It's sloppy design in a game of this style to require any one particular skill, no matter how small the point expenditure. Missing out on a few items out of the dozens that you already don't have room to carry isn't nearly as big of a deal as being locked out of several of the game's sidequests.Snapshot King said:I find it strange people are complaining about having to spend a single praxis point to level up your hacking one time.
I can understand complaining about level 5 hacks, but these are sidequests, a level 2 door is really no big deal. Expecting a player to at least spend ONE point for one sidequest in the entire game is not sloppy. If we were talking about a critical story mission quest that needed hacking 3 or greater, that I could understand.
You'd be missing tons and tons of weapon and item caches throughout the entire game if you didn't at least upgrade to hacking 2.
It would be one thing if this was a game like Fallout: New Vegas, where you have ~80 side quests that aren't related to the main quest (although I'm pretty sure there actually aren't any quests like that in NV). There are only ten fleshed out sidequests in DXHR, excluding the ones that are just "Talk to [x]" and a couple that are basically secondary objectives within larger missions. It's pretty reasonable to expect that you won't be locked out of 30% of the game's sidequests if you don't have one specific skill.
Nobody's claiming that it ruins the game or anything hyperbolic like that; only that it's disappointing that, in a game with such an emphasis on letting the player choose their own style of play, there are multiple quests with only one solution - and that one solution is the exact same one in every example.