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Wave Combat - why?


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#126
TEWR

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Sylvius the Mad wrote...

Dakota Strider wrote...

The main reason I would oppose your idea, is because I have a life outside of the game, that may call me away at any second.  Being able to pause...or leave in the middle of a conversation, and come back to it much later without the game going forward without me is important.  I do like a sense of urgency, but if the game requires you to be attentive to it at all times, then I will have to decide between the game and family.  Not much of a contest there.  There can be no "real time" timers for conversation.   Conversations in Bioware games can be lengthy, and that is a good thing.  But we need to be able to walk away from the screen if necessary, and not find out something has happened, because we were not there to click at the right time.

I agree entirely.  Conversations and cutscenes should be pausable.


The console versions allow for this. On the PS3, you can press the Playstation button in the middle of the controller and it effectively pauses the game by bringing up the XMB.

I assume the Xbox 360 has a similar feature. Not sure if the PC versions have something like that.

#127
berelinde

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^^ They don't. We complain, but nothing ever gets done.

#128
Jerrybnsn

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They probably put it in for the same reason they gave hurlocks about twenty more hit points before they go down; to make the awesome combat last longer and seem more challenging. I'm glad they added in the auto attack, because hitting just one button so many times was insane button mashing.

#129
Sylvius the Mad

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The Ethereal Writer Redux wrote...

Sylvius the Mad wrote...

Dakota Strider wrote...

The main reason I would oppose your idea, is because I have a life outside of the game, that may call me away at any second.  Being able to pause...or leave in the middle of a conversation, and come back to it much later without the game going forward without me is important.  I do like a sense of urgency, but if the game requires you to be attentive to it at all times, then I will have to decide between the game and family.  Not much of a contest there.  There can be no "real time" timers for conversation.   Conversations in Bioware games can be lengthy, and that is a good thing.  But we need to be able to walk away from the screen if necessary, and not find out something has happened, because we were not there to click at the right time.

I agree entirely.  Conversations and cutscenes should be pausable.


The console versions allow for this. On the PS3, you can press the Playstation button in the middle of the controller and it effectively pauses the game by bringing up the XMB.

Consoles allow for this.  There's nothing about the console versions of the game that do anything of the sort.  It's a feature of the consoles that you can always access the main menu, and doing so pauses the game.

PCs don't do that, so I'm asking for something to be built into the game.  We know it can be - NWN2 has pausable conversations and cutscenes.

#130
robertthebard

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Sylvius the Mad wrote...

The Ethereal Writer Redux wrote...

Sylvius the Mad wrote...

Dakota Strider wrote...

The main reason I would oppose your idea, is because I have a life outside of the game, that may call me away at any second.  Being able to pause...or leave in the middle of a conversation, and come back to it much later without the game going forward without me is important.  I do like a sense of urgency, but if the game requires you to be attentive to it at all times, then I will have to decide between the game and family.  Not much of a contest there.  There can be no "real time" timers for conversation.   Conversations in Bioware games can be lengthy, and that is a good thing.  But we need to be able to walk away from the screen if necessary, and not find out something has happened, because we were not there to click at the right time.

I agree entirely.  Conversations and cutscenes should be pausable.


The console versions allow for this. On the PS3, you can press the Playstation button in the middle of the controller and it effectively pauses the game by bringing up the XMB.

Consoles allow for this.  There's nothing about the console versions of the game that do anything of the sort.  It's a feature of the consoles that you can always access the main menu, and doing so pauses the game.

PCs don't do that, so I'm asking for something to be built into the game.  We know it can be - NWN2 has pausable conversations and cutscenes.

As it stands right now, cutscene dialogs do pause the game.  I entered a dialog with an NPC during some party banter, and they picked up right where they left off.  I only noticed it the one time, since it was a dialog I wanted to hear, and was cussin' because I was going to miss it, and then didn't miss it.  The problem with dialogs, much as in DA:O, is that the cutscene always moves you to a specific stage, instead of the dialog just taking place where you're at.

OT:  The biggest problem I have with these kinds of games are triggered spawns.  In our NWN's module, we had a script that spawned all the creatures in the area in an OnEnter script, that spawned them at an appropriate level for the player.  When they left the area, a sweeper cleaned out anything they may have left, creatures they didn't encounter, drops they didn't loot, etc etc.  The server was virtually empty of enemies except for where people were.  It reduced a lot of resource use, and didn't add overmuch to the loading screens.

The waves were "meh".  Some were poorly implemented, such as dropping out of cave roofs, barring, of course, spiders, which seemed rather appropriate to me.

Modifié par robertthebard, 05 juin 2012 - 01:59 .


#131
Sylvius the Mad

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robertthebard wrote...

As it stands right now, cutscene dialogs do pause the game.

They pause the action outside of the dialogue (which I actually don't like).  But you can't pause the cutscene or dialogue itself.

If Isabela is delivering some multi-line speech, there's no way to pause the game so you can attend to something else and not miss anything.

Games used to wait for the player's input after every line.  Now they don't, so now we need a pause mechanism.

#132
AkiKishi

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Jerrybnsn wrote...

They probably put it in for the same reason they gave hurlocks about twenty more hit points before they go down; to make the awesome combat last longer and seem more challenging. I'm glad they added in the auto attack, because hitting just one button so many times was insane button mashing.


It's because people complained about having nothing to do between cooldowns.

#133
Taritu

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I could be wrong, but as I recall, in DA1 the PC did not usually have waves (or ever?) but the console did, due to system limitations. DA1 was developed originally for the PC, DA2 was not.

I suspect that may be a major factor.

For myself, I don't mind waves IF they spawn at places that make sense so I can have some tactics. DA2 really angered me by dropping spawns into what I though were the back lines, over and over again.

I also liked in DA1 when you came into real ambushes, prepared setups, like when fighting the guards or gangs in Denerim (arguably the toughest enemies as a class in the game.)

#134
robertthebard

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Sylvius the Mad wrote...

robertthebard wrote...

As it stands right now, cutscene dialogs do pause the game.

They pause the action outside of the dialogue (which I actually don't like).  But you can't pause the cutscene or dialogue itself.

If Isabela is delivering some multi-line speech, there's no way to pause the game so you can attend to something else and not miss anything.

Games used to wait for the player's input after every line.  Now they don't, so now we need a pause mechanism.

Ah, gotcha.  That's the one thing I miss in all of DA, the chat box, so that I can scroll back through dialog to see anything I might have missed.

#135
AkiKishi

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Taritu wrote...

I could be wrong, but as I recall, in DA1 the PC did not usually have waves (or ever?) but the console did, due to system limitations. DA1 was developed originally for the PC, DA2 was not.

I suspect that may be a major factor.

For myself, I don't mind waves IF they spawn at places that make sense so I can have some tactics. DA2 really angered me by dropping spawns into what I though were the back lines, over and over again.

I also liked in DA1 when you came into real ambushes, prepared setups, like when fighting the guards or gangs in Denerim (arguably the toughest enemies as a class in the game.)


No waves with a few exceptions.