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Cutscenes followed by Combat and Fireballs to the Face


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34 réponses à ce sujet

#1
Ancientsaga

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This has been on my mind lately and after playing through the past DA titles, on the hardest difficulty, i came to realize that cutscenes that lead to combat bother me at times. I'm not asking for a change but hear me out please.

 

I'm wondering if there is any way to make it so my group and I have more time to respond before i get a face full of fireball.

During my playthroughs i noted many times this:

 

1. Group and I walk into room

2. Cutscene happens

3. Cutscene ends, all four members (no matter where they were standing before) are now handled in the middle of the room

4. Build In Pause happens - i have this opinion clicked or i hit pause myself

5. I reposition group

6. Hit to unpause

7. Characters turn (not walks/runs) to reposition themselves by my order, but Group gets hit with fireball*or something horrible*

8. Death or badly injured group

 

Now i normally have no issues with this; however, with DAI returning tactical view (which i love) and (what i'm hoping for) hard fights I wonder: Are you, Bioware, giving us a little more time for our orders to go off or delaying the boss's aggression in the first moments, or NOT going to reposition our team into a big bear hug after cutscene, OR am I going to get a lot of fireballs to the face?

 

Just wondering and no matter what i still love you guys!

 


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#2
Magdalena11

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Can't agree with you more.  It's so frustrating to queue everyone into position going into an encounter only to have the cutscene rearrange everyone, then have the enemy spellcaster fireball or the archer scattershot before anyone has time to react.  There's always the reload option for when the initial crushing prison takes out the healer, but giving players a chance to react at the same time as the enemy would make a nice change.


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#3
PsychoBlonde

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Yeah, I've played too many games where it hasn't even finished loading out of the cutscene and I'm already getting hit by enemy abilities.  That's uncool.

 

I want revenge.  I want a party surprise round.  There should be a dialog option for "terminate this conversation with a fireball" (or similar).  That'd actually be cool.  That would seem fair.  The initiative should not always go to the enemies.



#4
Ancientsaga

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Revenge, sweet revenge.

 

I dislike the initiative going to the enemy. Even more so i don't like it going their way when it is I that is being the agressive one. Example, blood mage comes along and says "i'm not a blood mage *smiles*" and I"m just "yeah die now"...or something similar. I don't like it that they get the first go when i'm the one that is being more agressive. /sigh

 

I just can't win, but hey that is why...as Magdalena11 talks about.. i reload and try again...and again...then...again. :)


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#5
aTigerslunch

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This OP I actually do agree with. It is annoying to reposition and then a fireball knocks everyone out, when I wanted them spaced out already. Stealth is interesting too. Go into an area when only the rogue is sneaking around and next thing know....cutscene and everyone is now around me and I am no longer stealthed.  :)  Yay! fireball, now run and scatter, restealth get rid of traps as had planned in first place.

 

I deal with the problem fine, but it can be annoying. The auto save feature does warn in some cases something big is about to happen. At least that is there, so if I auto save, I expect a cutscene shortly. This is how I learned the first time, not to do certain things and do other things instead.



#6
Sylvius the Mad

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I asked about this prior to DAO's launch, and wad assured that characters would be put back where they had been once the cutscene was done.

This didn't happen, but it's still a valuable feature.

I'd also like to see states restored, like buffs and stealth. So if I had a stealthed character behind the enemy before the cutscene, I should have a stealthed enemy behind the enemy after the cutscene.
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#7
AlanC9

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Bio's been doing this since, what, NWN? I'd be shocked if they stopped now.

#8
Sylvius the Mad

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Bio's been doing this since, what, NWN? I'd be shocked if they stopped now.

NWN didn't do this. NWN didn't even take away camera or movement controls during conversation.

And no matter how long BioWare's been doing it, that doesn't make it a good idea.

#9
PsychoBlonde

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NWN didn't do this. NWN didn't even take away camera or movement controls during conversation.

And no matter how long BioWare's been doing it, that doesn't make it a good idea.

Actually, it did during "cut scenes", but since there wasn't a mechanism for actual dialog during the cut scenes, it had to go back to the general function for your character to be able to say anything.



#10
PsychoBlonde

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I asked about this prior to DAO's launch, and wad assured that characters would be put back where they had been once the cutscene was done.

This didn't happen, but it's still a valuable feature.

I'd also like to see states restored, like buffs and stealth. So if I had a stealthed character behind the enemy before the cutscene, I should have a stealthed enemy behind the enemy after the cutscene.

