UPDATED: Developer-Friendly & Condensed Proposal for an In-Game Pause: Pausing Character, Not Game

UPDATE:

The merit of this Pause Game idea has been updated as of 6/30/2013. Some earlier and even later comments may be irrelevant.

At the end, commentary remarks between me and other PoE users are quoted. Other things talked about in the commentaries have been considered and implemented in my proposal here to GGG.

Like I mentioned to someone in a comment here:

"
P.S. If anything my Thread achieved, it demonstrates how a fair, balanced and legit Pause could be implemented, and why (depending on varying opinions) it would be a good or bad idea to implement.

Therefore, this Thread should be the END of Pause recommendations to GGG. It covers everything and includes in-depth feedback of all kinds.

I acknowledge no system is perfect, and never did I say this Thread's proposal to GGG is perfect. I admit there is a loophole here and there as there is with Portal Scrolls. That said, I hold it true the minor loopholes don't outweigh the benefits."


==============================================

UPDATED:
Quickly, Let's Talk About the Issues with Portal Scrolls:

Condensed Text
The issue with Portal Scrolls is they don’t stay up very long, and do not help in situations where you need to Pause the game immediately, perhaps because you have to run to the restroom or whatever else that may cause you to do a rushed AFK. Another reason using a Portal Scroll for AFKing is flawed because in some cases you may run low on Scrolls, have bad luck with their drop rate or lack the materials to buy them from the Vendor whether before or after battle. This is a rare case scenario for later on in the game, but can still happen.

While I understand the limitations and mechanics behind Portal Scrolls (which is not necessarily what I have a problem with,) they do not always make for an effective AFK / Pause Game method.

And let's not lie to ourselves and put Portal Scrolls on such a high-standing pedestal because they too have a much greater loophole in them for exploitation than what I propose given all the penalties and specifications outlined further on. Currently, players can Portal their way to success vs. enemies and Bosses, right? Right . . . The point is no system or feature is exactly perfect, but developers and people with ideas do the best they can to mitigate vulnerability to abuse.

The difference between my proposal here for an in-game Pause vs. a Portal Scroll is 1. An in-game Pause doesn't grant you access to your Stash, Vendors or Quests from NPCs in Town, and 2. What I propose for an in-game Pause only lets players Pause the game, for them only (nothing more,) when they need to with wait time penalties and other penalties detailed in this Thread.

The above is not implying my idea is better than a Portal Scroll.

An in-game Pause, Portal Scrolls and Waypoints do not cancel each other out so as to make each other obsolete in that players are still going to use Portal Scrolls and Waypoints, as well as the in-game Pause feature granted GGG implements this.

I am covering all this ground because someone here in the commentaries likes to continue relating what I propose for an in-game Pause to Portal Scrolls when there is clearly differentiation between the two features and how they operate.

They seem alike but they're not.

==============================================

Without ruining PoE's gameplay, here are my proposals on an in-game Pause feature:

UPDATED
Developer-Friendly - OVERVIEW and Wait Time PENALTIES Before and After Pausing:

Condensed Text
==============================================
NOTE: The idea of a Pause in Multi-Player talked about in this Thread is not to be assumed a definite pause like in Single-Player where everything on the screen becomes still. When pausing when in a Party, only your character stays still; when pausing when by yourself, either the same thing applies, or, there would be a definite Pause where everything becomes still. However, the wait time penalties, described further on, would still apply.
==============================================

Some, not all this was thought up by PoE User: Nurvus:

Everything stated here can be easily changed by GGG if considered.

1. A Pause takes 5 seconds to initiate
2. There is a 10 second wait time before you can Pause again.

3. If used Bandwidth is a problem due to too many paused players in instances, then AFKed/Paused players only who are in an instance for more than 8 minutes immediately get sent back to Town and their Portal(s), closed. Because of this penalty, players will most likely close their game entirely if they know they'll be AFK for more than 8 minutes when pausing. This penalty does not apply to those who AFK in instances without pausing via ESC Menu.

4. When paused in a Party the text "AFK" is placed above the paused player's head only.
5. Whether playing alone or with a Party, when paused, only the paused player is temporarily IGNORED by enemies as if the area doesn't recognize the paused player. When gameplay is resumed they are vulnerable again. (Read #7 for more info)
6. Pausing the game does not affect other players, enemies OR Bosses if a paused player is in a Party or playing alone.

7. To counteract AFKed players exploiting the Pause feature for tanking enemies and Bosses, players with the floating text "AFK" above their heads would be IGNORED by enemies and their attacks, spells and projectiles until they Exit the ESC Menu and resume gameplay.

8. The game doesn't recognize you as being in the area at all, and therefore:
9. You do not get XP (when paused only)
10. You do not get Items (when paused only)
11. You do not get Quest Progression (when paused only)
12. You do not provide Item Quantity or Quality Boost to Party (when Paused only)

==============================================

Some things brought to my attention in the commentaries:

Condensed Text
"
Nurvus wrote:
I still think in addition to taking 5 seconds to initiate, you should have to be at full health/energy shield, and if there is the concept of "in combat" you must be out of combat.

This should be something you can only use between fights, never during fights.


The problem with that is players are going to get constant messages telling them, "You can only Pause Game when full on health." This will not only become an annoyance (to me it would,) but it beats the purpose of the type of Pause my Thread here talks about and its use.

Another person in the commentaries said:

"
Hercanic wrote:
Singleplayer pausing I am all for. Multiplayer pausing, less so. It does not have the same level of usefulness, its exploitability requires a convoluted set of rules just to avoid it, and it detracts from the point of being in a party to begin with.


