Does Pip-Boy 3000A pause the game?

Post » Tue Dec 08, 2015 4:12 am

Indeed it does (no, I never used it to sneak past a corner and lockpick something because the patrols were frozen...but I used computers to turn defenses on my enemies...can't do that if I can't hack without being killed while doing it!)

greetings LAX

ps: I am hoping for a mod - for this and VATS (total freeze again!)

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Ryan Lutz
 
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Post » Mon Dec 07, 2015 10:09 pm

I don't see what the big deal is for a non paused pip boy. I'm sure almost everyone here has played an online game that cannot be paused at all even. The Dpad/hotkeys should be more than adequate to get through most encounters. Clear a room, then pull up the pipboy. Some users will have to adjust their playing style since they can't pause mid fight and completelty heal themselves. Instead you'll have to use a hotkey for stimpaks. With VATS, lockpicking, hacking, AND conversations not pausing the world, I'd think the pip boy wouldn't be either

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Myles
 
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Post » Tue Dec 08, 2015 1:44 am

I'm not certain the consoles are responsible for the need to pause the game in menus - that's just how Bethesda (and many single-player games, PC or otherwise) handles their menus.

Anyway, word is from Quakecon (and other places) that we do finally have a dedicated grenade button, a radial favorites menu, the lockpicking, hacking, and even container UIs happen in real-time. Jury's still out on the Pipboy itself, though, but I can understand the decision to have it freeze time even if it's possible to let it happen in real-time.

I don't follow. I said Skyrim's UI was fine on PC; honestly, strictly in terms of the control scheme Skyrim's UI is the best.

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JR Cash
 
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Post » Mon Dec 07, 2015 4:19 pm

I only played Skyrim on PC so I must say that joke is true. You WILL have lots, and lots of items and will have to scroll sooo much to find what you want in the endless mess that is your inventory.

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Dagan Wilkin
 
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Post » Mon Dec 07, 2015 7:17 pm

That's not the crafting menu. The PC was going into the settings for the lightbox. I already know that menu was at a terminal and not on the pipboy. I mentioned the terminal because when we see the PC use that terminal, the game pauses. Proof is that the generator stops making noise and producing smoke. Which is why I speculate the game pauses when using the pipboy/ lockpicking/ using terminals.

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Hilm Music
 
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Post » Mon Dec 07, 2015 7:17 pm

Don't think we can make that assumption just based on that. Obviously most people are going to spend considerably more time in the lighting/power control terminal than those other things. Are we thinking that settlement creation is pausing the world? Because I'd think the terminal that set's up defenses and lighting would go into that as well. Wouldn't make much sense if I'm halfway building a house and start getting attacked. Settlement building/power distribution/lighting really should have no chance of happening during a firefight so they likely chose to pause during those functions. Lockpicking, hacking, conversations, and browsing our pip boy can easily happen where there are enemies around and therefore IMO should not be paused

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Amy Cooper
 
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Post » Mon Dec 07, 2015 11:55 pm

I think it was already confirmed on twitter that the PipBoy will NOT pause the game

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Johanna Van Drunick
 
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Post » Mon Dec 07, 2015 1:11 pm

Oy... What next, will the REAILIZUMZ crowd demand the removal of stopped time in the system menu too? :facepalm:

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sw1ss
 
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Post » Tue Dec 08, 2015 3:22 am

Obviously they're getting away from freeze timing everything. Make fun of it if you want but I think a lot of people see the changes as being good. And there's plenty of online portions of games that don't allow pausing. Gotta schedule those bathroom breaks pretty sparingly LOL

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Rude Gurl
 
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Post » Tue Dec 08, 2015 1:18 am

Yeah - all sorts of games, on all sorts of platforms, that I've played over the years have paused when you went into menus. Regardless of PC/console/mobile. (Thinking about it, most of the games that don't pause in menus on PC, are the ones running in a "multiplayer" engine even when you're playing singleplayer - ones that you can't even pause with Esc)

I hate that kind of stuff. Because I'm not a little kid anymore, who only has to stop gaming for bathroom breaks - I have to answer the door, answer the phone, deal with my cats, help out family members, etc - games that don't let you pause ever, even when playing SP, are terrible.

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Nicola
 
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Post » Mon Dec 07, 2015 10:29 pm

No sure if I've played a single player game that didn't allow you to fully pause. Any examples?

