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Party member running when following walking PC?


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24 réponses à ce sujet

#1
ngen

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One of my friends just introduced me to the game. He was lucky to get it early from a pre-order.
As Im still waiting for the game through steam I rushed over to his flat to see it in action.

It looks so amazing - but I wouldnt wanna get too many details so I started my own char on his game.
He let me play for an hour or so before he kicked me home :ph34r:
Im going to write a lengthy player review when I can fully emerge in to my own DD copy. But first impression is that Its one of the best god**** games Ive encountered for a long time.

One thing I noticed quite quickly though was that party members dosnt walk when you walk? Which is actually the only thing I've found so far which was quite annoying, its one of those immersion things - and since Im the type of RPG'er that likes to walk around in new places It felt quite fake to have a party member following me like that. I didnt check the manual or anything so I might have missed out on a hidden feature. Anyone know anything about this?

Modifié par ngen, 02 novembre 2009 - 11:24 .


#2
DPB

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I haven't played it, but if it this is the PC version perhaps selecting your entire party at once would work, instead of using one character at a time and autofollow. Drag a box around your characters or use shift and the f-keys.

Modifié par dbankier, 02 novembre 2009 - 11:32 .


#3
ngen

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Hmm I think I tried that... Didnt seem to work.

#4
smallrit

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I noticed this issue in nwn2 where my party member are always running when my pc is walking around. It becomes so annoying(because they will occasionally pause and run pause and run...) and in the end I just abandon all of my party members.



I hope there is a way to fix this problem though, I like to see the whole party walking and admiring the scenery around them, make it feel more like an adventure to me.

#5
ngen

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smallrit wrote...

I noticed this issue in nwn2 where my party member are always running when my pc is walking around. It becomes so annoying(because they will occasionally pause and run pause and run...) and in the end I just abandon all of my party members.

I hope there is a way to fix this problem though, I like to see the whole party walking and admiring the scenery around them, make it feel more like an adventure to me.



Yes this was exactly what i experienced. I hope we can mod this and/or get some help from Bioware to fix it asap - because it was actually an immense immersion destroyer. Odd how the little things can mean so much - but I guess that is what happens in an RPG.

#6
Mordaedil

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smallrit wrote...

I noticed this issue in nwn2 where my party member are always running when my pc is walking around. It becomes so annoying(because they will occasionally pause and run pause and run...) and in the end I just abandon all of my party members.

Or you could set all your party member in NWN2 to "Track mode" so they walk all the time until combat strikes?

#7
Direheart66

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Well there would be a way, kinda leave your party members at camp and go explore on your own.

#8
Guest_KevinBantichai_*

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Modifié par KevinBantichai, 07 décembre 2011 - 06:09 .


#9
I Valente I

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I just pretend they are playing an epic game of "red light-green light" behind my back; because every time I turn around they just stand there and look at me like they weren't doing anything. They must not want me to play with them.

#10
Endurium

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Walking isn't fully supported in this game, yet:

PC issues:
- Click to move/use/unlock distant location or container/object defaults to run even in walk mode
- Stealth in combat defaults to run even in walk mode (can't switch to walk)
- As noted, unmodded followers do not recognize walk mode
- Edit: it is difficult/impossible to walk over certain steps/wooden bridges that you can otherwise run over

Walking also seems just a bit too slow. It probably didn't get much testing in QA. After all, everybody runs, right? The majority perhaps, but I enjoy walking too.

Modifié par Endurium, 02 décembre 2009 - 02:18 .


#11
Guest_KevinBantichai_*

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Modifié par KevinBantichai, 07 décembre 2011 - 06:09 .


#12
Szegedin

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On the old forums a Bioware rep said the following -

Personally, I could do without walking at all unless there are very
specific floor puzzles, positioning, or pathfinding issues involved. I
get very impatient when I am forced to walk, because I want to get to
the next encounter, story point, or puzzle that will advance my game.


Funny thing that, - including a walk feature, as the developers did indeed do, is certainly not tantamount to 'forcing' the player to walk.  It's an option.  Options are good.   

The interesting thing with the walk/run mismatch is that the resulting clumsiness in exploration actually belittles the characters that we're supposed to be taking oh so seriously....oh well, I suppose a little comedy does help to alleviate the story's many detours to facepalm city....

