VasikkA wrote:Not more action than the occasional "Pirates have boarded the ship what do U do?!?!?" By instant I mean real time, not game time.
A bit of cgi perhaps, a slight on-board conversation, a handful of combat ( not always mind you ) and balance is achieved. There have to be factors that point out "Well look, even if
you've just crossed the whole gameworld in 4 minutes, your character has been stuck on that boat for weeks." I guess we agree.
VasikkA wrote:You're talking about games where the world map is the only way to travel.
That's right, and if I'm given the
choice to travel by the world map, that's my pick. I'd wager it's how most navigate when walking about huge areas, isn't it? Instead of, well y'know, just running around like a rabid racoon. Consult the map, Sebastian!
VasikkA wrote:You misunderstood my point.
Nonsence! Yes, the NPC's all share one, worthless personality, and go about their day like robots. I had a good laugh at them pretending to eat, and conversations are, as previously stated by many, a brain tumour. They are tools, and you are the smith -- bad roleplay and crippled immersion. And yes, they walk away from their shops to do dumb shit and force you to stand about or find an inn, which would mean four-six separate loading times. There was no loading when it came to moving the game clock forward, why not put it in as a function? "Stand about for X hours", would indeed help a great deal, that said, I think, for the third time.
VasikkA wrote:Some factors are taken into consideration, like the distance to the nearest guard outside and you being able to follow an NPC through several areas.
Yes, brilliantly coded that. When an npc walks through a loading portal, I have somewhere about 5 minutes to do the same, say "follow" the npc. We then spawn at the exact same location, me and a clone of the npc I followed back on the last map. Beyond the minute cap, I spawn with the npc clone gone out of sight, or perhaps even unspawned. It's like they licensed Quake 2 netcode and reworked it into a pile of singleplayer trash. Amazing.
I have yet to notice any connection between "distance" and "guard". They're on me like flies from the other edge of town, if I'd, say, swipe an apple from someone's garden or break into a shack, or, God forbid, kill somebody to make them shut up about Grey Fox. I did notice a timer when breaking into locked houses, I'll give you that, and one could, I suppose, imagine that it's the distance the guard has to travel to walk into the loading portal. Still, considering I broke into a home which actually had a guard right outside of it, yelling at me to stop just as I entered the facilities, and then waiting for 8 whole minutes to enter and try to stop me, I'd at least suggest that this design is rather flawed.
VasikkA wrote:The limitations of XBOX360 might also be the culprit.
Oh golly, I hope they don't force loading cities in Armed Assault. Or, well, I guess I hope they do -- give the consolers a bit of a kicking eh.
VasikkA wrote:Restriction is a problem.
Too open ended, too unlimited -- How can there be too much of a good thing? you ask. There's still the main story, there's still the key features, there's still the barebone appeal; separating the game from a toy. Spore for instance, I'd wager, will be a toy.
VasikkA wrote:Do you really think invisible walls are a bigger problem than the completely illogical restrictions that are situated within the gameworld, not outside it.
The game map is no less part of the gameworld, and invisible walls can be used not only at the edges of the universe but also to guard key locations which you are not allowed to access. In any case -- hang on, I'll get to it in the next bit.
VasikkA wrote:There's a lot more "You need to find the proper key to open this 2 inch thick wooden door" crap.
Ofcourse, it's an annoyance. Albeit, there's a door, there's a lock on the door and there's a key to open the door -- not a completely hopeless situation. I don't loose heart at the sight of that. Maybe I'll mutter some curses, but in the end the puzzle is not without a solution. But when there's no door, there are no locks and there are no keys -- when there's just air in your way, and perhaps a message saying "YOU CANNOT GO ANY FURTHER", I just quit. It's not the end of the world ( ha ha ) if I can't get to some other grassy knoll a few feet away from here, but there's really nothing stopping me except the worlds lamest excuse -- fill it with rocks or an endless abyss, or show signs of danger that would frighten me away. An impassible forest would be less painful, even a chinese wall replica with a door that says "You need to find the proper key to open this 2 inch thick wooden door" would be less hurtful, than an invisible wall. Because, it's a badly thought out situation -- it's the worst goddamn idea in the history of gaming. There are graphical possibilities to block the characters way, there could be a voice in his head saying "It's getting dark. Maybe I should turn back." some steps from the end. There are unlimited possibilities to ending this fruitless journey to the edge of the screen, so why would one use the most illogical and ugly one?
Haris wrote:Its not just names. They can look the same, they have story behind them, they bring back memories. A simple sound effect can bring that warm feeling back that you had from playing fallout 1 and 2.
Let us use some ugly examples to understand eachother. We have Morrowind, it's moddable. We rename the towns in Morrowind, perhaps even move them around geographically, so that they are akin to the towns of Fallout. The different factions in Morrowind all get the Fallout treatment, the interface is made out to be a rip of the Pipboy, items are a straight rip from the Fallout universe and sounds / music likewise.
I don't think I'd cream my pants about it, I really don't. Is this the best we can do with what we have, or what can we, in your opinion, add to make this mod feel like a remnant from Fallout? Most importantly, what can we add to make the Fallout fans, as you said, feel all warm and giddy inside, like they did when they first played Fallout?