Granted, they may have brought this back at least to some degree because not all dialog is *locked* into a cut scene any more.  I REALLY hope they used the new "dynamic dialog" stuff for all pre-battle fist-pumping scenes.



#11
Sylvius the Mad

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Granted, they may have brought this back at least to some degree because not all dialog is *locked* into a cut scene any more. I REALLY hope they used the new "dynamic dialog" stuff for all pre-battle fist-pumping scenes.

I hope the dynamic dialogue works so well that they use it for all dialogue in future games.

#12
AlanC9

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NWN didn't do this. NWN didn't even take away camera or movement controls during conversation.


Hmm. Maybe I'm confusing it with NWN2?

#13
Realmzmaster

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Hmm. Maybe I'm confusing it with NWN2?

NWN2 was done by Obsidian so it is possible you are confusing the two. Obsidian has a tendency to change aspects of games like Obsidian did with the V.A.T.S system in Fallout: New Vegas. in comparison to Fallout 3 by Bethesda.



#14
rocsage

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since you said fireball, I presume it's origins/awakening?

mana clash.

if still alive, glyph of neutralization.



#15
Sylvius the Mad

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Hmm. Maybe I'm confusing it with NWN2?

Remember, NWN didn't even have a party to position. And the UI was always present (a design I vastly preferred). It had to be, because the dialogue all appeared in the text box (which was also necessary, as the game wasn't fully voiced).

#16
Ancientsaga

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since you said fireball, I presume it's origins/awakening?

mana clash.

if still alive, glyph of neutralization.

 

Why do you presume it's just origins/awakening?

 

I remember a lot of fireballs to the face in DA2.



#17
Guest_EntropicAngel_*

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I want revenge.  I want a party surprise round.  There should be a dialog option for "terminate this conversation with a fireball" (or similar).  That'd actually be cool.  That would seem fair.  The initiative should not always go to the enemies.

 

Do you remember that encounter in Origins where your party comes upon a group of bandits blocking off the road? You get the option to ambush them, but it's not any REAL ambush, was quite a shame.

 

 

I hope the dynamic dialogue works so well that they use it for all dialogue in future games.

 

Doubtful. Cinematics allow for more complex actions that require taking away player control. Like the many animations you see in cutscenes but cannot choose in gameplay.

 

Though I personally am surprised they're doing the "dynamic dialog" at all, so I could certainly be wrong. Strongly, STRONGLY doubt it though.



#18
Ancientsaga

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Do you remember that encounter in Origins where your party comes upon a group of bandits blocking off the road? You get the option to ambush them, but it's not any REAL ambush, was quite a shame.

 

 

OH OH maybe...is that the one that when you push ambush it turns out that the bandits are below you on a road and your team has to run all the way around  a bend to get to them due to sighting issues. All at the same time a rouge comes up behind you and slices your face off :)

 

Or maybe i'm just mixing up encounters..however, it sounds like something that did happen. Right?



#19
Guest_EntropicAngel_*

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OH OH maybe...is that the one that when you push ambush it turns out that the bandits are below you on a road and your team has to run all the way around  a bend to get to them due to sighting issues. All at the same time a rouge comes up behind you and slices your face off :)
 
Or maybe i'm just mixing up encounters..however, it sounds like something that did happen. Right?

 

It might be that one, lol. Regardless, it wasn't any ambush at all.



#20
Sylvius the Mad

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Cinematics allow for more complex actions that require taking away player control.


That is literally never worth the cost, though, so naturally I hope they stop.

#21
rocsage

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Why do you presume it's just origins/awakening?

 

I remember a lot of fireballs to the face in DA2.

...as far as I know, da2 enemy mages have 3 common abilities: teleport, invincible and wipe.

and wipe could never be fireball.



#22
Guest_EntropicAngel_*

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That is literally never worth the cost, though, so naturally I hope they stop.

 

That's a declarative statement.



#23
Sylvius the Mad

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That's a declarative statement.

Yes it is.

It's a declarative statement that relies on the subjective concept of value.

#24
Guest_EntropicAngel_*

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Yes it is.

It's a declarative statement that relies on the subjective concept of value.

 

Alright. Just making sure.



#25
Ancientsaga

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...as far as I know, da2 enemy mages have 3 common abilities: teleport, invincible and wipe.

and wipe could never be fireball.

 

There were many other abilities such as lightning ball (saarebas) and hemorrhage (blood mages) that would kill your party. Although the title does say "fireball" this word choose was because it is a common cliché for an enemy action that results in a party being one-shotted/instant killed.

 

What I’m saying is that the propose of this thread was to assess the issue of cutscenes, party response times and unwanted repositioning of characters.