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Please take my hand and guide me...


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#51
hangmans tree

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I want a clear view, not obstructed by gig ass direction arrows. I can remember what function a button/key is assigned for. I can add that when pressed togeter with direction, or whatever, I can expect a desirable effect. Moreover I pay attention which direction the character is facing - a decisive factor on which way you'll be leaving cover (right or left...or above it).

Modifié par hangmans tree, 08 juin 2011 - 08:28 .


#52
sp0ck 06

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It's not a big ass arrow for starters. You still don't understand the "cover to cover" mechanic. The arrow tells you whether the cover your behind is vaultable and whether you can "slide" from one piece of cover to the next in one motion. This is not something you will be able to determine without the arrow. So, unless you want to just play the guessing game every time you hit 'A' (or whatever the key is on PC) if you're going to roll or go to cover, break cover or vault, you need SOME kind of indicator on the ui. Context arrows are the best way to present that information in a easy to read way.

#53
Clonedzero

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hangmans tree wrote...

I want a clear view, not obstructed by gig ass direction arrows. I can remember what function a button/key is assigned for. I can add that when pressed togeter with direction, or whatever, I can expect a desirable effect. Moreover I pay attention which direction the character is facing - a decisive factor on which way you'll be leaving cover (right or left...or above it).

they are CONTEXT SENSITIVE.

meaning for example, when moving holding A would make you sprint.
pushing a direction and tapping A would make you do a roll.
pushing it and a directiong near cover would make you take cover.
being in cover, pushing a direction could make you do a roll out of cover, or do a swat turn into another piece of cover, or make you move to the other side of the same cover.

all on the same button.

the arrows are indicators of what your action is.

its clear you've never played a game with context sensitive controls that dont have indicators of what that will do if you hit the button because it gets EXTREMELY frustrating when you hit the button and dont do what you want it to do.

your example, shepard is behind cover facing right. when you push right and A are you going to roll out into the open towards the right? are you going to do a Swat turn into the next piece of cover thats right of you?  is he just going to unattach himself from the cover?

the arrows show you that. stop advocating for bad game design lol.

#54
Guest_Guest12345_*

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Chris Priestly wrote...

I will point out that for every message I have ever been sent saying "theer are too many tutorials" or pop ups or whatever, I have a lot more asking for help as they do not understand how things work.

Sure, smart people like YOU dear reader of this may not need them, but you'd be surprised how many people do.



:devil:


Hey Chris, I can absolutely appreciate that some players would prefer having tutorials if they are not familiar with ME or third person shooter games. I have no problem with any kind of tutorials or anything else, as long as you give us, the player the option to toggle them on or off. ME1 (and every other Bioware game I can think of) has a basic toggle to enable or disable tutorial pop-ups. ME2 does not offer this toggle, so while I have beaten ME2 literally dozens of times, I am still being reminded to "Get behind cover to restore my health."

Please, give us the option to enable and disable pop-up windows and tutorials in ME3.

#55
Nerevar-as

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Chris Priestly wrote...

I will point out that for every message I have ever been sent saying "theer are too many tutorials" or pop ups or whatever, I have a lot more asking for help as they do not understand how things work.

Sure, smart people like YOU dear reader of this may not need them, but you'd be surprised how many people do.



:devil:


What about a toggle?

#56
Khayness

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I'll give another vote for a toggle option.

#57
Clonedzero

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the arrows arent tutorials....


EDIT- anyone opting for a toggle for the context sensitive indicators, after playing for 10 minutes without them, you will turn them back on. im 100% positive on this.

it'd be like playing ME2 without crosshairs, or playing ME1 wtihout a HUD at all.

Modifié par Clonedzero, 08 juin 2011 - 08:54 .


#58
ME-ParaShep

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@Venn

Thank you :) That imagery of the brink of death looks great. There are hue of dark apparently thick blood stains and I notice that the screen got slightly darker altogether as if "the world's getting blacker" like you're going to be unconscious. I like it. It's better than the red veins and I say that the veins we're good enough too.

#59
Guest_Guest12345_*

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Clonedzero wrote...

the arrows arent tutorials....


EDIT- anyone opting for a toggle for the context sensitive indicators, after playing for 10 minutes without them, you will turn them back on. im 100% positive on this.

it'd be like playing ME2 without crosshairs, or playing ME1 wtihout a HUD at all.


Hey, my post was specifically related to the pop-up tutorial windows in ME2. As I said earlier, all other Bioware games offer this toggle, and it was sorely missed in ME2. I am posting here because it is a similar topic that Chris Priestly has posted in. So I'm just hoping to get the word out for ME3.

