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Accessing your inventory should unpause the game.


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111 réponses à ce sujet

#1
Sylvius the Mad

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I'm a huge fan of pausing the game to make decisions.  If the combat in these games were not pausable, I wouldn't play them.  I even pause to aim in Mass Effect (really - almost every shot).

But I don't like that I can stop the world and actually do things while the world is frozen around me.  Pausing to make decisions simply allow the player to think slower than his character does.  It also allows the player to play more than one character simultaneously (something that is impossible in real time).

But accessing inventory while paused?  Is a Hurlock or a Seeker or whomever going to stand there and wait for you to rummage through your pack looking for things?  Again, I maintain that pausing to make decisions simply simulated the ability of your character to make decisions faster than you can do it, but unless we are to believe that the PC and his companions can browse their inventory instaneously, allowing the game to be paused while accessing the inventory is absurd.

Furthermore, this would allow the characters to move while the inventory is being accessed (move-to-point, open inventory, rummage, find what you want, close inventory, arrive at destination), thus reducing the amount of downtime required to navigate the list inventory.

This would encourage strategic planning (making sure things you'll want are easily accessible in quickslots), reduce unproductive gameplay time, and enhance realism.

I'd like the game to unpause when I access the inventory.

#2
Faust1979

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That would suck and I hate games that do that, I hope they don't go that route. I hated that game Dark Souls from what I remember that game went the same route and it sucked

#3
Sylvius the Mad

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Baldur's Gate does this.

It would also encourage them to define a more efficient inventory system that displays more content on the screen at once (and, ideally, is sortable).

#4
ScarMK

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This was in Sacred as well and would love it in Dragon Age.

#5
Plaintiff

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I thought you were opposed to gameplay aspects that relied on player skill and made the game less accessible to those with disabilities.

#6
Renmiri1

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IMO
pause on combat = lame
pause on inventory (out of combat) = heaven

but I wouldn't dream of requiring you to play as I do. Don't presume to do the same to me

#7
Addai

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No. This is nannying. Let me play the game the way I want. If you don't, I'll just reload anyway, and you can't stop me!

#8
Ausstig

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That op is one of the worst suggestions I have ever heard, if it is mandatory. Make it option sure, but don't push your dumb ideas on the rest of us.

If the game pauses while I think about my next action it can pause when I go through my bag.

#9
thats1evildude

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Your idea is bad and you should feel bad.

I hope the use of a Futurama quote doesn't trivialize how truly awful this feature would be. Such an addition would force me to leave the series, and I love Dragon Age. That's how bad it is.

Modifié par thats1evildude, 18 janvier 2013 - 05:49 .


#10
Solmanian

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Lets say I have Yusaris, it gives me +10 against dragons. That great when I happen to fight dragons. Not so great when I fight the other 99% precent of non-dragon enemies. It makes no sense to equip it even as an alterante (my alternate gear in DA:O was my anti darkspawn gear). Also, DA:I needs to bring back alternate sets. Your main weapon is the weapon that works best, on average, against different enemies you might encounter; with your alternate geared against the most common enemy (usualy humans or darkspawns or undead). But every once once in a while you encounter the oddball freak of nature that just isn't impressed with your current weapon choices, and if unpaused will rarely be courtious enough to wait while you do this:



#11
Orian Tabris

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If you can switch a massive armour set you're currently wearing with an entirely different set, within a few seconds, why then, would it make more sense for the game to be unpaused? It certainly doesn't add any realism. If anything, it just feels like poor game design.

I doubt anyone will ever do a better job than Fallout 1 & 2 did. It was turn-based, and you had a set amount of things you could do in combat. Accessing the inventory cuts 4 points off your turn, giving you less actions to take (for most PCs, it would leave no more than 4 or 5 points left to for them to use).

Maybe they should make it a toggle button?
:lol:

That would let people choose which they prefer, instead of being stuck with a feature they didn't like.

Modifié par Orian Tabris, 18 janvier 2013 - 05:53 .


#12
Face of Evil

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Couldn't I just pay someone to beat my testicles with a knotted rope instead? That would be less painful and it would relieve that nasty itch behind my left nut.

Modifié par Face of Evil, 18 janvier 2013 - 06:00 .


#13
Fredward

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Nah.

#14
Vaeliorin

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I'd be fine with it if they gave us back NWN-style quickslots. If we can't put equipment in quickslots (a design decision that makes no sense to me) it would make changing around gear for specific enemies way too much of a pain (my character knows where his flaming sword is, but who knows where it ended up in the list...if we could get rid of the list, it wouldn't be as much of an issue.)

