Time elapse in shop screen
caruga
Member Posts: 375
Not continuously as a normal unpaused game, but as a 'leap' of, say, 1 round of time on every sale or purchase.
Reason being (beside, arguably, a touch more realism) that I think the 'friends' spell should have a chance to wear off during bartering.
Reason being (beside, arguably, a touch more realism) that I think the 'friends' spell should have a chance to wear off during bartering.
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I want to be able to read item descriptions without worrying about a timer.
And it goes without saying that these suggestions would be toggled on or off in the options, so it wouldn't intrude on your gaming experience as you could just opt to have it vanilla BG behaviour.
I still does not like the idea, but I have nothing against an optional alternative
Disagree with my the idea by all means but at least make sure you're parsing it correctly first. So you're saying time freezing is more realistic than time passing in chunked durations that might not be consistent with how long item-browsing would plausably take?
I say in either case, the 'realism' of it isn't something you will notice. The metronome will 'jump' on transactions and you'll see and hear status effects wear off where relevent. Your brain won't be calculating whether an appropriate time has passed since you cannot perceive it.
But if it really matters, one could take note of time passage on the bartering window and use a figure derived from that rather than a fixed one. That would fix what you pose as a problem, but it would mean you can't treat the game as paused when viewing the bartering window (of course, you could pause the game manually--or maybe it could freeze time passage if you're 'idle' for more than a minute on there, hmm that gives me an idea...).
Regardless of its implementation, one way or another I think time should pass during bartering and trading.
Coming to think of it, it should pass during inventory manipulation too, but rather than continuous (BG1) style (and as two of you thought I was suggesting with bartering), again it should update only when items are moved around. I think this ties in well with my suspended inventory idea.
I think what could put a stop to this idea is the technical limitations; whether game-state can be 'fast-forwarded' and then graphically refreshed. I'm not sure if the engine is economical enough and the computers of today fast enough to make it happen near-instantly.
About the inventory screen:
continous is too fast considering the amount of time a usual player spend there. But while I can see your point with the purchasing window (even though I disagree with it), I'm strongly against passing time based on items moved around,since when you are trying to optimize weight sharing between the party members, some items are moved many times. Although I have to agree on that,that it did bug me a bit that after spending 15 or more IRL minutes looting and managing my inventory, I had go realize that no in-game time has passed...
If ther would be some time passing to.be implemented,I would go with continous,but significantly slowed time passing in inventory and shop screen.