Real-Time Menus Poll

Post » Fri Feb 18, 2011 7:49 pm

Pause.

Any actions that would be real time should be real time though of course - potion drinking, drawing/sheathing, and changing armor shouldn't be possible in combat.
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Ashley Tamen
 
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Post » Fri Feb 18, 2011 11:26 pm

Real time, because it would be awesome to be browsing your inventory in a clearing and have a dragon swoop down and eat your ass from behind.



Hope you realize that was sarcasm.
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xxLindsAffec
 
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Post » Sat Feb 19, 2011 3:01 am

If you are worried about the time it takes to quaff a potion, or draw a sword, why not have all that happen in real time after you exit the menu? Would be even nicer if one of your attributes (i.e; dexterity / speed) determined how swiftly you could do these actions in real time.
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KU Fint
 
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Post » Fri Feb 18, 2011 9:42 pm

Pause, I don't consider RPGs to be pure action games.
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Ellie English
 
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Post » Fri Feb 18, 2011 11:39 pm

Pause for simplicity and the fact that other games have tried it and failed :biggrin:
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Mr. Allen
 
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Post » Sat Feb 19, 2011 12:01 am

The menu with options, save, load etc should pause. However if you bring up the inventory it should keep going. But that would require a slightly better macro system in order to chug pots etc
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Baby K(:
 
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Post » Fri Feb 18, 2011 10:15 pm

Definitely. People scream for immersion but when its something that will make the game harder they back down REALLLLL quick.
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Logan Greenwood
 
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Post » Sat Feb 19, 2011 2:11 am

pause
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Nuno Castro
 
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Post » Sat Feb 19, 2011 11:18 am

Pause. Because when I need to stop playing for a sec, I need something to pause the game while I do it. All they have to do is not allow you to use items from your menu while in combat, simple as that. If in combat, the only way to equip weapons or use items should be from your quick menu.
There's a pause button for that (esc or start, depending on the system). I would hoever prefer it to be real-time, I think it would make fights that little bit more dangerous knowing you can't just freeze the action to pop a bunch of potions before going back in.

I think it's a given that this won't be happening, however I would like to see it made easier to do it via mods (now that I think about it, I'm not sure they ever got it working properly in Oblivion, but I know they tried).

That's just my two cents. I don't think they will, or even that they necessarily should, but I'd like it.

EDIT: Just thought I'd add that I'd like it if all gameplay elements were done in real-time. Conversations, etc. I think it could create some very interesting effects.
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Stryke Force
 
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Post » Sat Feb 19, 2011 12:04 am

Only if it's optional. then yes.
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DarkGypsy
 
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Post » Sat Feb 19, 2011 1:18 am

Pausing for menus turns the game into god-mode. Hit tab and consume 7 potions, go back to fighting, repeat as necessary.
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Jack
 
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Post » Sat Feb 19, 2011 6:09 am

I do not want real time menus. While I might want to sit in a tavern and read a book in-game in real time, I do not want to be inspecting my new loot in a dungeon only to get attacked by a zombie while I'm doing that.
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Matt Fletcher
 
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Post » Fri Feb 18, 2011 9:26 pm

Half-Life weapon System.

That's what a real time menu would feel like, but 10 times worse.

The weapon switch system was the ONLY thing I hated about Half-Life 2.
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Gaelle Courant
 
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Post » Fri Feb 18, 2011 11:36 pm

I chose "Other" - by not voting at all.

I want some menus to be real-time, and others to not be. For example, often while performing Alchemy I also want to pass the time. The Alchemy UI should be real-time, or at least it should be optional in some way. For the inventory menu, especially during combat, I wouldn't want real-time UI.

Perhaps the following suggestion is a reasonable compromise, although it might be somewhat confusing to players:

When an enemy is nearby, the UI pauses the game; otherwise, the UI is real-time.
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Kevin S
 
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Post » Sat Feb 19, 2011 12:10 pm

Pause, while I flip through my eye-candy iPod-ripoff "flow display" inventory... :rolleyes:
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Alycia Leann grace
 
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Post » Sat Feb 19, 2011 9:36 am

PAUSE!

