Unskippable cutscenes in quests is bad

droid327

Hardcore casual soloist
I can clear Rosemary in about 3 mins on a char that can search the hidden door

The cutscene is like 20 seconds. That's like 15% of the quest.

I've been unfortunately having to grind GTA lately too and the end fight intro cutscene is abominable - why do they take SO LONG to spawn in?

Let us play, stop making us wait to play
 

Shear-buckler

Master of reactions
It’s not cause if u can skip cutscene u don’t waste 5 mins on pot which usually u do waiting for yadda, yadda to end doing nothing. So it’s nothing conspirative in this statement it’s just simple logic.
If the exp/minute of the quest is the same it does not matter for the pot if you are looking at a cutscene or walking/in combat.
 

Qrvar

Well-known member
The problem is not the cutscenes, it's the yapping / inability to write concise descriptions and dialogue. It's bad whether they make you sit through it or force you listen to DM text from three rooms ago when you've already finished the quest.
 

Shear-buckler

Master of reactions
Except it's not fun sitting there waiting to play

That's a Progress Quest argument
I agree, thats my point really. Framing the problem as "wasting xp-pots" is completely missing the point and if that is the argument that is heard then nothing would change because it is a bad arugment.
 

Qrvar

Well-known member
Yes it is bad and how many times have I and others suggested that it's made optional?
Optional cutscenes wouldn't help solve the core problem, the problem being "bad" writing (by "bad" I mean not suitable for the medium).

Somehow, pre-MotU quests and raids haven't had this problem and managed to deliver the story well enough with short one-liners, which were delivered concurrently to the action. And which to date are generally more impactful / more fondly remembered than the newer content.

DDO isn't FFXIV and we don't need epic 5-minute dialogue scenes. Show, don't tell.

Showcase 1: one ominous "The Lair" in Spawn of Whisperdoom is infinitely more effective than the lengthy back-and-forth between Lolth and the Spinner of Shadows.

Showcase 2: Black Abbot's "I call the inferno" is both a story beat and a call to action / game mechanic. Anytime descriptive text is used e.g. Another Man's Treasure "The mage raises his hands to cast X..." I just roll my eyes.
 

Quartis

Well-known member
Sinister storage, Fear Factory, Lord of Stones, Lord of Eyes and Missing also have these unskipable boss dialogs, but it is before the battle.
I like them some times, but not always.
 

droid327

Hardcore casual soloist
Sinister storage, Fear Factory, Lord of Stones, Lord of Eyes and Missing also have these unskipable boss dialogs, but it is before the battle.
I like them some times, but not always.

Which is its own separate issue because, unless you've played it so much that you have the timing memorized, it makes it much harder to hit your boss buffs before you engage - either you wait too long and have to finish buffing while you're getting attacked, or you go too early and lose uptime on your boss buffs.

Its much easier when there's only a very short "ramp up" to the actual combat, or even better when it waits for an input from you then immediately starts, so *you* get to choose when to start the fight. That's the balance of real combat, after all - the defender chooses where, the attacker chooses when.

Or they could just make bosses non-aggro, so they will wait till you attack them first and give you a chance to pump up. I dont really see a downside to that generally, though that might break some specific boss fights.
 

Chaotix

Well-known member
If the exp/minute of the quest is the same it does not matter for the pot if you are looking at a cutscene or walking/in combat.
So after endfight in LoD ending animation scene when u dont move at all for You is OK? Timers r ticking during that…
 

Shear-buckler

Master of reactions
So after endfight in LoD ending animation scene when u dont move at all for You is OK? Timers r ticking during that…
As far as pots are concerned it does not matter if I run and do combat or am stuck in a cutscene, they would tick just the same either way.
My problem with that end animation is that it is boring.
 

pirotessa

Well-known member
As far as pots are concerned it does not matter if I run and do combat or am stuck in a cutscene, they would tick just the same either way.
My problem with that end animation is that it is boring.
If you could skip the scenes you would be done faster getting more time out of the pots, is the point. Not sure how youre equating watching a cut scene with being in combat...
 

Shear-buckler

Master of reactions
If you could skip the scenes you would be done faster getting more time out of the pots, is the point. Not sure how youre equating watching a cut scene with being in combat...
No the pots would last just as long, it would only do the same ticks in the next quest instead. If you play for 2 hours one evening your pots will tick just the same regardless of what quests you run and how much waiting they contain.
 
Top