Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Too many load screens, wait states and little interruptions


  • Please log in to reply
33 replies to this topic

#21
GuyNice

GuyNice

    (3) Conjurer

  • Members
  • 189 posts
  • Deadfire Backer

For me it is a vast improvement over the last game. Playing on SSD the loading times are quite reasonable. However performance in some areas should still be improved, there are some noticeable frame rate drops (my PC is over the recommended specs). And there must still be a memory leak, as performance degrades over time. But for me it's not a huge issue, I just restart the game after an hour or 2. The game is so good I'm willing to forgive a lot. Especially since mods have started to fix some of my biggest pet peeves (mainly difficulty).


  • AwesomeOcelot likes this

#22
Excerpt

Excerpt

    (2) Evoker

  • Members
  • 61 posts

What kind of computer are you playing on? I haven't had any issues with long loading times, they are many times faster compared to POE1.


  • Achilles, Katarack21 and Zaret Voruta like this

#23
Arnegar

Arnegar

    (1) Prestidigitator

  • Members
  • 36 posts

One example is when you have to go back to Fort Deadlight after receiving a letter. FOUR load screens just to talk to an NPC for a moment.

 

Then there's the myriad places where there's a completely pointless exit, like the Imperial Command place. There's a side exit, and if you leave through it, you go out to these stairs that just go up to the upper level. Load screens both times. What's the point? There are stairs inside. Or the Kahanga palace, there's this balcony off the rooftop that has nothing in it, but it's two load screens if you click on it to have a look. It's just such meaningless waste of time, why are there load screens for these tiny flavor areas?

 

When playing this game, I just feel like 25% of my time is spent in load screens or NPC-walking-away wait states where you have no control. There's just too much of it. When you travel to the Gullet, there's like a forty second display of some guy getting thrown in the depths, and it's so slow because you have to watch NPCs move around and speak their lines. I'm all for story, but can we not constantly put the game on pause for extended periods of time every few minutes?

 

Older games had these as well, but they weren't something that happened all the time. We all remember the drudgery of watching Imoen get kidnapped by the wizards in BG2 for the fifteenth time, but then that sort of thing didn't continue to happen every other time you talked to an NPC.

 

I just travelled from Serpent's Crown to Queen's Berth. On the way, I was interrupted TWICE by storybook events where I had to kill some meaningless bandits who lit a house on fire or bullied one of my crewmates. It made the trek across the city take ten minutes for absolutely no reason. Then I set sail for Crookspur, and in that short trip, first my crew wanted to play dice and then they wanted to know if this fish was okay. It's just not something I want to click through sixty times over the course of a playthrough.


Edited by Arnegar, 25 May 2018 - 12:31 PM.

  • rjshae likes this

#24
Katarack21

Katarack21

    Chief Eldritch Abomination of the Obsidian Order

  • Members
  • 3065 posts
  • Steam:Katarack21
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

That balcony actually does have things in it--a pet and a trainer.

You get that cutscene at the gullet *once*--the first time you go there, never again. Personally I enjoyed the small interactions in Neketaka and on the boat--they didn't happen very often, and they added flavor to the events. You feel like your crew actually exists, is doing stuff when you're not there--your crew is fishing while your sailing around, they go out for shore leave while your in port, etc.

As far as older games are concerned, every time you leave a district to go somewhere else in BG2 there's a chance you'll be randomly attacked by thugs, assassins, or (in the wilderness areas) random monsters. Every. Single. Time. BG1 had attacking assassin cut-scenes in *EVERY NEW CITY*. You get randomly assaulted when you rest, too. There are far more interuptions like this in older games.

Not to mention goddamned Noober.



#25
Crucis

Crucis

    (10) Necromancer

  • Members
  • 1544 posts

One example is when you have to go back to Fort Deadlight after receiving a letter. FOUR load screens just to talk to an NPC for a moment.

 

Then there's the myriad places where there's a completely pointless exit, like the Imperial Command place. There's a side exit, and if you leave through it, you go out to these stairs that just go up to the upper level. Load screens both times. What's the point? There are stairs inside. Or the Kahanga palace, there's this balcony off the rooftop that has nothing in it, but it's two load screens if you click on it to have a look. It's just such meaningless waste of time, why are there load screens for these tiny flavor areas?

 

When playing this game, I just feel like 25% of my time is spent in load screens or NPC-walking-away wait states where you have no control. There's just too much of it. When you travel to the Gullet, there's like a forty second display of some guy getting thrown in the depths, and it's so slow because you have to watch NPCs move around and speak their lines. I'm all for story, but can we not constantly put the game on pause for extended periods of time every few minutes?

 

Older games had these as well, but they weren't something that happened all the time. We all remember the drudgery of watching Imoen get kidnapped by the wizards in BG2 for the fifteenth time, but then that sort of thing didn't continue to happen every other time you talked to an NPC.

