Modifié par Onyx Jaguar, 31 octobre 2010 - 10:39 .
So does anyone else miss the elevators?
#126
Posté 31 octobre 2010 - 10:39
#127
Posté 31 octobre 2010 - 11:18
Onyx Jaguar wrote...
Except ME 2 is optimized better and you don't have to go through those loading screens within the Hub worlds (since the design is flatter, as per optimization).
If you call cutting down the citadel to a 1/4 of the original size to reduce loading times optimization, then yes that was one hell of an optimization.
#128
Posté 31 octobre 2010 - 11:21
#129
Posté 31 octobre 2010 - 11:37
Onyx Jaguar wrote...
Well yes actually. But on equal terms the worst optimized of them all was Port Hanshan which is probably around the size of Illium, maybe a little bit bigger I am unsure. In ME 2 it would be flattened respectively as it is smarter level design as it would get rid of the loading problem.
But at the same time, give significantly less content. You're happy with less content if it mean less loading?
#130
Posté 31 octobre 2010 - 11:40
Besides we have already been to that level in the first game (hell I wouldn't even mind if it was cut off into multiple pieces and forced you to take the cab rather than try to make it seamless as those elevators are bug traps), if anything we have a new un-optomized hub that we are always on and that is the SR-2.
Think of it this way. What is better having the Dock seperated from C-SEC forcing you onto what is the longest elevator ride or cutting out that dock and just having the dock at the top of the stairs where they monitoring station is at?
Modifié par Onyx Jaguar, 31 octobre 2010 - 11:42 .
#131
Posté 31 octobre 2010 - 01:03
that is all.
#132
Guest_Recon64bit_*
Posté 31 octobre 2010 - 10:07
Guest_Recon64bit_*
#133
Posté 01 novembre 2010 - 01:36
#134
Posté 01 novembre 2010 - 02:50
Going off of that idea, maybe make the elevator rides or whatever a bit like the dialogue scenes/cutscenes, and if the area gets loaded before the scene is finished, you could just press a button to end the scene if you wanted to just cut to the chase. There would need to be some kind of a notification that the loading is done, of course. And if the scene ends before the area is done loading, might as well just stay stuck in the elevator scene rather than abruptly showing some bland generic loading screen; it's still a tedious wait either way, it's just switching to a loading screen breaks immersion.
Also, the cutscenes when the Normandy docks/departs from the hubs in ME2? Could hide the loading sequence in there instead of a cutscene followed by a full loading screen. Or maybe it already does work that way, but as far as I've seen, it doesn't.
The elevator rides from ME1 and the loading screens of ME2 were both fairly boring, but ME1's loading sequences were just a tad less so, and also didn't break immersion the way the loading screens did, making it the better solution, not that that's saying much. The ideas I described above would work nicely, I'd think.
Modifié par The Smoking Man, 01 novembre 2010 - 03:00 .
#135
Posté 01 novembre 2010 - 02:58
#136
Posté 01 novembre 2010 - 04:17
xxSgt_Reed_24xx wrote...
elevators > loading screens.
that is all.
This.
And it was also more immersive with the elevators. Now you have to watch those loading screens just about every 3 minutes unless you are on a mission. Wich constantly keeps reminding you that you are in a videogame and not on a space station/space ship if you catch my drift.
And also I think the loading screens take roughly the same time as elevators did in ME1. So the argument that things are more optimized cause there are no elevators is preety silly imo.
If we have to choose between elevators and loading screens i'd take the elevators any day, even if it means it takes a second or two longer than a loading screen.
#137
Posté 24 juillet 2011 - 08:38
I'm sure there's another thread pertaining to the mako; that said vehicle exploration, particularly with regards to anomalies, added a sense of congruence to the game. Every time I stepped out of the Mako, I felt exposed - especially when the environmental hazard bar appeared on screen. What's more, those times in which I discovered an abandoned mine or settlement added a sense of trepidation I've rarely experienced in a game: not knowing what I could find made exploration believable. Essentially, I'm trying articulate the level of immersion that was found in ME1 but not ME2.
That said, ME2 seemed to have a higher production value. Scenes were cinematic and possessed a level of drama that was often absent in ME1. Nevertheless, level linearity and the compartmentalization of spaces left a bitter taste in my mouth; though I knew ME2 was a better game, it didn't feel quite right. I think my favourite part of ME1 was the way hub spaces were directly connected to primary missions: I didn't need to take a cab to an isolated location in order to continue the game. I loved driving from hub to destination on Feros and Noveria: it was brilliant, immersive, and never stopped to remind me I was playing a game.