It's like, these developers realized its not cool to have characters running and jerking all over the place in cutscenes, they realized that would look silly, possibly giving the proceedings an unintended flavor of slapstick,

and yet they didn't extend the same logic to the game-play animations.....weird.

They way these boys think I suppose we should be grateful there's a walk function at all....     

#13
BeljoraDien

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I completely agree with the OP. There needs to be a better walking system. It's odd because there are actually cut scenes where you are walking... as though they expected you to be walking during the actual game. But like was pointed out, your allies look like freaking idiots when you do. It seems like such an easy thing to update, if Bioware cares... if they don't care, perhaps a modder does?

#14
Guest_LordReinhart_*

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I find rpg posts like this ridiculus lol.

#15
Szegedin

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LordReinhart wrote...

I find rpg posts like this ridiculus lol.


Not sure what RPG's have to do with it.  Control of pace and flow is a welcome addition to all games, - walk vs. run is a staple of the majority of FPS's for instance.  Maybe you find such opinions ridiculous because you have no eye for elegance in design? 

Mostly I added words here to add support to any who might find something of interest in the toolset in regards to follower animations.  

#16
MOTpoetryION

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I think the Ai as a whole is something that would of been in a 90's game. IMO the whole tactics
feature was just a pretty way to mask a ****** poor Ai . In reality the pause option just gives us
the ability to FIX their Ai. Nice try bioware you may of fooled most with this "tactics" option . But
i see it for what it is. Please being able to pause a fight. lmao
Bioware ,lets see if you can make a modern day Ai

PS bioware lets try not and be lazy about just adding a script to transport us to a replica area
for an action scene trigger

example :  like the  defense of redcliff , the attack on the camp.
i can kind of accept the redcliff because it was a different time of day
But should of at least added a night cycle for redcliff if not the whole game 
Both places i had set traps and both times you just switched us to a replica and in turn
made our traps rendered useless, because they were not there. Then after the scene is over  we
are switched back and you end up seeing all the traps again not one set off because they
were not there. lazy lazy lazy

Modifié par MOTpoetryION, 13 janvier 2010 - 04:37 .


#17
alphamaned

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i hope they fix this. their is no excuse

#18
Sloth Of Doom

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alphamaned wrote...

i hope they fix this. their is no excuse


I remember reading somewhere on these forums about a month ago (can't find the damned link) where a dev (Georg Zoeller?..could be wrong) said that this was an issue that was unikely to be fixed officiay....only in stronger words.

I really wish I could find the link. :(

#19
Mordaedil

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THREAD NECROMANCY CAST!

#20
Sloth Of Doom

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I was wiling to answer one necro, but now I notice that he is necroing every effing post about walking.

Another person added to the short long list of people who try my patience....which is now somewhere in the negatives. <_<

#21
alphamaned

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sorry sloth.  please dont put me on your listImage IPB

Modifié par alphamaned, 14 janvier 2010 - 03:15 .


#22
Szegedin

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He didn't necro the topic I did.

#23
Sloth Of Doom

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alphamaned wrote...

sorry sloth.  please dont put me on your listImage IPB


I can't control the list.  It has a mind of its own....it's sleeping right now....help me!   Help me!

#24
Bytor_Snowdog

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how do you switch to walk if you're on a laptop and don't have a numpad?

#25
Szegedin

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MOTpoetryION wrote...

PS bioware lets try not and be lazy about just adding a script to transport us to a replica area
for an action scene trigger

example :  like the  defense of redcliff , the attack on the camp.
i can kind of accept the redcliff because it was a different time of day
But should of at least added a night cycle for redcliff if not the whole game 
Both places i had set traps and both times you just switched us to a replica and in turn
made our traps rendered useless, because they were not there. Then after the scene is over  we
are switched back and you end up seeing all the traps again not one set off because they
were not there. lazy lazy lazy


That sucks you got robbed of your traps - setting 'em up pre-battle is a natural response when everyone around you is talking incessantly about *preparing* for the upcoming attack come nightfall...

I guess BW didn't count on you actually *thinking* about the situation they'd put you in...