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Leah
 
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Post » Mon Dec 07, 2015 8:31 pm

You can still fully pause. You hit the ESC key on PC and the Start button on consoles. The Pipboy just won't pause the game.

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Jade Payton
 
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Post » Mon Dec 07, 2015 6:09 pm

No I know that. I should have quoted what kiralyn said as she mentioned single player games that didn't allow pausing

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Neil
 
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Post » Tue Dec 08, 2015 4:18 am

This I find troubling. If they've made these interactions real-time for gameplay reasons, that's one thing, but my worry is that it feels like they're moving us towards a multiplayer style of play. VATS still gets in the way because it slows down time, but beyond that, removing time freezes could be for the purposes of removing obstacles to multiplayer functionality. I really hope that's not where they're going.

I don't know if any of these things really are real-time, though. A few people have said "it's confirmed", but I haven't seen any actual proof. I'll wait until we get some footage or a dev statement that definitively shows real-time hacking, lockpicking, or Pipboy interaction. The only interactions I have seen done in real time are conversations and looting.
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Greg Cavaliere
 
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Post » Mon Dec 07, 2015 10:50 pm

The game does pause, you can see small branches swaying in the wind on the perks video. When the pipboy is brought up everything stops moving. I looked very close i didnt see on pixel move.
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Lawrence Armijo
 
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Post » Mon Dec 07, 2015 2:07 pm

Well, like I said - it's mostly games that are SP/MP, but they just always run in the "multiplayer" engine. Like Sacred 2 (and some other more modern ARPGs). Or 7 Days To Die.

(hmm, according to search, they did eventually add a pause function to Sacred 2, PC version. But it's a specific button to pause, not just when you hit Esc to go to the system menu.)

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Sheila Reyes
 
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Post » Mon Dec 07, 2015 2:48 pm

I'm not so sure I believe a drunk gamer from kangaroo land....

Others have mentioned seeing stuff moving when the pip boy was brought up. Any specific point you can show that you saw this?

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Shianne Donato
 
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Post » Mon Dec 07, 2015 1:35 pm

Didn't the first Dark Souls game never pause? I remember a huge argument on gfaqs whether that made the game more hardcoe or whether it just made the game more frustrating...

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JAY
 
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Post » Mon Dec 07, 2015 12:56 pm

Yep, no pausing at all. You had to find a safe spot just to go to the bathroom.

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Nick Pryce
 
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Post » Mon Dec 07, 2015 3:06 pm

So you're fine with being attacked while viewing the pipboy/ lockpicking/ accessing a terminal, but not while building? Sounds hypocritical to me.

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Marie Maillos
 
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Post » Mon Dec 07, 2015 8:34 pm

The reason I'd want hacking and lockpicking to happen in real-time is the same reason I'm not sure I would want the Pipboy menu in real-time: it adds tension. That makes hacking and lockpicking more interesting, since you have to be concerned about your surroundings... but I'm not sure I want to be concerned about my surroundings when I'm looking at my stats, or inventory, or picking a new perk.

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Mr. Allen
 
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Post » Tue Dec 08, 2015 12:36 am

I saw the branches move before the PC looks at the pipboy. However, when the view switched, it was too quick and blurry to tell if it froze time. Since the animation is focused a lot on the pipboy, I didn't get to see the branches while the PC was looking at it.

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jessica breen
 
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Post » Mon Dec 07, 2015 8:15 pm

How is that hypocritical? Because I can understand why they'd do something like that? lol ok

So something you can do in real life, in real time ie lock pick, hack a computer, or look at your wrist HAS to be the same as settlement building? Which is essentially a god act of us picking up and moving walls and building structures around. "Oh here lemme put this staircase down so I can shoot this raider" Yeah same exact thing as "lemme put my arm down and shoot this raider".

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Kelsey Anna Farley
 
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Post » Mon Dec 07, 2015 6:30 pm

That sounds great at lower levels, as you said it adds tension. The higher we are though, it will only become a nuisance. At least IMO.

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JR Cash
 
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Post » Mon Dec 07, 2015 4:02 pm

You said:

You don't mind being bothered while doing those activities , but you draw the line at building? Why wouldn't it make sense if you get attacked while building? Sounds like that would happen to any developing post-apocalyptic settlement. Having to deal with raiders at any time.

Please don't bring reality into this. We are talking about a universe where the PC can carry 5 missile launchers at once, use a device that has all of his/her vitals (even though the device is not hard wired into them, and can carry all of that equipment while in PA.

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CSar L
 
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