#15
AlanC9

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I like this idea in principle, but to do it right you need to think about things like quickslots for stuff that the characters keep on hand, like the potion slots on armor in The Witcher. Or NWN as Vaeliorin mentions, though that's not as obviously tied to the real world. I'm not a huge fan of having a golf bag of specific weapons, but NWN was just being faithful to D&D.

Note that this would likely result in an easier game for people who are really good with a mouse.

Modifié par AlanC9, 18 janvier 2013 - 06:29 .


#16
Sylvius the Mad

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Addai67 wrote...

No. This is nannying. Let me play the game the way I want.

In principle, I agree, but lacking the feature forces me to play the game your way.  I'd like to be able to do my inventory management while moving (like I could in BG).  No BioWare game since has allowed it.

#17
TheJediSaint

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Sylvius the Mad wrote...

Baldur's Gate does this.

It would also encourage them to define a more efficient inventory system that displays more content on the screen at once (and, ideally, is sortable).


You can access the inventory either paused or unpaused in Baldur's Gate.

#18
caradoc2000

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It may be feasible on PC, where you have plenty of quickslots, but not on consoles.

#19
Sylvius the Mad

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Orian Tabris wrote...

If you can switch a massive armour set you're currently wearing with an entirely different set, within a few seconds, why then, would it make more sense for the game to be unpaused? It certainly doesn't add any realism. If anything, it just feels like poor game design.

Many games prohibit changing your armour while in combat.  Presupposing that the game will not do this (thus undercutting its own design) isn't an honest review of the proposal.

Plaintiff wrote...

I thought you were opposed to gameplay aspects that relied on player skill and made the game less accessible to those with disabilities.

My proposal doesn't do this.  There's plenty of time to access your inventory between encounters.

Alternatively, I could suggest making the niventory inaccesible during combat at all, but that seems contrived.  I'd like to encourage players to plan ahead, rather than being able to spend time swapping our gear while enemies
wait for them.

Vaeliorin wrote...

I'd be fine with it if they gave us back NWN-style quickslots. If we can't put equipment in quickslots (a design decision that makes no sense to me) it would make changing around gear for specific enemies way too much of a pain (my character knows where his flaming sword is, but who knows where it ended up in the list...if we could get rid of the list, it wouldn't be as much of an issue.)

That is the ultimate point of my suggestion.  I'd like a better inventory design.  If the pausing system actually penalised wasted time in inventory (which players apparently don't otherwise notice, even though it costs them hours of gameplay time), then we'd see demand for a more efficient inventory system.

Modifié par Sylvius the Mad, 18 janvier 2013 - 06:34 .


#20
Sylvius the Mad

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TheJediSaint wrote...

Sylvius the Mad wrote...

Baldur's Gate does this.

It would also encourage them to define a more efficient inventory system that displays more content on the screen at once (and, ideally, is sortable).


You can access the inventory either paused or unpaused in Baldur's Gate.

No.  BG2 gives the player control.  BG automatically unpauses the game when the inventory is opened.

Many people who've only played BG using Tutu are unaware of the mechanical differences between the two games.  And I'm entirely unaware of how the Enhanced Edition handles it.

#21
Sylvius the Mad

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caradoc2000 wrote...

It may be feasible on PC, where you have plenty of quickslots, but not on consoles.

There's no reason why consoles can't have plenty of quickslots.  NWN taught us how the number of quickslots can exceed the number of buttons available to activate them by using those buttons in combination.

Consoles could do the same.

#22
Direwolf0294

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I have the exact opposite view. You should be avoiding pausing during things like combat and accessing the inventory is one of the times the game should pause. Not pausing during accessing the inventory works well for a survival horror game like Dead Space, but for a game like Dragon Age it would be pretty horrible.

#23
caradoc2000

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Console DAO and DA2 already has the inventory wheel, which pauses the game, allows access to the abilities as well as the inventory. I'm just wondering if you mean that one should be able to access abilities but not the inventory while paused? Something Witcher style?

#24
Sylvius the Mad

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I'm entirely unfamiliar with the console version of basically anything.

#25
Fredward

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Sylvius kinda reminds me of a more militant version of Abed from Community.

ALSO. I think some things should not be allowed to happen during a fight, like changing armor, but when I open the inventory to chug a potion it's the equivalent of pressing a hotkey button to drink a potion it's just real world me that needs to go navigating through a non existent interface.