Accessing your inventory should unpause the game.
#26
Posté 18 janvier 2013 - 07:06
#27
Posté 18 janvier 2013 - 07:18
Why is making decisions in dialogue and aiming while the time stands still acceptable, but rummaging through the inventory is not? Why is inventory in moving time but Qucik Time Events unacceptable (or have you changed your mind?)
Why is it okay to pause the game in certain situations, but not at others? And why must everyone play this way?
#28
Posté 18 janvier 2013 - 08:01
While this is true, BioWare hates it when we request toggles, so I didn't request a toggle.Rawgrim wrote...
This could be solved with a toggle, i belive. if people want it they can play with that toggle on.
I requested a feature. How they implement that feature is up to them.
#29
Posté 18 janvier 2013 - 08:06
Because making decisions and aiming can happen, in game, far more quickly than the player cares to do it.Sir JK wrote...
I'm confused...
Why is making decisions in dialogue and aiming while the time stands still acceptable, but rummaging through the inventory is not?
I don't see how anyone could dig through their pack looking for something they haven't specifically kept handy without some time passing.
And if they have specifically kept it handy (by putting it in a quickslot), then they should be allowed to trigger it while paused just like a combat ability.
Because the player isn't forced to access his inventory at time-senstive moments. In combat, every action is time-sensitive, so pausing is necessary to allow players to play characters who are more dextrous than they are, or make decisions faster than they do. But there are great swaths of the game (typically) where there is no time-sensitivity at all, so inventory management could be done then without granting PCs a supernatual ability to stop time to do a count of their remaining potions while on the field of battle.Why is inventory in moving time but Qucik Time Events unacceptable (or have you changed your mind?)
They don't. I'd be happy with a toggle, but I'd also really like to be able to sort my inventory while walking, something I can't do when the game automatically pauses.Why is it okay to pause the game in certain situations, but not at others? And why must everyone play this way?
#30
Posté 18 janvier 2013 - 08:12
It'd make the game too frustrating, and I'm not a fan of unduly inconveniencing the player just for an artifice of realism.
#31
Posté 18 janvier 2013 - 08:17
#32
Posté 18 janvier 2013 - 09:26
Your pause would become less productive.
I disagree with this suggestion in that it would make the game's combat less enjoyable in my opinion.
#33
Posté 18 janvier 2013 - 10:07
Oh right foopypoo beat me to it:
Foopydoopydoo wrote...
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.
Modifié par fdgvdddvdfdfbdfb, 18 janvier 2013 - 10:09 .
#34
Posté 18 janvier 2013 - 10:09
Or, OP can time himself, then exit the UI and let the wolves gnaw on him for that amount of time. Everybody wins!Rawgrim wrote...
This could be solved with a toggle, i belive. if people want it they can play with that toggle on.
Modifié par fdgvdddvdfdfbdfb, 18 janvier 2013 - 10:22 .
#35
Posté 18 janvier 2013 - 10:18
#36
Posté 18 janvier 2013 - 10:34
ElitePinecone wrote...
I really, really dislike this idea, sorry.
It'd make the game too frustrating, and I'm not a fan of unduly inconveniencing the player just for an artifice of realism.
Agreed
#37
Posté 18 janvier 2013 - 10:46
Tho some changes would need to be made to the inventory UI - like not taking up the whole screen. Something like in NWN or in any MMO, really. That way I can see if I get ambushed or something while I am managing my inventory.
#38
Posté 18 janvier 2013 - 10:52
Though I would like it if they actually stopped you from accessing your inventory during combat and required you to pick a limited number of items for your "ready" inventory
#39
Posté 18 janvier 2013 - 10:58
gangly369 wrote...
ElitePinecone wrote...
I really, really dislike this idea, sorry.
It'd make the game too frustrating, and I'm not a fan of unduly inconveniencing the player just for an artifice of realism.
Agreed
Seconded.
#40
Posté 18 janvier 2013 - 11:05
Rawgrim wrote...
This could be solved with a toggle, i belive. if people want it they can play with that toggle on.
I prefer a slider, personally...
I agree with the others who would only consider this if there were quickslots and hotkeyed weapon-set changes available. But even then, having real-time inventory goes against the style of pausing combat. You don't have to allow all gear access during combat (I agree that armor changes don't make sense; accessories are negotiable), but unless there were a highly intuitive and low-clutter inventory system, you're not actually modeling reality.
#41
Posté 18 janvier 2013 - 11:42
As someone said earlier, consoles have a sub-menu that can be pulled up during combat that allows you easily see your potions, poisons and traps, we well as any equipment and skills/spells you have in your quick slots without going into the inventory screen.
For once, the better design choice lies on the side of the consoles! Huzzah!
Regardless, my only input to this conversation outside of the above comment would be to parrot someone else's stated appreciation for how Fallout did it, where accessing your inventory is an action that takes up time and Action Points during combat, so it was always smarter to avoid doing so unless absolutely necessary (again, minus the items/weapons you put into your quick slots).
#42
Posté 18 janvier 2013 - 12:40
Sylvius the Mad wrote...
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.
Very much a computer oriented way of looking at it and I can only see it causing problems on consoles.
#43
Guest_EntropicAngel_*
Posté 18 janvier 2013 - 02:10
Guest_EntropicAngel_*
#44
Posté 18 janvier 2013 - 02:16
#45
Guest_krul2k_*
Posté 18 janvier 2013 - 02:16
Guest_krul2k_*
Ach you get the picture, i like the idea, it could work out of combat, but in combat they would need to add more features to the game to make it viable i think, so prob best to just stick to what they have
#46
Guest_PurebredCorn_*
Posté 18 janvier 2013 - 02:55
Guest_PurebredCorn_*
#47
Posté 18 janvier 2013 - 03:13
I hate being rushed.
Not that it wouldn't be more realistic or anything, but...no.
#48
Posté 18 janvier 2013 - 03:27
Sylvius the Mad wrote...
I'd like the game to unpause when I access the inventory.
So like Dark Souls then basically? In that game at least that certainly is a big part of the tension in the action- you can't pause at all, so if you want to fiddle around in your inventory you better make sure you're in a safe spot.
I don't know how much I'd like it in a party based game like DA though, where you have a whole party of people to mess around with. That said, I wouldn't mind more strategic elements being introduced that necessitated more planning.
#49
Guest_FemaleMageFan_*
Posté 18 janvier 2013 - 03:32
Guest_FemaleMageFan_*
#50
Posté 18 janvier 2013 - 03:58
Sylvius the Mad wrote...
Pausing to make decisions simply allow the player to think slower than his character does.
But unpausing to make decisions doesn't unify the player's thinking with the character's either.
Unless, having rolled a 1 INT character, you unpaused to stare at your inventory for five minutes before wiping the drool from your face and then making the wrong decision.
Or, having rolled a 20 INT character, made an even better decision, faster, than you yourself would be capable of.
It's still arbitrary. You just want the arbitrary lines to be drawn differently than the existing arbitrary lines.
Doing this would essentially make inventory management action gameplay dependent on the ability of the player to not only make quick decisions, but execute them quickly. The very thing you hate when it comes to combat, transferred to the inventory. It would make inventory management, and the success of it while engaged wholly dependent on player skill, and less the character's.
It's also inconsistent with your other preferences, in my view. Why should, by the same logic, the player be permitted to pause to aim in Mass Effect? The character certainly isn't freezing time to make sure he's got his target down his sights. Why is that okay and managing the inventory while paused is not?
Modifié par Upsettingshorts, 18 janvier 2013 - 04:19 .





Retour en haut







