Let us disable the minimap
#1
Posté 02 octobre 2012 - 07:06
Please let us turn it off.
#2
Posté 02 octobre 2012 - 07:09
#3
Posté 02 octobre 2012 - 07:26
#4
Posté 02 octobre 2012 - 08:24
A fog of war would be a nice compromise, but probably harder to implement.Maclimes wrote...
Or at least have it only reveal areas we have already explored. Don't show that there's a room behind that wall until we've discovered and opened the secret door.
Modifié par Sylvius the Mad, 02 octobre 2012 - 08:25 .
#5
Posté 02 octobre 2012 - 08:56
#6
Posté 02 octobre 2012 - 09:06
#7
Guest_Trista Faux Hawke_*
Posté 02 octobre 2012 - 09:07
Guest_Trista Faux Hawke_*
Darth Death wrote...
As long as it's optional, then I'm fine.
This. Sometimes laziness prevails. Minimap helps.
#8
Posté 02 octobre 2012 - 09:11
#9
Posté 02 octobre 2012 - 09:15
Common sense says the PC shouldn't know what's around corners or behind obstructions. Common sense says the minimap needs to go.Kail Ashton wrote...
Normally i'd take the common sense baseball bat to this thread, but if it's optional then whatever, enjoy gimping yourselves all you want
#10
Posté 02 octobre 2012 - 09:17
#11
Posté 02 octobre 2012 - 09:27
I find mini-maps always take up too much of the screen.
#12
Posté 02 octobre 2012 - 09:30
More seriously I don't mind the option, so long as its optional.
#13
Posté 02 octobre 2012 - 09:33
#14
Guest_EntropicAngel_*
Posté 02 octobre 2012 - 09:42
Guest_EntropicAngel_*
Sylvius the Mad wrote...
A fog of war would be a nice compromise, but probably harder to implement.
They did it for KotOR.
#15
Posté 02 octobre 2012 - 09:45
Though I personally reject the notion of there being such a thing as good exploration gameplay.
#16
Posté 02 octobre 2012 - 09:52
#17
Posté 02 octobre 2012 - 10:01
Really? You're wandering down a forested path, and there's a side-trail that leads to quest content, but you have no reason to believe the trail is there, and it's hidden behind a tree. You don't think finding that trail is fun?Wulfram wrote...
Well, it wouldn't be an awful idea to have it toggleable just because I might not want it taking up screen real estate for some reason.
Though I personally reject the notion of there being such a thing as good exploration gameplay.
#18
Posté 02 octobre 2012 - 10:03
But I do support customisable HUDs, being able to turn off unused sections or expand others is always a welcome feature.
#19
Posté 02 octobre 2012 - 10:05
Sylvius the Mad wrote...
Really? You're wandering down a forested path, and there's a side-trail that leads to quest content, but you have no reason to believe the trail is there, and it's hidden behind a tree. You don't think finding that trail is fun?
No, I find it a tedious chore.
#20
Posté 02 octobre 2012 - 10:08
Sylvius the Mad wrote...
You don't think finding that trail is fun?
It may be funny for completionists, but it's the same problem than the absence of branching narrative: there's a high chance the less attentive/dedicated/hardcore player may miss content, and then complain the game is too short.
Some people wants the content be shown on their faces so they can play it ASAP. And yes, some people play RPGs but they do not like exploration.
You know that feeling of "I'm stuck because I do not know which item do I need to advance in the quest so I have to backtrack the map without really knowing what I'm looking for"?
Many people loved it. I hate it.
#21
Posté 02 octobre 2012 - 10:23
Well then, don't turn off the minimap.Wulfram wrote...
Sylvius the Mad wrote...
Really? You're wandering down a forested path, and there's a side-trail that leads to quest content, but you have no reason to believe the trail is there, and it's hidden behind a tree. You don't think finding that trail is fun?
No, I find it a tedious chore.
#22
Posté 02 octobre 2012 - 10:29
Sylvius the Mad wrote...
A fog of war would be a nice compromise, but probably harder to implement.
Yeah, there seems to be something aabout 3D that makes this almost unworkable.
#23
Posté 02 octobre 2012 - 11:47
FogSylvius the Mad wrote...
A fog of war would be a nice compromise, but probably harder to implement.Maclimes wrote...
Or at
least have it only reveal areas we have already explored. Don't show
that there's a room behind that wall until we've discovered and opened
the secret door.
of war would be good. But it needs to work right. I once got stuck
for a couple hours in Durlag's Tower because I kept walking by a hallway
that I didn't know was there because the fog of war over it never
disappeared. It was only by accident that I finally found it, and while
I was very relieved to have found it, I was horribly annoyed at the
same time because there was no way that my character could have missed
seeing it.
It works fine in XCOM:Enemy Unknown.AlanC9 wrote...
Yeah, there seems to be something aabout 3D that makes this almost unworkable.Sylvius the Mad wrote...
A fog of war would be a nice compromise, but probably harder to implement.
#24
Posté 03 octobre 2012 - 04:12
#25
Posté 03 octobre 2012 - 04:30
A movable camera probably would have prevented that.Vaeliorin wrote...
Fog of war would be good. But it needs to work right. I once got stuck for a couple hours in Durlag's Tower because I kept walking by a hallway that I didn't know was there because the fog of war over it never disappeared. It was only by accident that I finally found it, and while I was very relieved to have found it, I was horribly annoyed at the same time because there was no way that my character could have missed seeing it.
I recall a subway tunnel in Fallout 3 that I missed in three separate searches of the area, and when I finally found it it was clear that my character totally could have just missed it three times. It was very cleverly disguised.





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