Suggestion: Skip Talk
I remember when something similar was asked during LS2 (more specifically for the stealthy instance that you play as Caithe) that they said it’s not an easy thing to “skip” some of the dialogues because they’d have to teleport characters around when you skip the dialogue. Characters move while talking which complicates things a lot.
Also, remember how you could exploit certain bosses in GW1 by skipping cutscenes?
Good point, but that coudl theoreticaly be solved by lettign us skip the whole thign at the very beginning of the instance, then there is no issue with teleporting.
Start the Story instance, windop pops up, “Skip Story Segment – YES/ NO”
Click Yes
Et voila, story segment ends and you continue with the next story segment after leaving the segment, as if you would have done the current previous segment normally
No issues with moving NPCs and teleporting you around.
There is similar thread in Living World section:
https://forum-en.gw2archive.eu/forum/game/lwd/Please-let-us-skip-Living-Story-Dialogue/
Yes, it should be added.
hmm, havent seen this thread yet, but it shows, what I thought, that peopel have a big interest on it to skip all this chatter, be it either directly from the start the moment you enter the instance, that you get asked if you want to skip to a certain point or the whoel instance directly, as if yo uwoul have completed it…
We get on the second run and further so or so anymore any rewards for doing the segment again (which i find quite sad), so there should be also no problem with it to directly skip the complete talk with the instance by just 1 click at the start.
Or add there at the start of each story instance such a mote point, that when you click it (like these challenge motes), then you get asked, if you want to skip the whole instance and end it as if successfulyl done – appears only, once you’ve done the story naturally once normally first, thats clear)
if you let players skip the whole thing, before even anythign has started, then there are also no issues with either moving npcs and havign to teleport you around, nor is thexy any problems with some kind of biproduct from talking npcs and these kidn of excuses you can read in that other thread.
The point is, all problems that might be there, can be easily avoided, if you just let players have the choice to skip the whole thign from begin on, before anythign started.
Yes, maybe some dialogues have to be slightly reworked then, so that NPcs instantly start talking ect the moment the story segment starts,, but that is juts a matter of addign a stopper before the dialogue like, which lets the dialogue trigger first to begin, if we talk to the first NPC that wants to say somethign to us, so that the player actually has to begin manually the dialogue always and not that npcs begin instantly talking to as (while moving ect.) as the story begins.
Here’s what the dev have said on skipping parts of a Living Story.
There’s a bigger technical issue—during “in game” scenes, the NPCs are moving around and things are happening (gadgets might be activating, props may be animating, etc.) and if you just skipped all that, it could lead to some really bizarre behavior. Trying to manually set a “failsafe” to teleport the NPCs, fire off effects, etc. to replicate what the world state is if the cutscene plays is extremely tedious and error prone.
That’s why the old style “dialogue cutscenes” (and the fancy but rare full blown l sequences, like the Order movies and racial intros) are skippable, because we aren’t doing anything to the world while the dialogue plays, so skipping it doesn’t have any effect. We’ve moved away from those, because the in-game scenes are a lot more satisfying, but there’s a trade off.
ANet may give it to you.