Gandara
[Suggestion] No reset nodes in living story hard achis
Gandara
cut scenes annoying.
Need option to disable cut scenes after the first viewing
(edited by vpchelko.4261)
[Suggestion] No reset nodes in living story hard achis
in Living World
Posted by: Astral Projections.7320
Skipping cutscenes: Source
Jeffrey Vaughn
Content Designer
“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 cinematic 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."
(edited by Astral Projections.7320)
Skipping cutscenes: Source
Jeffrey Vaughn
Content Designer
“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 cinematic 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."
i.e. “we did one bad thing to prevent another bad thing”.
The lack of reset nodes during the last couple LS events did indeed suck, and I’m not sure why they didn’t put them in when they get a hugely positive response when they added them to Glint’s Lair.
Thankfully this recent update does have them again, so hopefully they’ll stick around for future story missions as well.
Sorry to necrothread stuff from one month ago, but I am indeed sick to death of this crappy Dodgy Crowd kitten. I do not mind having a difficult achievement to do, but the need to redo all the parts all over again all the time is obnoxious, stupid and non necessary: glint’s lair had plenty of ways to reset the encounters.
It makes sick of playing.
Managed to do the Dodgy crowd when I went in with a friend. First I agroed the mobs and he got the achi, then we did again so he agroed and I stayed a side sniping and I got the achi.
[Suggestion] No reset nodes in living story hard achis
in Living World
Posted by: CureForLiving.5360
Skipping cutscenes: Source
Jeffrey Vaughn
Content Designer
“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 cinematic 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."
i.e. “we did one bad thing to prevent another bad thing”.
Which is why reset nodes would be idea, that way you watch the cutscene once, fail the encounter, run to the reset node, and do the encounter again without having to watch the cutscene.
Skipping cutscenes: Source
Jeffrey Vaughn
Content Designer
“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 cinematic 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."
i.e. “we did one bad thing to prevent another bad thing”.
Actually it was "We did this to stop people QQing about how much they wished the game had “real” cutscenes instead of these awesome looking story dialogues we shipped with, so now you have to live with not being able to skip them.
While every other game is making it easier to retry content after failure, Anet makes you watch unskippable cutscene after unskippable cutscene.
For achievements, they should just let you pop directly to your chosen fight (as with Queen’s Gauntlet) without even having to suffer through the really bad dialogue a second/third/fourth/… time.
Maybe they thought forcing people to watch the cutscenes would provide additional incentives to complete them on the first try. :P
Dodgy Crowd does need a reset mote.
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson