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Accessing your inventory should unpause the game.


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#26
Rawgrim

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This could be solved with a toggle, i belive. if people want it they can play with that toggle on.

#27
Sir JK

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I'm confused...

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
Sylvius the Mad

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Rawgrim wrote...

This could be solved with a toggle, i belive. if people want it they can play with that toggle on.

While this is true, BioWare hates it when we request toggles, so I didn't request a toggle.

I requested a feature.  How they implement that feature is up to them.

#29
Sylvius the Mad

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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?

Because making decisions and aiming can happen, in game, far more quickly than the player cares to do it.

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.

Why is inventory in moving time but Qucik Time Events unacceptable (or have you changed your mind?)

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 it okay to pause the game in certain situations, but not at others? And why must everyone play this way?

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.

#30
ElitePinecone

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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.

#31
Kidd

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I can get behind unpaused inventory out of combat, since you can tell your party to go somewhere and rummage through the inventory while they're walking. In combat however it just makes me stress as I move my cursor around doing things.

#32
Celene II

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This would just make the game more action based.

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
fdgvdddvdfdfbdfb

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Hey OP you're wrong, navigating an unwieldy UI isn't exactly like grabbing something out of your pocket. But playing a real time animation for things like making traps and potions, changing clothes etc would be good. Also combat and dialogue should be real-time.

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
fdgvdddvdfdfbdfb

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Rawgrim wrote...

This could be solved with a toggle, i belive. if people want it they can play with that toggle on.

Or, OP can time himself, then exit the UI and let the wolves gnaw on him for that amount of time. Everybody wins!

Modifié par fdgvdddvdfdfbdfb, 18 janvier 2013 - 10:22 .


#35
BouncyFrag

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It could work if it was implemented in a 'hardcore' mode similar to that in Fallout: New Vegas. It doesn't effect the difficulty of the enemies, but does require eating/drinking/sleeping/potion use/etc.

#36
gangly369

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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
Wullo

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I would like to be able to move while looking at my inventory, so I support the OP's idea :)
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
Wulfram

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No thanks. That would just be annoying.

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
smallwhippet

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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
Gazardiel

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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
Fast Jimmy

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Sylvius, in regards to your idea of an improved inventory interface, I'd actually suggest picking up the console version, believe it or not.

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
Kenny Da Finn

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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_*

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I can understand the reasoning behind this request, but I must say I would be against it. It's not that I ever actually go into the inventory, myself, in combat, but it's a restriction I wouldn't care for.

#44
LPPrince

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Nah. I'd rather handle all inventory stuff while paused.

#45
Guest_krul2k_*

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out of combat with an auto run feature it wouldnt bother me in the slightest. say like world of warcrafts, in combat though i need it simply because im playing DA2 on nightmare just now and alot of the enemies have resists so basically im accessing my inventry alot to swap out weapons, then on top of that because of the way i play the game i normally have a couple of sets of armor aswell in my bags withdifferent resists runed on them for particular encounters.

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_*

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I remember playing Baldur's Gate 2 for the first time and one of the first things I noticed was the pause when accessing inventory. I thought it was a huge improvement then and I still do. For me, it was about the developers placing more importance on convenience rather than what was more realistic and I appreciated it.

#47
Blackrising

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Nonononono.
I hate being rushed.
Not that it wouldn't be more realistic or anything, but...no.

#48
Brockololly

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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_*

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Sylvuis is so meta. That is a compliment btw

#50
upsettingshorts

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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 .