To which I replied:

"
HeavyMetalGear wrote:
Not everyone that's in a Party can predict whether or not they have to AFK or not, notably due to countless IRL reasons whatever they are. If duty calls (hopefully I don't have to emphasize on that,) or if you have to immediately AFK, then you have to AFK! You cannot always control the reasons you have to AFK be it you're in a Party or not. Aside from that, it is to my great guess that 8 in 10 people, at least, party up for the right reasons even if they do AFK a short time.

Even without the in-game Pause feature, players still cower away somewhere else on the map, leech, and AFK. Seriously, what's there to argue? These things are done already through the power of ancient free will. And I guess you and everyone else reading my Thread seems to forget that if long periods of AFKing, leeching or cowering away (not helping) takes place, guess what? it's called kicking players from the Party who do this."

That being said, the in-game Pause feature (when used in Parties) will most likely only be used in short spurt intervals in that the AFKing player will forewarn everyone he or she is AFKed. To check if they're lying or not, all the Party Members have to do is see if their location is changing, then, that's when you know they're leeching. The in-game Pause feature how I propose it will also most likely be more revered between Friends you play with in-game.




Your thoughts are welcome.
HeavyMetalGear
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Jul 3, 2013, 10:56:19 PM
This thread has been automatically archived. Replies are disabled.
bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
The only way I honestly see it working is a solo only pause that only works if there's no enemy in aggro range anywhere around you. Meaning you can basically only pause at the point where you could basically stand still and AFK without being in danger anyway. But a player doesn't really know when that is, so a functional pause to guarantee the player safety in that situation would be very comforting.

Anything else will pretty much just be abused. You could abuse that invulnerability with some silly trickery as well.
Idea of being able to pause the game is just stupid, just do portal and go to town if you need to look at settings or afk. Its much less exploitable and they can make something more useful to game with their time.
Last edited by wannabee#3810 on Jun 15, 2013, 10:25:32 AM
"
wannabee wrote:
Idea of being able to pause the game is just stupid, just do portal and go to town if you need to look at settings or afk. Its much less exploitable and they can make something more useful to game with their time.


Just saying it's stupid and suggesting to use a Portal is in itself stupid. Maybe someone won't have a Portal on them in certain situations. That just said is an often overlooked piece of common sense when it comes to reading about the 'Pause Game' idea in-game. When I go through with ideas I go in considering more than one circumstance. You only consider one and you're done . . .

P.S. There is nothing 'exploitable' about my idea here as it is written. Provide more information, please, on how it's 'exploitable' and 'stupid' then, maybe, I will bow before your point of view.

Thank You for your feedback, even if I do 100% disagree with it.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Jun 27, 2013, 3:11:52 AM
Awesome idea.

I would love to survive foreseeable damage bursts with instant-AFK feature. Like Vaal Smash, wave attack of Kole/Brutus etc.

This would help me to finally play a glass cannon character in HC league. Just like with Alt-F4, you always need to stay aware of the damage you are about to take in order to take full advantage of this new mechanics.

Is this OP? Probably. But just not to lie to ourselves - is surviving in melee bearable in this game? Or, more precisely - does *not* being in monsters melee range improves your survivability more than anything else (evasion, armor, granites etc.)? Yes, and by far.

Против лома нет приёма, если нет другого лома (~A gun is the great equalizer). When dealing with a deadly environment (exactly like Wraeclast is) the best you can have is a way to just brute force it. Be it substantial survivability, that hp nodes used to give, or ES that was recently buffed out of proportions - sometimes it is precisely that - a clunky, inconvenient but efficient way of dealing with troubles that is brilliant. Almost all games, that are generally viewed as entertaining, rely on that sort of mechanics that sometimes gets called skill.

TLDR: Awesome idea. Positive overall effects outweighs any possible damage to the game mechanics (if any will be caused at all).
Last edited by Daefecator#4146 on Jun 27, 2013, 3:40:57 AM
I really hope they add a pause for solo play one day. Portals don't last long, and standing in an uncleared area results in me coming back to a corpse more often than not.

Clearly harder to implement in a party, but pause seems less valuable in a party anyway, seeing they can portal you back to where they are.
Being able to pause any time really removes the threat of a lot of things. At least now your panic button of Alt+F4 means you lose your current place in your instance.

In a party this allows you to just pause through anything remotely threatening and have your party focus on killing stuff. Aside from removing the need for defense, it makes it easy to leech off other players when in a party.

Additionally, you could add a delay or something before pausing, but you could just use a Portal Scroll instead.

If you're concerned about a lack of Portal scrolls, that's your own fault. Seriously. Nothing stopping you from walking off carrying 30 of those things or finding some more as you kill shit given how frequently they drop.

And if you're worried about instances closing while you're afk, it exists as is for the sake of lowering server-strain. Even if you had 0.1% of the playerbase afk in an instance at any one time, that's a couple hundred, maybe thousand, instances that you need to account for now for the sake of convenience for players that don't plan ahead.
this would be easily exploitable.

if that really requires an explination:
Spoiler

lets think about when i would want to pause. if i want to exploit the game then im fighting when i pause. if im not exploiting then im not fighting and i can just use a portal.
Hey this is a signature! pretty cool stuff...yeah...
"
HeavyMetalGear wrote:
There is nothing 'exploitable' about my idea here as it is written. Provide more information, please, on how it's 'exploitable' and then, maybe, I will bow before your point of view.

Thank You for your feedback, even if I do 100% disagree with it.


It is exploitable because of THIS:

"
Alfabetica wrote:
In a party this allows you to just pause through anything remotely threatening and have your party focus on killing stuff.


That means, for example:

I see that i have no potions left and have really litlle life left, so i just hit that pause button and let my teammates kill everything that threatens me. Then i unpause the game and I am safe...
"The one who dies with the most toys is still dead."
- Geth, keeper of the Vault.


Report Forum Post

Report Account:

Report Type

Additional Info