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(Req) Combat Log and Auto Pause


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2 réponses à ce sujet

#1
Mithadris Cousland

Mithadris Cousland
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The games moves too quickly for some folks.  Also, why have the ability to see to-hit rolls and damage been omitted?  If you miss the floating number above someone's head, you have no idea what's happened.  And what about hitting someone with an ability like a pinning shot?  It's not clear enough.

Is there any way a modder would be able to implement something akin to the combat log of Baldur's Gate II where we can read in text exactly what's happened on the battlefield similar to:

Alistair attacks Hurlock (Roll)15 + (modifier) = 24 (Hit).
Alistair does 19 damage to Hurlock.

Also, more auto-pause options.  Auto-pause every round, at least?  

#2
Challseus

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You may be interested in a conversation we had over at the Scripting forum this morning, with regards to auto-pausing.

#3
Guest_etfeet_*

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from http://social.biowar.../index/245995/5

Georg Zoeller wrote...

We used an commercial high
performance logging and analysis system with the game (outputting to an
external app on a second monitor) that we were not able to bundle, so
the debug output side of things for mod developers is definitely
lacking at this point.

I absolutely agree that there should be
debug output for modders. I'm sure that something the liveteam is
looking into (although it never hurts to ask them for it directly on
the toolset forums).

What wouldn't help is asking for a full in game UI combat log, because that's not going to happen :)


Georg Zoeller wrote...

I'm not a fan of polls. Game
development decisions are rarely 'should we add feature x'. They're
almost always 'do we add feature X or feature Y'

Polls, just
like petitions or boycotts (http://i.imgur.com/17vKk.png) usually don't
help, because if you ask people 'do you want a cookie', most of them
will say yes, even if they don't really feel they need a cookie.

So,
a better question would be 'Combat Log' or 'Weapon and Armor
Crafting*'? or 'Combat Log' but also an increase in minimum machine
spec?

Sounds odd? It isn't - ombat logging is quite performance
expensive - pushing a high volume of strings through the scripting VM
into the engine and then into the UI is a major performance concern -
one of the reasons all the log statements are #ifdef'd out so they
don't generate instructinos on the VM.

Does that mean we don't
care for the community? No, we're always listening and interested in
feedback - but polls, petitions or high volume posting on our forums
has/have no more impact that a single well thought out post, a well
written review or or a mod that turns out to be very popular,
indicating interest for a feature.

And just in general, I'm
really absolutely immune to the 'if you don't do what I want your
company is bad because it doesn't listen to me about how the game
should be made and what features it should have'  school of thought.

Believe
me - we've discussed features like the combat log before cutting it. We
understoodnd that some people would feel it is absolutely vital - and
we made a concious choice, after weighting benefits and drawbacks, to
say 'not happening - people who feel it is absolutely vital will have
to look elsewhere or resort to modding'. That has nothing to do with
not listening to the customer and everything to do with defining the
target audience for the game.

I'm not taking joy or pleasure in
telling people their favourite feature was cut, deemed legacy or
otherwise rejected - but I also feel it is important to be honest and
not give people BS about how we're 'thinking about it' and 'maybe gonna
add it in the future'.

I feel it makes more sense to give you
an indiciation when you're fighting a lost cause or what your options
are instead of letting you waste time running against windmills that
you won't fell, regardless how often you try.

Granted, it is
foolish for me to say 'will never happen', because I know quite well
that we can sneak all kinds of things into our game (like cloaks) that
we categorically rejected before - but at this point it serves to make
a point - chances of getting a combat log of the type like in Baldur's
Gate anytime soon are nil. Way too many factors (string performance, UI
design considerations, cost vs. benefit analysis, game accessibility)
are aligned against it. Some kind of debug output to file or screen is
much more likely.


I hope this explanation makes sense to you.

* Used for example purposes only, no upcoming feature implied.


Modifié par etfeet, 24 novembre 2009 - 07:25 .