It's a nice idea, but this kind of thing works both ways. These cunning traders, always out to get the best deal, will quite happily buy thousands upon thousands of Septims worth of total junk from me. I can go in there with 600 1 Septim arrows and they'll snap them up just as willingly as they buy magic swords and rings of power.Chipperz said:See, I like this because it adds to the immersion - these people are traders. They are the ones that took bartering from a stall to a proper shop, and won't have a problem fleecing a person, paying, say, 500 Septims for an item worth several thousand and then selling it at cost.
Maybe it's just me, but every time I see my own feet in a video game I try to shoot them, or swing a sword at my own legs, and it never has any effect. Even if I am an insane masochist, that kind of thing always reminds me that I'm just playing a game; I should be able to blow my own bloody feet off if I want to, and to hell with the consequences!Katana314 said:See, my understanding is that in real life, you don't "notice" your legs. You feel them through your muscles inherently, so it's never any surprise that they're there. When you see them in a video game, it doesn't seem to add anything; you don't need to be reminded that you have feet. In real life, I look down because I want to see what's below me.
I think that the mission complete screens were really handy. And they look like Cerberus reports which is pretty immersive. And it's a much better system than having to add up all your crap after a mission. Plain and simple it says: "You got this, this and this happened."Machines said:As much as I enjoyed Mass Effect 2, there were two major immersion breakers for me:
The 'mission complete' section at the end of side-quests and main missions. It doesn't fit with an RPG, especially one such as Mass Effect. If it were an option to view in your private terminal then fine, but it shouldn't be mandatory.
It actually makes sense. The car is (barely) hidden from the combine and is nothing more than an engine with some wheels. It does have a poorly explained use. What were the rebels going to do with it? They can't use it to attack the combine since the whole area would have been filled with rollermines and striders.Hazy said:Like how in Half-Life 2, Gordon Freeman happens to possess the only car known to man that is capable of driving itself around - steering and all.
I think you may have misunderstood me - Mr. Freeman's limbs are not visible while driving the car.Flour said:It actually makes sense. The car is (barely) hidden from the combine and is nothing more than an engine with some wheels. It does have a poorly explained use. What were the rebels going to do with it? They can't use it to attack the combine since the whole area would have been filled with rollermines and striders.Hazy said:Like how in Half-Life 2, Gordon Freeman happens to possess the only car known to man that is capable of driving itself around - steering and all.
This this this. I swear, half the reason I like The Darkness so much is because when I look down I can see Jackie's body and his feet as well as his hands. It just really helped the immersion some amount when it looked like there was an actual body there as opposed to a floating gun.Irridium said:The biggest immersion killer to me is when first person games don't let you see your damn feet.
I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .
Nothing rips me out of immersion more...
The whole 'animation not catching up to the speed' is another thing that got me in Bioshock. Not the animation though, but the sound. I don't know if it was just a glitch or if I got something wrong but it seemed like the guy could go full metres without putting his foot down.Layz92 said:I don't know if you could call it a bug but it snaps me out of a game when the animation of the character running isn't quite in speed with the rate at which your figure is moving forward. Also strafing while running forward and all that happens is you doing a weird running diagonal slide Instead of your legs twisting slightly or turning your body or whatever they feel like throwing in to cover you running in a game.
"Now Mister Freeman let me introduce you to Kitt.Hazy said:I think you may have misunderstood me - Mr. Freeman's limbs are not visible while driving the car.Flour said:It actually makes sense. The car is (barely) hidden from the combine and is nothing more than an engine with some wheels. It does have a poorly explained use. What were the rebels going to do with it? They can't use it to attack the combine since the whole area would have been filled with rollermines and striders.Hazy said:Like how in Half-Life 2, Gordon Freeman happens to possess the only car known to man that is capable of driving itself around - steering and all.
Ergo, the car essentially drives itself.
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Well I see it the other way, there are worse things than seeing no feet, like looking down and seeing feet that just don't move right.Irridium said:The biggest immersion killer to me is when first person games don't let you see your damn feet.
I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .
Nothing rips me out of immersion more...
Agreed.SarahSyna said:The whole sideways crab slide is why I never play in third person view in Oblivion. It just looked... weird.
I actually hadn't noticed that. But it's been a while since I have played the unmodded Half Life games.(I prefer SMOD CSS Sci-Fi which is just a collection of CSS maps converted to Half Life 2 and given CSS-like objectives)Hazy said:I think you may have misunderstood me - Mr. Freeman's limbs are not visible while driving the car.Flour said:It actually makes sense. The car is (barely) hidden from the combine and is nothing more than an engine with some wheels. It does have a poorly explained use. What were the rebels going to do with it? They can't use it to attack the combine since the whole area would have been filled with rollermines and striders.Hazy said:Like how in Half-Life 2, Gordon Freeman happens to possess the only car known to man that is capable of driving itself around - steering and all.
Ergo, the car essentially drives itself.
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That's because if you're fighting a nutjob cult and you find a rocket launcher you are not leaving that SOB behind, no matter how much it weighs.Treblaine said:Resident Evil 4 had it better with a square-based system. At least that has some flexibility though it was quite illogical as weight didn't seem to be any limit at all.
I personally don't mind if the feet aren't implemented perfectly, I just want to be able to see them. At least then I can see that I'm controlling a character, and not a floating camera with arms.Treblaine said:Well I see it the other way, there are worse things than seeing no feet, like looking down and seeing feet that just don't move right.Irridium said:The biggest immersion killer to me is when first person games don't let you see your damn feet.
I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .
Nothing rips me out of immersion more...
See the standard FPS controls it is easy to get the camera to move around smoothly and naturally as if it were a real point-of-view. But trying to stick a body underneath that that moves properly has been notoriously difficult in the past, the legs can seem to just skitter around like a zombie moon-walking on ice.
I'd rather see no feet than feet that can't interact well with the ground.
This isn't a problem with 3rd person games as the camera is not fixed to wherever the head is, but can just hover behind the avatar.