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wanderon

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Everything posted by wanderon

  1. Nope. Not true. The purpose of User Interface is to allow the user to communicate to the program what he or she wants to do. When the same button unpredictably does the opposite of what it did a fraction of a second before, that is bad UI because it undermines the purpose of UI. None of this is my opinion, it's just objective fact based on what a user interface is. You're trying to make it out to be a matter of opinion to save face or whatever, but it's not. Do you think the fact that ability buttons sometimes don't work shouldn't be fixed because it just takes another click? Now, you're welcome to you opinion about whether they should do something about this UI issue, but "I don't see it as an issue... with a side order of I hate it when the goal seems to be making a game that plays itself while the player sits back and watches things unfold" is a horrible argument for leaving objectively poor UI in the game. Just pointing that out. The purpose of the pause key is to pause and unpause the game - if the game is paused clicking it will unpause it if the game is not paused clicking it will pause the game - it is not broken - it works exactly as designed - the issue here is simply PLAYER ERROR not determining whether the game is paused or unpaused before applying the key. It is the Players option to use the auto-pause features the game provides knowing that this will cause the game to pause on it's own in certain circumstances - this does in fact mean that the player should determine what stage the game is in before pressing the pause/unpause key indiscriminately. The good news is if they fail to do this and end up pausing or unpausing when what they wanted to do was the opposite of that - the solution is to simply click the pause/unpause button again and all will be right with the world. One assumes that if the player is unable to perform such actions in a timely manner due to lack of focus or dexterity that perhaps they should consider not having the game pause automatically and/or try playing in slow mode to allow themselves more time to make that key press. What I do not see as necessary is taking steps to redesign a portion of the UI system that is currently working exactly as designed and as a side note works exactly as it did in every one of the IE games that this game is the spiritual successor to. One might also note that the fact that I personally do not like the concept of CRPG games that are designed to play themselves like an interactive movie has absolutely no bearing on the fact that the UI pause/unpause feature works exactly as designed which is why I offered it as a "side note" in the first place.
  2. The resistance is I don't see it as an issue and hence would just as soon devs spent time and resources on more relevant issues with a side order of I hate it when the goal seems to be making a game that plays itself while the player sits back and watches things unfold. You don't like a certain style of play therefore bad UI is acceptable? Got it. I don't consider the UI to be bad thus I would prefer if the devs didn't waste time fixing something I don't think is broken when they could spend that time doing things that I think are more important - that's my opinion and I choose to voice it because that's what discussion is about - people voicing their opinions about the subject presented. That the current pause behavior is bad UI is not a matter of opinion. It's a matter of fact. The fact that you don't like playing a certain way has zero bearing on this issue. You're welcome to share your opinion, but if you justify it with obtuseness, sarcasm, and personal bias rather than reason, people can and will call you on it. Oh no called out??? Can I get a jacket first? It is your OPINION that the UI is broken just like it's my opinion that it's not. It's your opinion that the pause behavior even has an issue never mind whether or not it is broken and it is my opinion that it works just fine as long as one is coordinated enough to press the pause key when needed after pressing it when it was not needed we are not talking rocket science here nor do I think the devs need to do anything about this trivial issue and that too is my opinion - you are certainly free to hold your own opinion and state it as you wish but you should understand that it is only an opinion - just like certain parts of the anatomy everyone has them. (End of lesson)
  3. IMO this just turns companions into adventurers with voice acting you may as well forget any RP value
  4. The resistance is I don't see it as an issue and hence would just as soon devs spent time and resources on more relevant issues with a side order of I hate it when the goal seems to be making a game that plays itself while the player sits back and watches things unfold. You don't like a certain style of play therefore bad UI is acceptable? Got it. I don't consider the UI to be bad thus I would prefer if the devs didn't waste time fixing something I don't think is broken when they could spend that time doing things that I think are more important - that's my opinion and I choose to voice it because that's what discussion is about - people voicing their opinions about the subject presented.
  5. The resistance is I don't see it as an issue and hence would just as soon devs spent time and resources on more relevant issues with a side order of I hate it when the goal seems to be making a game that plays itself while the player sits back and watches things unfold.
  6. I've had situations where two auto-pauses follow right on each other, so my attempt to repause it actually re-unpauses it. Oh no!!!!!! This would require another click (gasp)
  7. In large games my MO is the opposite - often I intentionally "miss" areas or rush by them in order to save stuff for future playthoughs. Of course I am also a chronic restarter so sometimes it takes forever to even finish a game but I will have played the early chapters dozens of times with different characters, teams, personalities. Played BG2 for a year and half (often 20 hours + a week) before finishing...
  8. Still waiting for regular boxed game - no email notification yet. (Upstate NY, US)
  9. Don't be silly if you do that there will be nothing to complain about!
  10. Yes they will ship with discs but the question is when?
  11. Really? Do we really need a fix for something that simply requires a second keystroke autopause/unpause oops pause????
  12. I dislike auto pause as well and have all off except traps (hold over from BG where my thief constantly found traps just as he/she stepped on it.)
  13. It only removes the stars next to the recommended attributes, if you know how the classes work you don't need them (because it still shows that each point does) Yeah I get that I am just not familiar enough with the classes (especially new ones) to recall which attributes are recommended and even tho I may or may not follow those recommendations I still want to have them in front of me to assist in making my decisions. I suppose I could just write them down but why bother - I can adjust most everything I wish outside of expert mode.
  14. No email for me for regular boxed version yet - I am in US (NY)
  15. Yeah...I think most of the time it goes by whoever is closer to the found thingie at the time. So if you're using the whole party, stalking around, whoever is the one close enough to trigger the hidden object first gets the line. For disarming traps, whoever has the highest mechanics (or is closest, if more than one has it high enough) moves forward to disarm. Assuming you don't have auto pause on trap found turned on in which case no one moves forward... Someone does move forward when you click to disarm the trap (and unpause). If your whole party/multiple characters are selected, then that someone will be whoever has the highest skill or whoever of those with high enough skill is closest, which is what LadyCrimson was saying I think. In my case I always choose my lock/trap guy and order him/her to disarm it while still paused so I never see this occur
  16. Yeah...I think most of the time it goes by whoever is closer to the found thingie at the time. So if you're using the whole party, stalking around, whoever is the one close enough to trigger the hidden object first gets the line. For disarming traps, whoever has the highest mechanics (or is closest, if more than one has it high enough) moves forward to disarm. Assuming you don't have auto pause on trap found turned on in which case no one moves forward...
  17. I tried expert mode for about 2 minutes until I discovered it also removes the suggested attributes in character creation and I wasn't yet ready to pass those up yet
  18. You can make characters any way you wish as adventurers - if you then wish to not use them until some random time or place in the game just use dice/cards draw names/times out of a hat etc.to figure that out. problem solved no dev resources needed.
  19. AFAIK, it will always say the party leader detects the stashes for some reason. This is definately not the case all the time (if at all) I have had numerous situations where I scouted ahead or covered a room after a battle and it is the scout that gets the credit (of course if the scout is the leader...) I tested this briefly in the BB as well and there were times the BB rogue could find things and other characters (main PC or adventurers) with less mechanics skill could not - altho I did not really check to see if the BB rogue also had more perception.
  20. yes but will you be able to decipher them when the time comes
  21. I left them on in the BB but for the "real deal" now have them all off - I prefer to choose based on which seems best for my current character and don't want to see options that are unavailable - I'd rather be surprised at the options I see when I make a character that does qualify.
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