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Sidequests in ME3 - Most of them are timed - Failed after a set amount of time


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#76
THE LORD HERESY

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Who's idea was it to design sidequests in this fashion?

#77
wafflez

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Great. Constant saving ahoy.

#78
Wiggs Magee

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From a review i read its only a few that are actually 'timed' the others just become inaccesable if you progress to far through the story line, I'm not sure if this is 100% accurate or not so i'm still going to do them one at a time, i just hope they've shortened loading times otherwise i'm going to be looking at Normandy schematics for a long time.

#79
Arcadian Legend

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Wiggs Magee wrote...

From a review i read its only a few that are actually 'timed' the others just become inaccesable if you progress to far through the story line, I'm not sure if this is 100% accurate or not so i'm still going to do them one at a time, i just hope they've shortened loading times otherwise i'm going to be looking at Normandy schematics for a long time.


Is that even the loading screen anymore?

#80
mupp3tz

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Although I find this "hidden timer" kind of annoying/frustrating, it kind of makes the world more "real" in a way. This time around, success/failure doesn't just revolve around you choosing Paragon or Renegade. You actually could fail because you simply waited too long to do the quest. Interesting... though I'm still kind of irritated.

#81
Bawseee

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Thinking about this now, this actually makes sense. After all, we are fighting the Reapers. Can't expect all side-quests to just be there as an ongoing battle is occurring.

Modifié par Bawseee, 05 mars 2012 - 09:32 .


#82
nevar00

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That sounds great, actually.  I always felt that in the first game it was a bit odd that you could get a mission like
"Shepard!  A team of angry biotics have stormed a vessel and taken hostages!  We need you to get over there right now before they gun them down and save the day! ...but, you know, if you have other things to do that's okay, they're willing to wait it out for a good few weeks."  
This should make it much more realistic and easier to complete sidequests without having a necessary amount of paragon and renegade.

Wiggs Magee wrote...

From a review i read its only a few that are actually 'timed' the others just become inaccesable if you progress to far through the story line, I'm not sure if this is 100% accurate or not so i'm still going to do them one at a time, i just hope they've shortened loading times otherwise i'm going to be looking at Normandy schematics for a long time.


This... I don't like as much.  Locking you out of side quests if you go too far doesn't sounds as nice.

#83
RethenX

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Wiggs Magee wrote...

From a review i read its only a few that are actually 'timed' the others just become inaccesable if you progress to far through the story line, I'm not sure if this is 100% accurate or not so i'm still going to do them one at a time, i just hope they've shortened loading times otherwise i'm going to be looking at Normandy schematics for a long time.


well that doesn't sound so bad after all.

#84
nitefyre410

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It does not sound like a hidden timer more like a if you progress to far in the story or change quest hubs you lock yourself out of the quest.

#85
Pordis Shepard

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It depends a bit on how they implemented it, but it sounds more annoying---since I am attracted more to the rpg elements than the action elements of the game.

#86
Swordfishtrombone

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M U P P 3 T Z wrote...

Although I find this "hidden timer" kind of annoying/frustrating, it kind of makes the world more "real" in a way. This time around, success/failure doesn't just revolve around you choosing Paragon or Renegade. You actually could fail because you simply waited too long to do the quest. Interesting... though I'm still kind of irritated.


Having to stop every couple of hours to find a bathroom would also make the game world more "real", but that doesn't make it a good idea to include in a game.

I think timing is fine, as long as the player is made aware of the time limits. If the time limits are hidden, then that just adds to the aggravation factor. Would rather take the toilet-break requirement, really. :pinched:

#87
mupp3tz

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Swordfishtrombone wrote...

M U P P 3 T Z wrote...

Although I find this "hidden timer" kind of annoying/frustrating, it kind of makes the world more "real" in a way. This time around, success/failure doesn't just revolve around you choosing Paragon or Renegade. You actually could fail because you simply waited too long to do the quest. Interesting... though I'm still kind of irritated.


Having to stop every couple of hours to find a bathroom would also make the game world more "real", but that doesn't make it a good idea to include in a game.

