Modifié par hangmans tree, 08 juin 2011 - 08:28 .
Please take my hand and guide me...
#51
Posté 08 juin 2011 - 08:27
#52
Posté 08 juin 2011 - 08:38
#53
Posté 08 juin 2011 - 08:40
they are CONTEXT SENSITIVE.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).
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_*
Posté 08 juin 2011 - 08:45
Guest_Guest12345_*
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.
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
Posté 08 juin 2011 - 08:48
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.
What about a toggle?
#56
Posté 08 juin 2011 - 08:49
#57
Posté 08 juin 2011 - 08:49
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
Posté 08 juin 2011 - 08:55
Thank you
#59
Guest_Guest12345_*
Posté 08 juin 2011 - 08:59
Guest_Guest12345_*
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
Posté 08 juin 2011 - 08:59
#61
Posté 08 juin 2011 - 10:29
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...Clonedzero wrote...
they are CONTEXT SENSITIVE.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).
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.
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
Posté 08 juin 2011 - 11:21
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
Posté 08 juin 2011 - 11:28
#64
Posté 08 juin 2011 - 11:30
With that sort of experience, I don't mind the arrows too much.
#65
Posté 08 juin 2011 - 11:31
hangmans tree wrote...
Did IQ dropped
#66
Posté 08 juin 2011 - 11:35
#67
Posté 08 juin 2011 - 11:48
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.
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
Posté 09 juin 2011 - 12:01
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.
Just one important question... can those stupid arrows be turned off in game options screen? Cus dagnabbit that is really immersion breaking.
#69
Posté 09 juin 2011 - 12:13
Modifié par DrIggy, 09 juin 2011 - 12:14 .
#70
Posté 09 juin 2011 - 12:18
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
Posté 09 juin 2011 - 12:20
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
Posté 09 juin 2011 - 12:23
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.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.
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
Posté 09 juin 2011 - 12:23
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
Posté 09 juin 2011 - 12:25
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
Posté 09 juin 2011 - 12:26
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.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.
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 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.





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