#60
Icinix

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As much as I am ashamed of the fact the most gamers these days cannot survive without having their hands held while playing - and if controls aren't intuitive to pick up in 30 seconds - they pull their hair out and cry out this game is dumb etc etc. - After a few minutes in game - its easy to ignore the pop ups and switch off to them. You'll be moving so quickly through it they'll barely pop up at all. At least thats what I've found with every other pop up in games.

#61
hangmans tree

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Clonedzero wrote...

hangmans tree wrote...

I want a clear view, not obstructed by gig ass direction arrows. I can remember what function a button/key is assigned for. I can add that when pressed togeter with direction, or whatever, I can expect a desirable effect. Moreover I pay attention which direction the character is facing - a decisive factor on which way you'll be leaving cover (right or left...or above it).

they are CONTEXT SENSITIVE.

meaning for example, when moving holding A would make you sprint.
pushing a direction and tapping A would make you do a roll.
pushing it and a directiong near cover would make you take cover.
being in cover, pushing a direction could make you do a roll out of cover, or do a swat turn into another piece of cover, or make you move to the other side of the same cover.

all on the same button.

the arrows are indicators of what your action is.

its clear you've never played a game with context sensitive controls that dont have indicators of what that will do if you hit the button because it gets EXTREMELY frustrating when you hit the button and dont do what you want it to do.

your example, shepard is behind cover facing right. when you push right and A are you going to roll out into the open towards the right? are you going to do a Swat turn into the next piece of cover thats right of you?  is he just going to unattach himself from the cover?

the arrows show you that. stop advocating for bad game design lol.

Why should such a thing be limited to pad enviroment? I play solely on PC - mouse and keyboard. Never used a pad. I call this limitation of experience...
Maybe you should give examples what games do that  "context sensitive" thing you're rummbling about?
Its the same in GoW, which i find annoying...greatly.

If you need arrows to tell you waht action can be taken its a lil flawed system imo. You should be able to determine whether you do a swat turn or roll out of cover. To unattach yourself you simply step back. Must I explain it really? Do you not see the problem or don't want to see it?

...but now I think I know what my problem. Consoles. I didnt think about it, never do. I guess its the sacrefice when they make games crossplatform.

#62
Undertone

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CONTEXT SENSITIVE - yeah, yeah we got it. No need to repeat it ten times or capslock it.

Make it optional - add a toggle. Everyone is happy. I find those arrow immersion braking. I'll play with them on the first level till I get the hang of the new system and I'll turn them off. Such option should be included.

Add to that a skippable into and an increased difficulty. The Suicide Mission was really easy and so is the entire game on insanity. I'm not saying increase the overall difficulty - let casual players play on casual difficulty and have it easy.

Above normal, things should be a challenge and insanity should really be insanity.

#63
Gabey5

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noobs need them quite cying

#64
TheKillerAngel

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If any of you have played a platformer like Tomb Raider, you would understand the frustration of jumping to a ledge, only to find out it's not one you can grab onto and then you fall to your death.

With that sort of experience, I don't mind the arrows too much.

#65
JigPig

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hangmans tree wrote...
Did IQ dropped



#66
Kabanya101

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Please take my hand and guide this rock through your computer screen!

#67
Tasker

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DoNotIngest wrote...

No red veins is great. Wonder what'll be there to replace them?


Going off the live demo... http://www.livestrea...15-094b85c03e9b

The screen has a transparent halo of red that has a few hardly noticable blood splats in it which gradually gets larger untill the entire screen is red.

With the red being transparent, he was able to carry on playing without anything obstructing his view.

I hope they keep this rather than going back to the veins because those veins were an abomination.


Chris Priestly wrote...

I will point out that for every message I have ever been sent saying "theer are too many tutorials" or pop ups or whatever, I have a lot more asking for help as they do not understand how things work.

Sure, smart people like YOU dear reader of this may not need them, but you'd be surprised how many people do.



Image IPB



Personally, I have nothing against tutorials or popups.

However, what I do hate is when said tutorials and popups take up HALF THE FRIGGIN SCREEN!

ME1s were unobtrusive but ME2s were just in your face screaming "LOOK AT ME I'M A POPUP"  and took so long to clear the screen that if you had a chain of them they took so long to cycle that they were pointless.  Why would I want informing about something I don't care about - 10 minutes after the fact.

Modifié par Orkboy, 08 juin 2011 - 11:57 .


#68
Hathur

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Chris Priestly wrote...

I will point out that for every message I have ever been sent saying "theer are too many tutorials" or pop ups or whatever, I have a lot more asking for help as they do not understand how things work.

Sure, smart people like YOU dear reader of this may not need them, but you'd be surprised how many people do.



:devil:


Just one important question... can those stupid arrows be turned off in game options screen? Cus dagnabbit that is really immersion breaking.

