They aren't answering any further questions on Tumblr, as far as I can tell. They had the one Q&A session and that was it.Nice to see at least a couple people concerned about this too.
Not sure if that's enough and the issue that much of an... well, issue for CDPR to take notice though. At least not here in the forums since CDPR as of late seems to have switched over to tumblr (exclusively?) of all places, to take and answer questions about Cyberpunk 2077.
Does anyone remember the repeated requests and pleas to add an option for manual sword unsheathing/sheathing in The Witcher 3?
It was implemented eventually with a later patch (much too late, if you ask me) but it showed again that it's typically the little, useful (subjective, I know) things with a smaller, not as verbal and not as "loud" backing of people that gets overlooked and drowned out and maybe, just maybe picked up on at a later date, often when it's too late.
You'd think and hope that the request for something as simple as a toggle to hide interactions or dialogue options you're technically as well as in the (spoiling) meta context not supposed to see or to be made aware of would be taken serious but with Cyberpunk 2077 having been and still(?) being "streamlined" in various RPG aspects I think it's more likely to be brushed aside in favour of something more important like being able to colour V's eyebrows in neon green or something.
Try what?Actually the character should be able to try no matter what.
I was talking about dialog. Dialog options is what I commented on in the post you quoted. There's no sense in hiding interactive objects (like cars or terminals) from the character or the player. Not knowing how to use something is one thing, not knowing something can be interacted with is another.You mean that if I don't know how to operate an Car I can't even try?
Actually imho there is few differences between hidden difficulty gating and dice roll.Obviously every skillcheck where there is an attempt should be something the character can attempt and succeed or fail at depending on a diceroll.
That counts for everything else other than checks where gating makes sense; like presenting knowledge in dialog or having sufficient strength to lift/move/break something for example.
If it's optional, I'm in agreement. I'm definitely going to let myself see the choices though for sure. I love the freedom of having the options.I have to agree that if a character can't say something, he shouldn't see the option. Or at least it should be by default and people should be able to turn it on or off in options.
I like it when a game allows me to at least try to do anything. Even if the game is like "Whoa, I dunno, are you sure you want to try that?" I want to be able to say "Yes! Let me try! I know I'm realllly good, I can do this!" and maybe If I'm smart enough about how I do it, the game actually lets me "win" at trying whatever I was trying. Game is like "Whoa! You actually did that, alright, you win then. You earned it!" Would be so cool!Actually imho there is few differences between hidden difficulty gating and dice roll.
I do love the freedom to do what ever I want so I don't like "gates" usually, But I also get some serious bad feels from dice-rolls because sometimes you will "roll" in a video game and the game will say "Lol you totally lost" like that one fallout game where there was a level 99 locked door, and the door is made out of broken wood and glass that the main character could easily step over. High level character with high level lock picking or what ever that skill was attempts it and the dice roll fails, potentially leaving the door locked, and the player doomed to never open it (I think it was something like that) So I don't exactly like dice-rolls because they can be immersion-breaking. You know?Sure there are.
With a diceroll you can fail or succeed. With a gate, you can only succeed - so, in dialog, the option doesn't need to be shown before you can succeed.
I think "bad rolls" are an essential part of the experience. It's not "fun" to fail, but failure makes the success feel more valuable, and it and the tension of hoping for a success help create the overall fun and memorability of the experience.I do love the freedom to do what ever I want so I don't like "gates" usually, But I also get some serious bad feels from dice-rolls because sometimes you will "roll" in a video game and the game will say "Lol you totally lost" like that one fallout game where there was a level 99 locked door, and the door is made out of broken wood and glass that the main character could easily step over.
Warning: this post is long. Get some tea, or just don't read it. No offense! Have a nice dayI think "bad rolls" are an essential part of the experience. It's not "fun" to fail, but failure makes the success feel more valuable, and it and the tension of hoping for a success help create the overall fun of the experience. (edited for space)