I think timing is fine, as long as the player is made aware of the time limits. If the time limits are hidden, then that just adds to the aggravation factor. Would rather take the toilet-break requirement, really. :pinched:


Haha.. that's true! The last time I checked, the only thing Shepard can do in the bathroom is turn on faucets. :? But what I mean is for a RPG game, you don't really feel the sense of urgency for side missions since you know it's not part of the main storyline and irrelevant to the conclusion.  Putting a timer makes them bear a little more importance...

BUT!! I agree with most of the feeling on this thread.  A hidden timer is, in the end, irritating and there should be atleast SOME kind of indication that "Hey, you should probably do this quest soon..."

Modifié par M U P P 3 T Z, 05 mars 2012 - 09:38 .


#88
DTKT

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Swordfishtrombone wrote...

M U P P 3 T Z wrote...

Although I find this "hidden timer" kind of annoying/frustrating, it kind of makes the world more "real" in a way. This time around, success/failure doesn't just revolve around you choosing Paragon or Renegade. You actually could fail because you simply waited too long to do the quest. Interesting... though I'm still kind of irritated.


Having to stop every couple of hours to find a bathroom would also make the game world more "real", but that doesn't make it a good idea to include in a game.

I think timing is fine, as long as the player is made aware of the time limits. If the time limits are hidden, then that just adds to the aggravation factor. Would rather take the toilet-break requirement, really. :pinched:


That seems to be the complaint. The timers are hidden and nothing ever tells you to complete side missions asap.

What a terrible design decision. Or lack of one.

#89
Julia343

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Great. Another game with 15+ save games + autosaves.

You PC players.... do you have the "console commands" available for this one? If you do you could keep extending the time.

#90
M.Erik.Sal

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It doesn't sound like there's a hidden timer on most things, it sounds actually like it's on those little sidequests where you are told to go talk to one person and then come abck and report on what you did/found/etc. Like the Homecoming quest from ME1.

#91
Krypt0onite

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i hope at least there are no missions where we have to defend something that can not fight

#92
DTKT

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Julia343 wrote...

Great. Another game with 15+ save games + autosaves.

You PC players.... do you have the "console commands" available for this one? If you do you could keep extending the time.


The never gave us access to the console in the first place.

#93
jabajack

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I thought it was tied to the main quests, you fail if you then go on to planet X or complete quest Y. Do we know if that was the reason?

#94
mupp3tz

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M.Erik.Sal wrote...

It doesn't sound like there's a hidden timer on most things, it sounds actually like it's on those little sidequests where you are told to go talk to one person and then come abck and report on what you did/found/etc. Like the Homecoming quest from ME1.


Maybe you're right... that would make sense.  Off the top of my head, it would be applicable to missions like the one on Noveria where you're asked by Gianna to spy on a Binary Helix rep.  In this case, it'd make sense for the mission to time out if you decide to accept the request then promptly go galaxy hopping.

Modifié par M U P P 3 T Z, 05 mars 2012 - 09:49 .


#95
dw99027

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They copied DE-HR!!! This is an outrage!!! Jk

#96
GeesUp

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Bawseee wrote...

Thinking about this now, this actually makes sense. After all, we are fighting the Reapers. Can't expect all side-quests to just be there as an ongoing battle is occurring.


EXACTLY!

#97
LeCavalier

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Are the N7 side-missions the timed ones or just basic side-missions? That's what I would like to know. If it's basic side-missions that are timed, that is crap. BUT! If the N7 side-missions are timed that would make sense to me, seeing as the N7 missions are more story based.

#98
atheelogos

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THE LORD HERESY wrote...

Who's idea was it to design sidequests in this fashion?

It makes perfect sense within the context of ME3. You shouldn't be able to start a quest then leave for a week and pretend that nothings changed.

#99
elearon1

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That's awesome, it actually creates a sense of urgency and will make for replayability as there may be situations in which you have to prioritize some quests over others. It will sting, because I tend to be a completionist and so my second playthrough I'll be running around like a monkey on crack, but my canon Femshep doesn't sweat the small stuff and isn't going to waste time getting some guy's family heirloom if some kids need saving from organ harvesters a system in the other direction. Screw 'em, I got a universe ta save, they get what I give em.

#100
_symphony

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I like the idea.