Aller au contenu

Photo

Cinematic training session when leveling


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
cap and gown

cap and gown
  • Members
  • 4 812 messages

I wonder how interesting it would be to include cinematics of the PC going through a training regime when leveling up? I mean, somehow the PC learned some new skill, or improved a currently existing skill, but we never see him/her in the learning/training/gaining-insight moment.

 

For ME, one could three different cinematics: one for weapons' skills, one for biotics, and one for tech. For weapons the PC could be shown at a firing range or a work bench. For tech skill, the PC could be shown in a lab. Not sure about biotics. Maybe manipulating objects in space?

 

Of course, the scenes would need to be skippable lest people become bored.



#2
BabyPuncher

BabyPuncher
  • Members
  • 1 939 messages

I think that would come across as more silly than anything.

 

I would like to see a lot more growth. I'd like to see characters who start out as genuinely weak and have the story show them lmproving. Unfortunately, that's incredibly difficult to do in video games.


  • Tex aime ceci

#3
Terca

Terca
  • Members
  • 1 397 messages

*flight of the Concords plays to slowed down training montage.*



#4
katamuro

katamuro
  • Members
  • 2 875 messages

Part of the problem is that you can't just stick a complete newbie into the kind of combat situations that Shepard and Co have been surviving. They all have skills, they all had lives before that and they bring those things to the table when they join. You can't expect Wrex for example to suddenly learn something new. 



#5
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

I think it's generally a good idea to take away as little control away from the player as possible and waste the player's time. While leveling up may not make much sense (instantly knowing a completely new skill out of thin air), it's a convenient convention that supplies instant feedback and benefit. That instant bit is critical.

 

Most players are impatient. That's not an insult; it's entirely reasonable to want the meat of the game to come as quick as possible, so cluttering or confounding the process may make players loose interest. Heck, I've heard plenty of complaints about DA:I's herb picking animation and I can sympathize with them. It's like getting stuck at a red light. No, it's not a huge deal, but every millisecond feels like an absolute waste.

 

Ultimately, it would be unnecessary busywork for the developers for a feature that most would avoid and probably dislike.

 

A more elegant solution might be to reward consistent power/weapon usage with perks to simulate training. It could even be purely cosmetic i.e. the player character remarks on how much kick their newly acquired shotgun has, just so long as it doesn't take us out of the action


  • katamuro, KrrKs et ZipZap2000 aiment ceci

#6
Tex

Tex
  • Members
  • 405 messages
But what's wrong with picking herbs? I for one love the realism of it.

#7
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

But what's wrong with picking herbs? I for one love the realism of it.

I'm not saying the animation is especially a problem or inherently bad game design, but there can often be a trade off between realism and fun.

 

As I said with my red light example: it doesn't matter how short a delay is are, it's going to be annoying. The marginal amount of realism that bending over provides doesn't outweigh the extra fraction of a second I have to wait. That might sound absurd but milliseconds of wasted time can add up quickly when you're picking up hundreds of herbs.

 

However, I'm not so much concerned about herb picking as I am with unnecessary cutscenes.



#8
cap and gown

cap and gown
  • Members
  • 4 812 messages

 Heck, I've heard plenty of complaints about DA:I's herb picking animation and I can sympathize with them. It's like getting stuck at a red light. No, it's not a huge deal, but every millisecond feels like an absolute waste.

 

I am in agreement on the herb picking complaint. It was soooo much easier in Skyrim: just run down the road hitting the activate button as you went. Alchemy in DAI is a pain. Alchemy in Skyrim was a breeze.  (Actually, DAI's entire crafting system is clunky as all get out. Not only that, but it encourages you to NOT craft items until you are very high level since most decent resources are so limited. For instance, I believe there are actually fewer Revanants in the game than you need to craft one particular rune. Talk about a bad design.)



#9
Larry-3

Larry-3
  • Members
  • 1 284 messages
I think our characters should improve by what they do, not by points. For example: if you run a lot, over time your stamina bar will last longer; if you are a social person, your charm would increase; if you use a semi-automatic more than a automatic, your will become a better shot with... well you get it.

#10
katamuro

katamuro
  • Members
  • 2 875 messages

That kind of freeform leveling would be nice however I think it would need something like the Oblivion class system where you choose particular skills that are the main ones to your character. I think in ME1 they were trying to get that gradual advancement with the abilities but it made certain weapons quite useless at the start(sniper rifles). 

I would welcome it back in some form. Possibly as a separate perk system that gives you bonuses for using smg's or sniper rifles more, maybe certain tech skills or biotics. Faster cool downs, reloads, that kind of thing.



#11
StealthGamer92

StealthGamer92
  • Members
  • 548 messages

That kind of freeform leveling would be nice however I think it would need something like the Oblivion class system where you choose particular skills that are the main ones to your character. I think in ME1 they were trying to get that gradual advancement with the abilities but it made certain weapons quite useless at the start(sniper rifles). 

I would welcome it back in some form. Possibly as a separate perk system that gives you bonuses for using smg's or sniper rifles more, maybe certain tech skills or biotics. Faster cool downs, reloads, that kind of thing.

Sniper rifels were almost useless at the start, but after just 2 or 3 points they'd steady out alot. The problem was I had to reach level X wich would unlock skill point X in Pistol Mastery then I'd have to put enough points to pistols to unlock Sniper Rifles and THEN put 2 or 3 points there. The biggest problem was by the time you were  leveled enogh to be able to even unlock Sniper Rifles you had gained enough points to almost max it out had you wanted to focus on just that. It was rediculous for that reason more than any other.


  • KrrKs aime ceci

#12
Vazgen

Vazgen
  • Members
  • 4 967 messages

I don't think that using cutscenes for leveling is a good idea, but it'd be neat to have videos from character's past for tutorial vids. The ones you can watch from the terminal in your cabin. 



#13
ZipZap2000

ZipZap2000
  • Members
  • 5 275 messages

We need a training montage. 

 



#14
katamuro

katamuro
  • Members
  • 2 875 messages

I never understood the american fascination with those puppets. 



#15
Dunmer of Redoran

Dunmer of Redoran
  • Members
  • 3 109 messages

I enjoy the idea of TES-style skill leveling, which is a fairly realistic but relatively easy system to do. But one of my favorite things in ME2 was hoarding points as a Vanguard and "waking" them in more difficult missions, as if mid-battle, combat pushes Shepard to do something more dramatic, which is retained afterwards.