 

I just travelled from Serpent's Crown to Queen's Berth. On the way, I was interrupted TWICE by storybook events where I had to kill some meaningless bandits who lit a house on fire or bullied one of my crewmates. It made the trek across the city take ten minutes for absolutely no reason. Then I set sail for Crookspur, and in that short trip, first my crew wanted to play dice and then they wanted to know if this fish was okay. It's just not something I want to click through sixty times over the course of a playthrough.

 

My god.  If you tried just a little hard, could you whine some more?

 

I love those little events where you get stopped while traveling between areas in Nekataka.  I wish that there were more of them.  Not a lot more, but a few more.  So freaking what if they're just random bandits!  It seems to me that they'd be particularly appropriate if you were heading through The Gullet.

 

You really need to learn patience for crying out loud.  It's an RPG.  Every single thing that happens doesn't nor shouldn't be massively important nor have the time they take measured so that it doesn't tick off some self-entitled person who acts like every single freaking microsecond is precious.  Jeeez!!!  :fdevil:



#26
Crucis

Crucis

    (10) Necromancer

  • Members
  • 1544 posts

I also dislike all the menus you have to open to understand what is ability doing. Hover over ability to open menu to hover over status effect and then get into cyclopedia to read more about status effects since it doesn't state the whole picture.

 

And then the descriptions. Trickster: "Gives rogue illusion spells". What spells?? Aside from 1st level one? "Ranger and pet get bonus if they're within 4 meters". Just how big the bonus to acc and def is there?

 

And the descriptions of classes. Imagine you're some casual and read description of a chanter. Or Trubadour. Something something linger modal phrases something. What the hell does the class do? But they did put what is the name for Cipher is on glanfathan. Into class description. Why? What does it have to do with anything about the class? Write what the class does, not this.

 

Flavor.  The game needs MORE flavor, not less.  There's too much in the game that's too bland already!  The game needs a lot more flavor!



#27
Horrorscope

Horrorscope

    (3) Conjurer

  • Members
  • 136 posts

My #1 issue with the first game. Look at these long and routine loading screens as sports commercials, ech. It isn't like most players don't have the horses, they need to pre-cahce some scenes.



#28
Lavitage

Lavitage

    (1) Prestidigitator

  • Members
  • 18 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

If we could access the city travel map from anywhere inside Neketaka, including indoor zones, by pressing M, things would be a lot smoother.



#29
Chedden

Chedden

    (1) Prestidigitator

  • Members
  • 5 posts
  • Deadfire Backer
  • Fig Backer

I aggre, too many loading screen, and it's sooo looong.

It's really boring and broke the pace of play.



#30
flamesium

flamesium

    (3) Conjurer

  • Members
  • 179 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

One example is when you have to go back to Fort Deadlight after receiving a letter. FOUR load screens just to talk to an NPC for a moment.


Don’t you get the guy just inside the entrance of Fort Deadlight who will take you straight to her?

#31
flamesium

flamesium

    (3) Conjurer

  • Members
  • 179 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

If we could access the city travel map from anywhere inside Neketaka, including indoor zones, by pressing M, things would be a lot smoother.


They still wanted to leave a window for themselves to have events trigger when you leave a building.
  • Katarack21 likes this

#32
Katarack21

Katarack21

    Chief Eldritch Abomination of the Obsidian Order

  • Members
  • 3065 posts
  • Steam:Katarack21
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

 

If we could access the city travel map from anywhere inside Neketaka, including indoor zones, by pressing M, things would be a lot smoother.


They still wanted to leave a window for themselves to have events trigger when you leave a building.

 

Not to mention all the people on the street with quests that call out to you when you walk past.



#33
Sanctuary

Sanctuary

    (3) Conjurer

  • Members
  • 138 posts

First world problem.  Learn to be patient.  You get frustrated about this.  I get frustrated by the lack of patience and complaining about it.

 

Yes, moving around a city involved a number of load screens.  It's always been this way in the Infinity Engine and now the Unity Engine games.  You just can't load up the entire city of Nekataka as well as every single building into memory.  That's just not reasonable.

 

You must be confusing playing a game in the late 90s on a 90s PC and playing a 90s styled game with a modern PC as being the same.  It's not.  There's absolutely no reason why there should be so many loading screens, especially because of how long they take.  I just want to exit a building and go to another zone, but instead I have to go up some stairs, through a loading screen, then exit the building through another loading screen, then finally I am able to wait while my characters walk across the map to the nearest egress point, so that I can load up another loading screen.

 

What's not reasonable is having a modern game on a modern system running like it's two decades old.  The EE Baldur's gate games have plenty of loading screens too.  But they are all fast, so it's not an issue.


Edited by Sanctuary, 26 May 2018 - 01:09 AM.

  • Horrorscope likes this

#34
Masticator

Masticator

    (2) Evoker

  • Members
  • 61 posts
  • Deadfire Backer
  • Fig Backer

"One example is when you have to go back to Fort Deadlight after receiving a letter. FOUR load screens just to talk to an NPC for a moment."

 

there's a guy right when you arrive who can take you right to her. Getting back out is a little more troublesome, but thankfully the pathfinding is good enough you don't need to handhold your characters all the way across the map.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users