no pause inventory?

Post » Sat May 28, 2011 3:44 am

On containers and inventory, I'd like the game to Pause so I can pick things without being hounded, but instead afterwards I'd like to see my character take it's time to actualy take the stuff out of the inventory or container.

In the lock-picking-case: If we actually pick the lock like in TES4 the time should of course roll on! :wink_smile:

Sounds good!
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Hannah Barnard
 
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Post » Fri May 27, 2011 11:15 pm

For inventory... game slows down, I guess. I'm sort of not sure if it should pause, because when I have to organize inventory, I don't want to suddenly have 4 days go by. :P

Everything else: keep the game rolling.
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 4:46 am

But in reality you cant fight and drink potions at the same time, it just cant happen

Only because no one's attempted drinking potions while fighting in reality. It could be possible! :hehe:
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Lily
 
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Post » Sat May 28, 2011 5:09 am

Pauses, please. (Except for lockpicking). I usually have a lot of crap in my inventory, so finding just what I need in the midst of combat would take too long. Yes, it might be more realistic (and I am usually all for realism) but this time I think that it would get in the way of the fun.
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Connie Thomas
 
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Post » Sat May 28, 2011 10:20 am

Only because no one's attempted drinking potions while fighting in reality. It could be possible! :hehe:



Of course people could. Can people throw grenades in a fight, in non modern warfare could someone fight with a sword, draw a main gauche or other off hand weapon and keep fighting. Think of other similar animations that people can and have done in fights, drawing a potion and throwing it to your lips isn't any more complicated. Now if you assume everything is in a giant bottomless invisible backpack instead of stowed in a convenient place on your body I can see the issue.
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Kim Kay
 
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Post » Sat May 28, 2011 5:12 am

real time all the way. after playing games that dont cheat and make you invincible while you look for your favority weapon that you forgot to equip. to me menu pausing is no different than turnbased combat. it needs to die.
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Lillian Cawfield
 
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Post » Fri May 27, 2011 11:38 pm

Only because no one's attempted drinking potions while fighting in reality. It could be possible! :hehe:

Can you even imagine you character doing that? it would be like a drunk who cannot make the fight till the end because he really needs his daily dose of alcohol to continue!!!! lool!!!
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Stephani Silva
 
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Post » Fri May 27, 2011 7:13 pm

Hey Mr Orc wait a sec, i have to drink my guinness, looool!!!!
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Matt Bigelow
 
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Post » Sat May 28, 2011 1:50 am

"Pause", "pause", "pause".

I loved Demon's Souls to death, but the devs let the game roll on in inventory simply out of malice.
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Kay O'Hara
 
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Post » Sat May 28, 2011 4:23 am

Only because no one's attempted drinking potions while fighting in reality. It could be possible! :hehe:


Since LARPers exist, I wouldn't be so sure. :D
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Marguerite Dabrin
 
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Post » Fri May 27, 2011 8:05 pm

No pause inventories only really work in games where inventory access on a regular basis isn't a necessity, where everything in the inventory that you might need can easily be mapped to hotkeys or buttons, and where their design is simple or narrow enough to support something like that. Even then, it's almost invariably a bad, bad thing. In TES's case, none of those three things that usually make it work apply and Bethesda (like a lot of older RPG developers) is notoriously bad at interface design. End result is that this really isn't a good idea. If there's a problem with people futzing around in the inventory when they shouldn't be, there are better ways of handling that than making the game continue to run while they're doing so.
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Richus Dude
 
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Post » Fri May 27, 2011 7:11 pm

If I had to choose, itd be pause in every case. I would have no problem if you could change it from pause to active, the way you could in Final Fantasy games, depending on how you wish to play. Heck in most of those games, that was basically the difficulty slider.
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Krista Belle Davis
 
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Post » Fri May 27, 2011 6:53 pm

No pause inventories only really work in games where inventory access on a regular basis isn't a necessity, where everything in the inventory that you might need can easily be mapped to hotkeys or buttons, and where their design is simple or narrow enough to support something like that. Even then, it's almost invariably a bad, bad thing. In TES's case, none of those three things that usually make it work apply and Bethesda (like a lot of older RPG developers) is notoriously bad at interface design. End result is that this really isn't a good idea. If there's a problem with people futzing around in the inventory when they shouldn't be, there are better ways of handling that than making the game continue to run while they're doing so.

