Why can't we skip cinematics!
I thought they made some steps in the right direction when they inserted challenge motes in glint’s lair to restart boss battles. And then it’s back to square one with this episode with unskippable cinematics coupled with some achieves that can be easily failed. I don’t need to watch Caithe and Faolain shadowstep into the lab every. Single. Time. Insert a skip button. Please.
“Is it uplevel ranger season yet?”
“meh artistic vision”
Because if u don’t enjoy the cutscenes u must be forced to enjoy them. It’s been an ANet philosophy with all their content. U don’t like it? we force it down your throat
GW1 has skip-able cutscenes, it’s more likely the new Anet you’re talking about.
Wish Anet would put as much into bug fixing as they do those cinematics.
As I mentioned in another post, they won’t add the option because its meant to drag out the time it takes to complete the content otherwise known as forced repetition for the sake of faux longevity. I can almost guarantee that this topic was discussed and the change was made a few patches back for exactly this reason, or in short working as intended.
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” 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.
Update, perhaps I am wrong on this, if so my bad.
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” 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.
Update, perhaps I am wrong on this, if so my bad.
That is still bad design, though.
And it would be easily remedied by adding challenge-reset-motes, like in Glint’s Lair…
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” 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.
Update, perhaps I am wrong on this, if so my bad.
That is a cop out. It is poor design all the way. If they insist on this being their reasoning then they MUST include a way to restart the achievements without restarting the whole instance. Plus they need to stop doing mutually exclusive achievements if you cannot skip cutscenes that last 20 minutes.