Interface concerns (Arrows, button prompts, etc.)
#51
Posté 09 juin 2011 - 09:43
I think Insanity players like me are above these artificial feedbacks. At least after several hours of gameplay, I'd definitely want to turn them off and never see them again, since I'd get used to the new system.
#52
Posté 09 juin 2011 - 09:45
Much appreatiated. Love the new rolls and move to cover but it would be annoying to me if I kept seeing it throught the whole game and in every playthrough.Brenon Holmes wrote...
Relix28 wrote...
So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?
Well... I think you'd find it pretty difficult to engage a lot of those systems without appropriate feedback, but I can raise it up as something to consider.
#53
Posté 09 juin 2011 - 09:47
But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.
#54
Posté 09 juin 2011 - 09:49
FERMi27 wrote...
Just make these arrows an option, turned on by default.
I think Insanity players like me are above these artificial feedbacks. At least after several hours of gameplay, I'd definitely want to turn them off and never see them again, since I'd get used to the new system.
Im an insanity player myself, but i could see them being very useful, especially to stop annoying frustrating deaths
#55
Posté 09 juin 2011 - 09:53
sp0ck 06 wrote...
Im just saying, unless you memorize every level down to the last square inch, which cover you can slide to and from and which are too far away, it will be frustrating playing without any kind of feedback for the context sensitive stuff.
But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.
If we did you and Bioware could call us out for the asses we would be :happy:
Perhaps add it in to the dificulty if they dont want a toggle as other have suggested?
#56
Posté 09 juin 2011 - 09:55
Demigod wrote...
sp0ck 06 wrote...
Im just saying, unless you memorize every level down to the last square inch, which cover you can slide to and from and which are too far away, it will be frustrating playing without any kind of feedback for the context sensitive stuff.
But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.
If we did you and Bioware could call us out for the asses we would be :happy:
Perhaps add it in to the dificulty if they dont want a toggle as other have suggested?
I wouldn't want it added to the difficulty because i play on hardcore/insanity (depending on class) and I know how crucial those arrows are after playing a lot of Gears of War.
#57
Posté 09 juin 2011 - 09:59
#58
Posté 09 juin 2011 - 10:01
#59
Posté 09 juin 2011 - 10:04
Which most of us would do after getting used to it.mmmu wrote...
I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well
#60
Posté 09 juin 2011 - 10:11
GreedIgnored wrote...
Which most of us would do after getting used to it.mmmu wrote...
I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well
I don't want to beat a dead horse, but I think you are misunderstanding the purpose f the arrows. They aren't meant to learn the system but rather to inform you about what movement options are available based on the spot where you Shepard is located. I played a lot of Gears of War. I knew the control scheme, but still relied on the arrows for feedback.
Example: Shepard is in cover behind a pillar. There is another pillar 10-15 ft away to the left. When I push the stck to the left, an arrow pops up telling me that my only available option is a roll. Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open. On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.
#61
Posté 09 juin 2011 - 10:18
#62
Posté 09 juin 2011 - 10:52
Since were talking interface I have a suggestion that might improve readability of the text in the game. I played both ME2 and and DA2 on the ps3 recently on my sdtv. ME2 was kinda hard to read but could be done. More often was the problem (on my hdtv as well) is that the text is light blue (yellow when selected), and pretty much everything else in the background is a bright color, so you have no chance of reading your choice, just select the upper right cuz its paragon. Also menus were mostly orange and slightly darker orange which did not really help.
Now one of the things i can praise about DA2 was its readability. It had a good text/background color scheme in menus, and had a good little trick in conversations. When you selected an option it gave it black background making it stand out from the rest of the game colors even more, and making in much more readable. Example coversation Please do this for ME2.
As for the arrows thing, Im not the biggest fan of the current implementation of the system, but I can see the necessity. I can live with it.
Modifié par Da3mon, 09 juin 2011 - 10:56 .