One thing that really aggravates me in Demon's Souls is that there is no "real" pause. So, you must continue on until it is safe, or pull up the menus whilst being attacked. It may take a little away from the realism, but it is definitely worth it. When I need a break, I want to be able to take one. Not wait another half-hour until I MIGHT be safe.
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Clea Jamerson
 
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Post » Sat Feb 19, 2011 8:02 am

I will need the game to- Stop, criminal scum!
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Nicole M
 
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Post » Fri Feb 18, 2011 10:37 pm

Inventory needs to be paused. I'd prefer not to have stuff swoop down on me while I'm trying to decide what to drop in my inventory to make room, swapping out gear sets, etc. However, certain minigames like lockpicking should be real-time (like Bioshock 2's hacking system), it doesn't make a lot of sense that the bad guys just freeze as you go around ransacking their stuff.

Also:
Pausing for menus turns the game into god-mode. Hit tab and consume 7 potions, go back to fighting, repeat as necessary.

That's why there's a potion limit.
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Sarah Evason
 
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Post » Fri Feb 18, 2011 9:31 pm

Pause. If there is an animation for getting and drinking the potion, that would be fine. But not during the decision process where it can take a minute to do what is normally done in a fraction of a second. A 1 second paralyze/animation for each item you equip is far better than the minute spent on looking for items - items that would normally be readied but listed alphabetically (please for the love of god let there be category headings) in the game.
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Kirsty Collins
 
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Post » Fri Feb 18, 2011 7:51 pm

Inventory needs to be paused. I'd prefer not to have stuff swoop down on me while I'm trying to decide what to drop in my inventory to make room, swapping out gear sets, etc. However, certain minigames like lockpicking should be real-time (like Bioshock 2's hacking system), it doesn't make a lot of sense that the bad guys just freeze as you go around ransacking their stuff.


I do agree with you. I never thought of the mini games being real time. That is actually a good idea, and it would make it a little harder to accomplish what you are trying to do.
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Batricia Alele
 
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Post » Sat Feb 19, 2011 9:47 am

No. With games like this and stuff like Dragon Age theres just too many(needless IMO, but thats a whole other discussion) potions/scrolls/spells/weapons/armor for anyone to feasibly hotkey everything they need on the fly. And I play MMOs as a Healer and Tank mains, so I know all about hotkeys.
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louise tagg
 
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Post » Fri Feb 18, 2011 9:07 pm

No. With games like this and stuff like Dragon Age theres just too many(needless IMO, but thats a whole other discussion) potions/scrolls/spells/weapons/armor for anyone to feasibly hotkey everything they need on the fly. And I play MMOs as a Healer and Tank mains, so I know all about hotkeys.


I couldn't agree more! That is exactly why the game NEEDS to pause during menu searching and such. I do like the idea of the game continuing during mini games like lock-picking though....
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Bethany Short
 
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Post » Sat Feb 19, 2011 7:20 am

Only if it's optional. then yes.


Everything is optional when Bethesda is involved. (See signature)
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Undisclosed Desires
 
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Post » Fri Feb 18, 2011 10:15 pm

Pausing is crucial. I often pause for like 1 minute for every 5 seconds of action in a critical battle. The game would change radically if we weren't allowed to pause. Not saying it's bad, it's just not Elder Scrolls. Plus it would pave the way for multiplayer. :hubbahubba:
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helliehexx
 
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Post » Sat Feb 19, 2011 2:41 am

I don't see any reason why it should pause while in inventory (but then, I'm used to the game just happily running along while I'm checking my map, inventory, or other stuff in games like ArmA 2 ...). Game menus (Save / Load / RAGEQUIT!!!!!111!) are a different matter, of course.
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Janeth Valenzuela Castelo
 
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