#Sparrow's Tale completion popup is slow and intrusive

1 messages · Page 1 of 1 (latest)

torn monolith
#

When you complete a Tale, the popup you get that displays info like XP gained, faction XP, loot obtained etc is very slow and interrupts gameplay

For example if you're clearing out an objective such as destroy a tank, and the tank dies while you're still under assault from enemies, you are immediately forced into a small cutscene picking up your sparrow, unable to attack or escape danger.

Just as well, the information that comes up is VERY slow to do so, especially the loot, and especially if you happened to gain a lot of loot during a Tale.

Some approaches to fix this:

  1. If the cutscene is going to interrupt your play, then make the player 100% immune to everything during this period, and give the player iframes when the cutscene ends.

  2. The cutscene is skipped entirely if in combat.

  3. Give players an option to skip the cutscene. Make it a settings option for players who want to permanently disable the cutscene.

  4. Condense the info in the popup, especially the loot. The loot could be in a grid format to quickly show what you obtained, rather than a slow rolling list that can take up to 30 seconds to full show everything. Bonus, this lets players actually look at the loot, then close the popup when done.

  5. Limit the loot shown. Remove all loot the player picked up from enemies, picking flowers, crates etc. ONLY show loot that was rewarded specifically from completing the Tale. We already get UI popups showing what loot we got from enemies and crates, I honestly don't need to see it again when completing a Tale (it can also be misleading to new players, assuming loot they already picked up are also rewarded to them for having completed the Tale, which isn't the case. TBH from a UX perspective this approach makes the most sense - ONLY show Tale loot rewards.)

EDIT: APPLY THIS TO FORT CLEARS, TOO! I literally had a dude run up and kill me while I was locked in the balloon burning cutscene 😭

sterile drift
#

+1 has been a feedback given since several preludes ago
other options that have been suggested include holding off on the cutscene playing while combat is still active + don't let combat trigger/enemies spot you while cutscene is active

another option I remember being suggested was to have an enclave person at the end you talk to when you're ready that will then trigger the tales end cutscene

supple shoal
#

+1 have had almost this exact same situation play out, it wasn't fun

torn monolith
#

Recent monster hunter games especially the latest one, Wilds, handles it pretty well. YOu can take up hunts while out in the open world, then when the hunt is done, you get a timer letting you know like hey, in 30 seconds, youre gonna get the mission complete popup! (press X to skip the 30 seconds and see the rewards popup right away) - youre immune to all damage during the cutscene, you get to toggle through the popup to be like 'oh cool I got that rare drop, I leveled up, etc' and then, close popup, youre back in the world

sterile drift
#

That does sound like a better way to handle it, especially because in multiplayer everyone gets stopped in their tracks anyway for the same popup at the same time

#

sorry, the same taled end cutscene*

torn monolith
#

This game really does feel like it could be similar to MH in terms of like gameplay loop and how open world stuff is done so I hope they take a few notes from them on how to handle stuff like this

tame sleet
#

+1

stark osprey
#

+1

slow sable
#

It sucks when you are host doing a cogah run, constantly getting frozen for the popup and no invuln

next heron
#

+1

earnest smelt
#

+1. I was doing a faction tale with a friend that had us kill a banneret and his group. we killed the banneret and the tale didn't end, so we went looking for the rest of the group and found one archer, a mockery, and two shrimps. we specifically avoided killing the archer to avoid ending the fable in combat but apparently the shrimp were in the gang instead because we got the cutscenes when we killed them and I just had to accept being shot while i sat there.

stiff flint
#

+1

gentle sage
#

/signed

oak linden
#

+1

gentle sage
#

/signed

#

@near comet & @primal ruin sign this no arguing plz 😄

dusky fox
#

Nthing. Make it skippable, and only trigger when you enter a safe zone, and make a toggle to remove even that.

spice prism
#

+1 Same problem is with some of the bosses, if the cut scene plays shortly after I pick up the boss drop it doesn't show the rewards after the cutscene. The cutscene probably overrides the one from the Boss drop.

valid escarp
#

+1
Please oh my god at minimum at LEAST give me the option to skip it.
I'm aware that I killed the boss: please don't lock me into place to watch a forced fanfare cinematic while I'm trying to loot.

Shelf it and come back to it later, or use it on some later content.
Or even use the cutscene when ranking up with your faction -- you know, something that is infrequent enough to be special, but not frequent enough to feel eye-rollingly intrusive. I'd even concede that the fanfare cutscene for the collector ships and Fort Sieges are fine, since I never see the collector more than once a day. They are events, it feels more fitting for those to get fanfare. Though please include some i-frames after the cutscene to rule out any unavoidable shenanigans.

A cutscene for nearly every single boss and every single Faction Tale? Stop it.