Cutscenes that happen on entering a new zone can be skipped by pressing the spacebar.
Cutscenes that happen inside missions cannot be skipped, because things are set up during the cutscenes, and skipping them messes up the timing.
For example, I'm assuming that, since it's current right now, you're complaining about the Forum Malvanum cutscenes. After the fifth round, the timer for the next round starts at the same time as the cutscene, and the timer is padded by the length of the cutscene. There is no way to shorten the timer by the amount of time that was skipped in the cutscene, so that would mess up the timer.
And in group situations, who gets to decide if the cutscene is skipped? The leader? What about in places where there is no team leader, like Alerts?
This isn't a single-player game. Cutscene skipping doesn't work well, because everything you do has the potential to affect other players.
As to the Teleport to Player Location, we have it already:
And please, stop screaming.
_________________________________________________ @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
And yet STO CAN do this. Some of their cutscenes cannot be skipped the 1st time but can after that on replays. Some of their cutscenes can be skipped outright. Some of their cutscenes cannot be skipped but those tend to be very short.
For an example let's look at the Cybermind Alert. When you enter the 1st room with the firewalls if you look very closely at toons with powers like Blazing Speed you can see that your toon is invisible and that the toons you are are "markers" for that cutscene. So if the option were there to skip it then if would just transport you to the marker spot, like it already does, and not start off until everyone was done with the cutscene in one way or another. Either way, IMO, it would be less painful if a system like this was used. You could also use barriers like the one at the beginning of Harmon Labs so that all participants start off at the same time.
As for FM....STO has a similar mission called Colosseum which has alot of the dialogue happening during the fights so the pacing and presentation are about 100 times better. They have the technology...it just wasn't used.
The key here, IMO, is the proper usage of existing assets/mechanics paired with the right amount of presentational know how. It's like what would happen if you didn't let Joel Schumacher touch Batman or Michael Bay touch Transformers. :biggrin:
I used to play a lot of Guild Wars and if you were in a group people could choose to skip the cut scenes, what happened was at the bottom of the screen you would get a message like "X number of people have chosen to skip the cut scene", and if you were in a group of 5 people and 4 people chose to skip the cut scene you knew you were the one holding everyone else up. If one person wanted to watch the cut scene everyone had to watch it. It sucked if you'd seen that particular cut scene 20 times, but if it was your first time playing through you didn't have to miss anything.
As per Champions Online, usually I feel the cut scenes are there more to remove your stacks of whatever so the fight directly behind the cut scene is harder. Most of them are arbitrary and don't really give us much in the way of story telling. Also, with the exception of the alerts, I think most people play this game as a solo adventure.
I don't remember the game.. but I played an MMO with cutscenes once, and the cut scene would be skipped if all five players in the party pressed the space bar. We skipped many cut scenes in that mmo, and it was good \( O _ O )/
the argument about cutscenes being used to set up really isn't a good one... there are a lot of cutscenes that take place with all assets already setup and only really waste time... Additionally assets can be loaded in and moved all at once rather than over the course of the cutscene...
Comments
Cutscenes that happen inside missions cannot be skipped, because things are set up during the cutscenes, and skipping them messes up the timing.
For example, I'm assuming that, since it's current right now, you're complaining about the Forum Malvanum cutscenes. After the fifth round, the timer for the next round starts at the same time as the cutscene, and the timer is padded by the length of the cutscene. There is no way to shorten the timer by the amount of time that was skipped in the cutscene, so that would mess up the timer.
And in group situations, who gets to decide if the cutscene is skipped? The leader? What about in places where there is no team leader, like Alerts?
This isn't a single-player game. Cutscene skipping doesn't work well, because everything you do has the potential to affect other players.
As to the Teleport to Player Location, we have it already:
And please, stop screaming.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
For an example let's look at the Cybermind Alert. When you enter the 1st room with the firewalls if you look very closely at toons with powers like Blazing Speed you can see that your toon is invisible and that the toons you are are "markers" for that cutscene. So if the option were there to skip it then if would just transport you to the marker spot, like it already does, and not start off until everyone was done with the cutscene in one way or another. Either way, IMO, it would be less painful if a system like this was used. You could also use barriers like the one at the beginning of Harmon Labs so that all participants start off at the same time.
As for FM....STO has a similar mission called Colosseum which has alot of the dialogue happening during the fights so the pacing and presentation are about 100 times better. They have the technology...it just wasn't used.
The key here, IMO, is the proper usage of existing assets/mechanics paired with the right amount of presentational know how. It's like what would happen if you didn't let Joel Schumacher touch Batman or Michael Bay touch Transformers. :biggrin:
Join Date: Aug 2009 | Title: Devslayer
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
As per Champions Online, usually I feel the cut scenes are there more to remove your stacks of whatever so the fight directly behind the cut scene is harder. Most of them are arbitrary and don't really give us much in the way of story telling. Also, with the exception of the alerts, I think most people play this game as a solo adventure.
My super cool CC build and how to use it.