Yea thats why they should fix the issue of how many things you can carry, its stupid to be a warrior and be able to carry ten swords, ten shields, five armor or whatever you can imagine, like you re going to sell your things on a market, unfortunately this is totally unrealistic, every character should have a place of his own somewhere which he should be able to hide his weapons or anything else
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Markie Mark
 
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Post » Fri May 27, 2011 8:47 pm

I vote this way:

1) In your inventory, the game should either run very very slowly or pause totally. This should be an option in the menu screen, maybe related to difficulty. It's unrealistic to expect you to be able to chug potions and switch weapons a lot during combat. But, I think that maybe this needs more thought here than just two options. First off, should the rate of time passing be related to how agile your character is? Two-left-feet Fred shouldn't have much time slowdown, 'cause it takes him forever to get a napkin. Speedy Joe should be able to snatch the right dagger up in a blink, so he should get lots of time slowdown. Also, this time modifier should be moddable, not hardcoded. And it should be a tiny, gradual slowdown improvement that happens naturally. NO PERKS.

Second thought on the subject: maybe the inventory runs 1:1 in ingame time, but has slowdown only during combat? This would also require in-game time to run closer to real time, not five minutes of play is a day in-game time.

2) In lockpicking and containers, DEFINITELY should be in real time. This here should maybe get a slowdown bonus ONLY for people with high lockpicking or lots of agility. Make it a modifier that is something like .001x time slowdown per point of skill or agility. Part of the fun of lockpicking in Morrowind was that you had to watch out for guards and goblins while you're at it. Otherwise it's just another minigame.


The caveat to both of these is that the engine and the game has GOT to, absolutely has to, not have inventory and container loading delays. This is important because anyone can drop the pick and run in a millisecond in real life, but you can't if the game is chugging along contemplating 3,408 potions in the chest while you try to exit the screen and not be eaten by a werewolf.

I would prefer, honestly, that if the devs can't do it well, they not do it. So, please, developers, if you're reading this and strapped for time: make the inventory a pause and lockpicking in realtime with no fancy stuff until you've got the brainpower available to make it right. Or at least make the framework so the modders can do it.
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Ludivine Poussineau
 
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Post » Fri May 27, 2011 6:05 pm

I would like to see the game to keep going, it would certainly be more interesting
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JERMAINE VIDAURRI
 
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Post » Sat May 28, 2011 5:02 am

I say this is one of the things a hardcoe mode would make different
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tannis
 
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Post » Sat May 28, 2011 6:11 am

No pausing would be great for hardcoe mode. Also if the game pauses for conversations again I'm... just ugh.
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benjamin corsini
 
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Post » Fri May 27, 2011 11:05 pm

I want the game to keep going on all options.

Make it a challenge.

If you didn't come properly prepared with the right hotkeys and weapons that is your fault.


Unless the spawning NPC system is rediculous.

And agreed no pausing during conversations.
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lolli
 
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Post » Sat May 28, 2011 10:20 am

The game keeps going for all of them.
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kirsty joanne hines
 
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Post » Sat May 28, 2011 8:07 am

I wouldn't mind a realtime inventory. They did it in Demon Souls and that worked fine. I just hope there's still an actual pause button.
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Sabrina garzotto
 
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Post » Sat May 28, 2011 2:22 am

So I've added 2 more options to the poll.

I agree with what a lot of ppl have said, conversations would be cool in real time, and same for reading books.

I also agree with those who said time should pause for the spell menu.

And the idea of animations for switching weapons and drinking potions is a really cool idea
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Eve(G)
 
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Post » Fri May 27, 2011 6:37 pm

real time ALL the way

pause breaks immersion.
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Lalla Vu
 
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Post » Fri May 27, 2011 6:47 pm

I would also like real time for everything - however I would also like to have the option to lengthen the day/night cycle within the game. I would prefer not to have one day/night pass within a few hours of playtime.
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Jesus Duran
 
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Post » Sat May 28, 2011 4:26 am

I vote for real-time, for all actions. Make the game as real as possible please gamesas. In Oblivion, you could be in the middle of fighting Mehrunes Dagon and when you open your inventory its like "OK, everyone stop trying to kill Martin for a minute"

It ruins the immersion sometimes -- and immersion is what (mostly) the Elder Scrolls is all about.
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kennedy
 
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Post » Sat May 28, 2011 12:06 am

So no one have ever played crysis? i dont think so, i play this game with my mouse and a numberpad which has 17 buttons and the button that i have to hit with my thumb brings up the suit menu which has the weapon modification menu also, and all this on real time, it has the most immersive gameplay ever for me
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Kat Stewart
 
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