Basically, bring back elevators and airlocks. And the mako (or the hammerhead; it was much faster than the former and easier to manoeuvre). In fact, bring back the immersive qualities of ME1 whilst retaining the high production value and cinematic attributes of ME2. If elevator sequences could be as long as ME2's loading screens, I think most would be appeased. Then again, someone will always be aggravated...
With regards to Pacifien's comments:
What do you suggest as a better disguise for a loading screen? I'm not criticizing you - at all. It just seems as though you're asking for something without knowing exactly what it is... Which isn't necessarily a problem: I just want to know if you have any ideas for a solution.
Modifié par Dueling Shadows, 24 juillet 2011 - 08:41 .
#138
Posté 25 juillet 2011 - 12:56
Pacifien wrote...
There's a segment during the final mission that is a load screen that you probably never noticed was a load screen until I told you right now. The developers can disguise load screens in much better ways than a load screen or elevator rides.Mr. MannlyMan wrote...
Seriously. What other "better way" could there be? They either use load screens or more immersive, seamless transitions like the elevators/airlocks. Improving load times is a given, but seriously-what better way is there?
this is what we are talking about, have tham move around and fittle with guns, have a Spacescape to look at, don't just throw the whole system out, look at it in a
if "it is broke fix is with tweeks", not "if its broke throw it away"
if you got a car with the engine timeing off by a second or 2, you don't go and but a new car, you plug in your laptop and tweek it so it fires right
the is not what they did, that is what they need to do
same gose for the Mako agrument
#139
Posté 25 juillet 2011 - 01:08
#140
Posté 25 juillet 2011 - 03:02
#141
Posté 25 juillet 2011 - 05:41
Are you in agreement with my 'immersion' sentiment? I really feel as though ME2 is closer to a traditional shooter, in terms of linearity. Missions simply moved players from point A to point B in isolated scenarios: most in-game spaces could not be revisited and, as such, felt detached from the overall experience. In many ways, ME2 emulated more traditional shooters, as far as mission progression and structure is concerned - despite hub worlds and space travel, the overall feeling of the game was more reminiscent of Gears of War than its predecessor. Don't get me wrong, I love ME2. I just feel as though certain qualities have caused the franchise to depart from its origins.
And while I recognize the argument that states elevators are non-essential for squad banter, I consider these opportunities to fill a void that would be otherwise occupied by detached load screens that draw the player away from the experience.
In fact, my only concern with ME2 was the overt lack of immersive elements present in its predecessor. Evidently, this speaks to my personal gaming preferences: that said, I believe most gamers consider immersion an important aspect of their experience, particularly in the RPG setting. Then again, many consider ME2 more of a shooter than an RPG, thus my comments are largely irrelevant.
#142
Posté 25 juillet 2011 - 09:40
Modifié par night_raven26, 25 juillet 2011 - 09:40 .
#143
Posté 25 juillet 2011 - 07:45
yes i am completly ageeing with you, RPG are ment for you to get lost in another world, you are suppost to "feel" like you are Commander Sheperd, the Kotor games did a good job of this even with the loading screens, but that was the falt of the engine not the devs
when i got ME1, WOW, i felt like i was riding along through the stars, As Shepperd not with along with sheperd.
'immersion' is a big part of how a rate and RPG, and the elevators and airlock did a fantsitic job of that, but to me the whole ME series is a role playing shooter
that catagorisation you have to balance the RPG and the Shooter Aspect
ME 1 had a really good balance, the problem was it was the first, and the first always has a few bugs and some polish and rework
if they would have tweked insted of throwing out alot of the stuff that people complianed about
the first normany elevator was reall reall slow, if they would have sped it up it would have beem just fine, that was the only one a had a problem with,
yes the other ones got old but just adding a star scape, or a view of the rest of the docks, or the wards, it simple but the just desides to do it the even "easier" way and add loading screens,
the largeness of the the levels was awsome in the ME1,
haven is pertty big, but its just another battle area, that is so odvious where a shoot out is going to take place, and you have plenty of time to take positions, and the enamys just switch
between 2 cover spots, really come on
while in ME 1 you turn a corner and, the geth are in front of you, you got to think fast a kill quick
ME1 swings more towards a classic RPG with some tac shooter thrown in
ME2 swings more towards a shooter with some nice conversation between missions
#144
Posté 17 août 2011 - 11:59
#145
Posté 17 août 2011 - 08:59
#146
Posté 18 août 2011 - 04:08
#147
Posté 18 août 2011 - 11:06





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