#63
Posté 09 juin 2011 - 10:59
I get it but I''m just saying, given the option I'm most likely to toggle them off after a while.sp0ck 06 wrote...
GreedIgnored wrote...
Which most of us would do after getting used to it.mmmu wrote...
I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well
I don't want to beat a dead horse, but I think you are misunderstanding the purpose f the arrows. They aren't meant to learn the system but rather to inform you about what movement options are available based on the spot where you Shepard is located. I played a lot of Gears of War. I knew the control scheme, but still relied on the arrows for feedback.
Example: Shepard is in cover behind a pillar. There is another pillar 10-15 ft away to the left. When I push the stck to the left, an arrow pops up telling me that my only available option is a roll. Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open. On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.
#64
Posté 09 juin 2011 - 11:05
#65
Posté 10 juin 2011 - 04:02
Ideally, Roll and Slide would be different buttons, and you would need to choose the one that was appropriate for the situation.sp0ck 06 wrote...
Example: Shepard is in cover behind a pillar. There is another pillar 10-15 ft away to the left. When I push the stck to the left, an arrow pops up telling me that my only available option is a roll. Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open. On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.
If you want to slide when the game thinks you should roll, I think the game should let you do that.
#66
Posté 10 juin 2011 - 04:14
Shotokanguy wrote...
I get the reason for the arrows, but I just don't see how much help they'd really be. Unless the movement and cover systems aren't quite as in depth as I think, if you see something, you should be able to move Shepard to it, shouldn't you? If I move to the right and reach the end of my cover, and then roll, I know I'll roll right...
If you are looking downrange, you will probably not be able to clearly see adjacent cover which you might be able to slide to. That is, if the distance which you can perform the maneuver is anything like Gears: it is often possible to slide to cover that is actually slightly behind your character, out of your frontal field of vision. It's not about being able to look around, its that the system can be unintuitive. Some cover you assume you will slide to you will not and vice versa. With the arrows you will know for sure the movement action you want/assume will happen occurs.
Sliding from cover to cover will be extremely important. It's the best way to quick move within your immediate vicinity.
#67
Posté 10 juin 2011 - 04:24
PetrySilva wrote...
There is always something breaking someone's immersion, isn't there?
Yeah... it's kind of annoying all this whining about immersion... These peoples will adore the WiiU, Oh wait their are pro-PC ****s who like to whine about how a console is ''to week ROFLMAO doz not beet mii i7 extem''. Well it is not supposed to, it's a console.
''Uh I want no hudz it destroyz all mii immersion trolololololo !''
Dudes, you're playing a goddamn video game and this one is OBVIOUSLY NOT a Simulation. you need a UI so you know what you're doing. I wonder how you used to play stuff back in the 90's, with those huges over the top HUDs... oh wait you frickin' did because you're all about ''Baldur's Gate BGE ! it was better before !''
#68
Posté 10 juin 2011 - 04:27
Speaking of helmets....
#69
Posté 10 juin 2011 - 04:29
Haristo wrote...
PetrySilva wrote...
There is always something breaking someone's immersion, isn't there?
Yeah... it's kind of annoying all this whining about immersion... These peoples will adore the WiiU, Oh wait their are pro-PC ****s who like to whine about how a console is ''to week ROFLMAO doz not beet mii i7 extem''. Well it is not supposed to, it's a console.
''Uh I want no hudz it destroyz all mii immersion trolololololo !''
Dudes, you're playing a goddamn video game and this one is OBVIOUSLY NOT a Simulation. you need a UI so you know what you're doing. I wonder how you used to play stuff back in the 90's, with those huges over the top HUDs... oh wait you frickin' did because you're all about ''Baldur's Gate BGE ! it was better before !''
I don't need a UI to know what I'm doing. I play just fine in HC mode in CoD.
That said, a UI DOES need to be there for those that *do* need it. We just want an off switch for it.
That's all.
#70
Posté 10 juin 2011 - 04:36
#71
Posté 10 juin 2011 - 04:38
News to me.





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