possible that the map is compact enough to not require fast travel.
It depends on game design. Something that is very common in RPG games, particularly MMORPGs, is that the missions force you to crisscross the entire map all the time (the mission start and mission finish are on opposite sides of the map). Because the purpose of the game is to make you waste time. Time wasted travelling counts toward the time you spend playing the game. The longer "game experience" is, the better. I sincerely doubt this is something that CDPR wants to do, so who knows.. If the missions don't subscribe to "make player waste maximum amount of time" school, I don't really care if there is quick travel or not.
No. But whereas you’d skip the void, I’d fill it in various ways so it’d be void no more and in much less need of skipping.
Well, I might, but always a lot less than finely written missions and unless V is an unrealist magnet for troubles.it's not wasted if you enjoy it,
I doubt a lot of people who doesn't like fast travel would not support permadeath or realistic healing times and wound sequels, even if it helps immersion.if it helps immersion,
Well, some seconds of wasted times > mildly amusing minutes imho.and if it's interactive. A black screen with a couple of suggestions is wasted time, IMHO.
Sadly... ? I don't know. At the moment the poll result is kind of a tie. But IMO, considering the game design (vehicles + public transports), I doubt that they add many fast travel points on top of that. Maybe some.