Tanred Posted January 21, 2015 Posted January 21, 2015 One of the most important auto-pause options in the Infinity Engine games was the one which triggers when a player controlled character casts a spell. Yet, it has not been implemented into PoE. I mentioned it here on forums quite a few times when the beta was released thinking it was an oversight on developers part (given that there is an auto-pause option when an enemy cast spell and many others, imo less useful, auto-pauses). I checked the last beta build and to my surprise, it is still not there. So my question is, will this ever be implemented? And if not, what was the reason to it? 3
BrainMuncher Posted January 21, 2015 Posted January 21, 2015 (edited) I thought it already was. Does this only auto-pause on enemy cast? Because I would not want to pause on enemy cast, but I would want to pause on PC cast. Edited January 21, 2015 by BrainMuncher
Tanred Posted January 21, 2015 Author Posted January 21, 2015 I thought it already was. Does this only auto-pause on enemy cast? Because I would not want to pause on enemy cast, but I would want to pause on PC cast. Only on enemy cast, unfortunately.
BrainMuncher Posted January 21, 2015 Posted January 21, 2015 Hopefully it's not too hard to add in. But please Obsidian, if you do add it, make it separate from the enemy cast auto-pause. And make it pause when a PC finishes casting a spell, or is interrupted when casting, or fails their casting for any other reason. 1
Luckmann Posted January 22, 2015 Posted January 22, 2015 Wow, I simply assumed it was when the player cast a spell. I have the eerie feeling that someone misread the intention of the option and programmed it wrong, because there's no way I can see how "pause on enemy spellcast" to be an intended functionality. 1
Lephys Posted January 22, 2015 Posted January 22, 2015 Wow, I simply assumed it was when the player cast a spell. I have the eerie feeling that someone misread the intention of the option and programmed it wrong, because there's no way I can see how "pause on enemy spellcast" to be an intended functionality. I guess it's helpful in that you can take the time to see what's being cast and on whom, then adjust your tactics accordingly before unpausing? Instead of having to go "Issuing some orders, yeah... totally issuing WAIT! PHILLIP WAS PETRIFIED?! AWW CRAP! *PAUSE*". Hehe. *shrug* Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
Gfted1 Posted January 22, 2015 Posted January 22, 2015 Petrified? Theses no save or die in PoE. Its "unfair" and makes people get red about the face. "I'm your biggest fan, Ill follow you until you love me, Papa"
Lephys Posted January 22, 2015 Posted January 22, 2015 Petrified? Theses no save or die in PoE. Its "unfair" and makes people get red about the face. No, but there is petrification. It's just not "you didn't save so you're dead" petrification. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
PrimeJunta Posted January 22, 2015 Posted January 22, 2015 In theory. In practice the enemies keep wailing on you and damage comes straight out of your health, so it is an extremely quick trip to Maimed at the very least. I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com
Lephys Posted January 22, 2015 Posted January 22, 2015 In theory. In practice the enemies keep wailing on you and damage comes straight out of your health, so it is an extremely quick trip to Maimed at the very least. Unless you stop them ASAP because the game auto-paused the moment the petrification took effect. 8P Not saying it's easy, but there's a lot of room between guaranteed death-avoidance and guaranteed death when something happens. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
Luckmann Posted January 22, 2015 Posted January 22, 2015 To be fair though, Petrification wasn't equal to death in the IE games. It was poorly implemented because it could break some questlines (related to romance or companion quests; but so could regular dying) but in most cases, you were simply petrified and it could be cured fairly easily.Implementation was just stuck between "Perfect" and "Holy ****snacks this is ****ty".
gkathellar Posted January 26, 2015 Posted January 26, 2015 Wait wait wait they STILL haven't fixed this? That's ... auuugh come on Obsidian. This is one of the central ways to make large numbers of ability-users manageable. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
.Leif. Posted January 28, 2015 Posted January 28, 2015 I reckon all we can do is keep bringing it up and hope that it is implemented. If pushing back the release date means more features like pause-on-self-cast are included, by all means I am happy to wait. I know Obsidian folks read our posts so if we speak they'll listen.
Cluas Posted January 28, 2015 Posted January 28, 2015 Same thing (problem) with auto-pause on hit. It is supposed to be when a PC controlled character is hit... Not whenever an enemy is hit .... So IMO the auto-pause options are pretty useless right now :/
Tanred Posted January 30, 2015 Author Posted January 30, 2015 ... And make it pause when a PC finishes casting a spell, or is interrupted when casting, or fails their casting for any other reason. Yes, I wholeheartedly agree.
Ineth Posted January 30, 2015 Posted January 30, 2015 (edited) It looks like they did exactly what I warned against all along: Throwing together a bunch of lazily-brainstormed autopause options, without even trying to understand how and why players would actually use use auto-pause. A good auto-pause system would have required them to go about it systematically: I.e. carefully think about the kind of play-styles that benefit from auto-pause, and then for each of those identified play-styles make sure that all required auto-pause options are available and implemented in the most useful way. Edited January 30, 2015 by Ineth "Some ideas are so stupid that only an intellectual could believe them." -- attributed to George Orwell
constantine Posted January 31, 2015 Posted January 31, 2015 A nice auto-pause option would be on ability use (spells included, they are a caster's abilities). 2 Matilda is a Natlan woman born and raised in Old Vailia. She managed to earn status as a mercenary for being a professional who gets the job done, more so when the job involves putting her excellent fighting abilities to good use.
havokk7 Posted February 27, 2015 Posted February 27, 2015 A good auto-pause system would have required them to go about it systematically: I.e. carefully think about the kind of play-styles that benefit from auto-pause, and then for each of those identified play-styles make sure that all required auto-pause options are available and implemented in the most useful way. That's a good list. It tallies up with what I want from autopausing.
sundevil619 Posted March 1, 2015 Posted March 1, 2015 Yes, I think auto pause on player cast would be great, hope they can implement this, or they leave it open for modders. Dunno if they can leave it for modders due to unity, but yeah. Hope so.
Tanred Posted March 13, 2015 Author Posted March 13, 2015 (edited) Just a quick info: no changes to auto-pauses in the latest beta build. Auto-pause when a player controlled character casts a spell is still missing and the auto-pause when an enemy casts a spell is buggy - sometimes it triggers, sometimes it does not. Edited March 13, 2015 by Tanred
Ark Evensong Posted March 13, 2015 Posted March 13, 2015 Odd. in [435] that option caused a pause at the start of every combat when my Paladin character threw up his aura. I thought this was annoying enough to quickly disable the option, so I haven't tried it much. Still, it triggered on a Player Spell. So may be more bug than lack of feature?
Tanred Posted March 13, 2015 Author Posted March 13, 2015 (edited) Yes, the enemy spell auto-pause triggers on certain player spells - it has always been like that and I reported it as a bug when the first beta build was released. Edited March 13, 2015 by Tanred
BrainMuncher Posted March 26, 2015 Posted March 26, 2015 Obsidian, thank you:) All my christmases have come at once
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