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 .