#69
DrIggy

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To be honest, I don't really care about the cover arrows one way or another. What I do care about is the design of the HUD part of the GUI. I absolutely hated the minimalistic approach they took in ME2, with your health/shield bar only appearing for a second or two when you're being shot and the awful veins that appear when you're near death. My main problem with this approach is that it only shows me approximately how much damage I or my squadmates have taken, while the good old health and shield bars from ME1 were always there to check and see exactly how well I'm doing in the health/shield department. I had hoped they would ditch the minimalism for ME3, but from the E3 footage it seems I was wrong. :(

Modifié par DrIggy, 09 juin 2011 - 12:14 .


#70
Thompson family

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hangmans tree wrote...

... . If this makes way to final product I might as well call myself a dying breed. ...



... "And only your fleas will mourn you."

Cookie for the reference.

#71
hex23

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hangmans tree wrote...
I understand it perfecly fine thank you. You, on the other hand are missing my point entirely making assumptions of my ignorance.


Honestly....no offense but I've read your posts and it does seem like you don't know wtf you're talking about, or why the arrows are there. Maybe you aren't expressing yourself clearly, I dunno, but just reading your responses you don't seem to understand what those arrows do.

#72
Clonedzero

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Undertone wrote...

CONTEXT SENSITIVE - yeah, yeah we got it. No need to repeat it ten times or capslock it.

Make it optional - add a toggle. Everyone is happy. I find those arrow immersion braking. I'll play with them on the first level till I get the hang of the new system and I'll turn them off. Such option should be included.

Add to that a skippable into and an increased difficulty. The Suicide Mission was really easy and so is the entire game on insanity. I'm not saying increase the overall difficulty - let casual players play on casual difficulty and have it easy.

Above normal, things should be a challenge and insanity should really be insanity.

but it has nothing to do with difficulty, its just showing you what you're going to be doing so you dont do the wrong thing which is really easy to do without the indicators.

they wont have a toggle, i can guanentee that. because its core to the gameplay, its been playtested extensively in other games as well. such as gears of war. without them you dont know what actions you're going to be taking. that doesnt add challenge, that just adds poor game design and frustratingly bad controls, with them then you know what you're doing and can play fluidily.

if you actually played with them off, im 100% positive you'd end up turning them back on.  this is one of the big things on why devs shouldnt listen too much to fans, because adding in the toggle is a BAD idea. not having them would be like not having any health indicator on screen, no vegnetting no health bar, nothing. or like not having a cross hair, or not having an ammo counter. ect. they are necessary UI elements for gameplay mechanics.

if you dont like it, dont buy the game because they arent going anywhere, i'd bet on that.

#73
hex23

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hangmans tree wrote...

Why should such a thing be limited to pad enviroment? I play solely on PC - mouse and keyboard. Never used a pad. I call this limitation of experience...
Maybe you should give examples what games do that  "context sensitive" thing you're rummbling about?
Its the same in GoW, which i find annoying...greatly.

If you need arrows to tell you waht action can be taken its a lil flawed system imo. You should be able to determine whether you do a swat turn or roll out of cover. To unattach yourself you simply step back. Must I explain it really? Do you not see the problem or don't want to see it?

...but now I think I know what my problem. Consoles. I didnt think about it, never do. I guess its the sacrefice when they make games crossplatform.


"Mass Effect" is a console game, not a PC game. If you're against cross platform games you shouldn't be playing it considering it's a console port brought over to PCs, not the other way around.

And yeah, it's fairly obvious now you have no idea what you're talking about. *shrugs*

#74
SpockLives

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Please Bioware, or Chris Priestly, or whomever. Give us a Toggle for tutorial pop-ups in ME3. It was so irritating in ME2 to have to endure endless tutorial pop-ups on my 3rd, 4th, and 5th play-throughs. Leave them on by default, but let users turn them off in the menu if we want to! I seriously almost punched a hole through my monitor a couple of times because I was so tired of seeing pop-ups.

To clarify: I'm not talking about those butt-ugly arrows in ME3.  I'm talking about the "Press and hold 'F' to leave" type pop-ups that block the screen.

Modifié par SpockLives, 09 juin 2011 - 12:27 .


#75
Clonedzero

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Hathur wrote...

Chris Priestly wrote...

I will point out that for every message I have ever been sent saying "theer are too many tutorials" or pop ups or whatever, I have a lot more asking for help as they do not understand how things work.

Sure, smart people like YOU dear reader of this may not need them, but you'd be surprised how many people do.



:devil:


Just one important question... can those stupid arrows be turned off in game options screen? Cus dagnabbit that is really immersion breaking.

can those stupid cross hairs that i use to aim be turned off in the game options screen? cus dagnabbit that is really immersion breaking.

can those stupid health, ammo and cooldown indicators be turned off in the game options screen? cus dagnabbit that is really immersion breaking.


and yes. its the same thing.