ctdavids Posted September 4, 2014 Posted September 4, 2014 Does anyone else feel like the "best" way to travel around a new area is in the stealth/search mode at double speed because this means you're travelling at a decent clip and can find hidden containers? That's certainly how I feel, but I'm not convinced I like that. It just feels a little odd, but since, as far as I can tell, you have to be in stealth mode to find hidden items it seems like the only real option. I guess I would prefer being able to find those items out of stealth with increased chance based on perception... I know it's not game-breaking, especially compared to the large number of bugs currently in existence, but it bothers me. Am I alone? 1
CatatonicMan Posted September 4, 2014 Posted September 4, 2014 (edited) I don't have a problem with this. Double speed affects everything, so the only advantage it confers is to allow the player the option of not wasting their time. Edited September 4, 2014 by CatatonicMan
Headbomb Posted September 4, 2014 Posted September 4, 2014 Note that it just might a testing feature. Much more efficient this way. Personally, I'd leave this feature off in the final game. Too jarring.
ctdavids Posted September 4, 2014 Author Posted September 4, 2014 Just to be clear, my issue is more with having to wander around in scouting mode constantly in order to find the (non-trivial number of) secrets. Given that I have to do that, I guess I'm glad that I can do it at a reasonable clip, even if that does make all the NPCs look like the freaking road runner. I just really don't like scouting mode to find secrets thing. To find traps, ok, but not a fan of it for secrets. Now, of course, I could just forego secrets. That's an "option", but not really an appealing one. Anyway, it just bothers me.
mutonizer Posted September 4, 2014 Posted September 4, 2014 (edited) +1 The auto-detection of secrets only if using scouting mode is a problem that struck me immediately upon starting the beta. - It artificially creates frustration when not using it because it's so bloody slow, because you KNOW you'll never find secrets. - It artificially creates frustration when you're using it because you know you'll ALWAYS find all secret, because it's so bloody slow! Solution: - Detach secret detection from scouting mode completely, leaving only Stealth based interactions to it. - Make secret detection a continuous random check focused around one or more attribute (Perception raises your chance to find them, Intelligence raises the radius in which you can find them, Resolve makes check occur more often, etc). This means you can miss some easy ones and yet find some hard ones. OR - Make secret detection a passive fixed value check focused around one or more attributes (see above). This means you'll know you'll find the ones you should find, and yet never find the ones too hard for you currently. Edited September 4, 2014 by mutonizer
Qiushui Posted September 4, 2014 Posted September 4, 2014 I agree that secret detection should be removed from scouting mode. It's too gamey the way it is currently. As was said, speed options will likely be removed in the release version.
mutonizer Posted September 4, 2014 Posted September 4, 2014 (edited) As was said, speed options will likely be removed in the release version. I think only Fast will be removed because there is no actual UI button for it as of now. Otherwise, the "clock" has a: "Pause" UI element and a "Slow" UI element already. Not sure why they'd spend the time and effort to make a Slow UI element and implement it if it's just a beta testing thing. Edit: Hmm, new bug then...tooltip from clock overlap...can't read the date/time Edited September 4, 2014 by mutonizer
ctdavids Posted September 4, 2014 Author Posted September 4, 2014 I like the idea of having some secret finding split between multiple attributes. Interesting concept. That also raises, of course, whether it's only the PC's attributes that matter or those of each char within their own area, etc.
mutonizer Posted September 4, 2014 Posted September 4, 2014 That also raises, of course, whether it's only the PC's attributes that matter or those of each char within their own area, etc. Each Char of course. That allows for quick banters such as some companion goes "Hey! Lookie here!" where you (player) go "man I love that dude!"
ctdavids Posted September 4, 2014 Author Posted September 4, 2014 Too bad they give us a piglet pet instead of a cat pet then: But seriously, yeah a per-character option does seem realistic.
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