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prodigydancer

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Everything posted by prodigydancer

  1. No. I played ToEE though and I understand that TB combat can be quite advanced. And I'm not really against TB. I'm against TB fans with their seemingly irresistible urge to ask for TB in every CRPG project. They've already ruined TToN which had every right to be an RTwP game.
  2. "Better" is subjective but there are inherent differences that are hard to overcome. E.g. in RTwP you can counter a non-instant spell and in TB you generally can't do that. Again, this works both ways. If enemy AI is good enough (or even if you're simply ambushed and can't instantly get aggro off mages) casting spells that have long cast time may be pretty hard in RTwP. In TB it doesn't matter as long as you have enough AP. Welcome to Divinty: Original Sin where you can CC-spam every fight.
  3. And what if I don't want a character to move? You see, RTwP is about freedom and TB is about limitations. Of course one may argue that those limitations are in fact stricter rules that help with streamlining and balancing combat. But denying that RTwP allows more micromanagement freedom is an exercise in futility.
  4. Well, it's hardly an example of a regular turn-based game. The Banner Saga combat system is unique and the game's genre is closer to pure tactics than to classic RPG. I agree, however, that AP are another limiting factor. Also camping works both ways. E.g. pursuing a gunner who runs from cover to cover in WL2 is very annoying (early in game when you don't have enough accuracy to ignore cover CtH penalty).
  5. Almost all implementations of TB do limit player's micromanagement choices because combat sequence during every turn is governed by initiative. This is particularly bad for party based games with cross-class combos - you may have to fine tune every character's stats towards a specific initiative value. And if initiative is (partially) random it's even worse. In sci-fi games TB combat also tends to favor camping - basically taking a favorable pre-fight position and abusing choke points. Which brings us to the boring part. Sniping from cover and relying on "ambush" mechanics (if available) is hardly exciting. In fantasy games TB encourages CC spam and substituting summons for tanks.
  6. I replayed non-EE BG this summer - and it felt just as great as back in 1999. Now I need to find time for BG2...
  7. I've been cheating in single-player games since 1989. How big a chance do you think you have to persuade me that it's wrong?
  8. Because of limited resting supplies? Thank you, I'll just edit my save and add as many as I want.
  9. To me it doesn't. Sorry, I'm going to be brutally honest there - I believe this is one of the stupidest concepts ever. Obsidian is starting to add abilities that heal HP - a welcome change. One can only hope they'll just remove endurance further down the road because it's redundant.
  10. Heh. People think that old games were all timeless classics. It's because the bad ones are long forgotten (except maybe a few spectacular failures). Get yourself a time machine and go back to 1994. You'll see the same picture: a handful of great games in a huge pile of forgettable trash.
  11. I don't think that LA stuff is time limited but I may be wrong. I tried to investigate distress calls ASAP because it made sense from the role-playing point of view (the Rangers are sort of police after all so it is their duty). ---
  12. In other words wizards possess a very large set of useless tools. In yet other words they suck in more ways than any other class. Well, actually it's not funny. It's sad. In BG/BG2 my main character was almost always a mage. I don't want to play a druid. I don't want to play a monk. I want to play an arcane spellcaster like I always do in fantasy games. What's wrong with that? /sigh
  13. I like rounds because I like DnD combat and particularly 2nd Edition rules. Out of principle I voted for rounds but adding them would be equal to designing a new combat system. Maybe not from scratch, maybe they'd be able to salvage 1/4 of what they have now. Still it's not something you want to do that close to release.
  14. I've read half a dozen of topics on the subject and I still have no idea why we need two health systems instead of one and how it's supposed to improve gameplay and make it more fun.
  15. Why do you even bother to reply? Your contributions are well-known, appreciated and some of your suggestions are already in game. And that guy has contributed nothing constructive so far. Just /ignore him and move on.
  16. Late game NPCs are always weaker substitutes. In this game Pizepi Joren is the only useful follower who starts above level 9 and only because she has decent stats distribution. I specced Ralphy in Energy Weapons and gave him Gamma Ray Blaster. At level 30 with 8AP/12CI he's not spectacular but quite decent. Also, Scotchmo isn't as useless as he looks at first glance. He's certainly useless in AZ (at least until you get Over Under which is the first somewhat useful shotgun in game). But in LA with SPAS (and engagement rings trinket for +3 CI) he can really make a difference.
  17. And this is yet another reason why Unity is a disappointment at best. Unreal Engine is clearly superior and now with UDK being open and free for non-commercial use (which includes moddng) I don't understand why developers even bother with Unity. And it's not a PoE-exclusive problem. inXile promised to release a modding toolkit for WL2 but I think they've abandoned the idea by now. In fact I predict that none of the three major Kickstater CRPGs (WL2, PoE and TToN) will ever be really moddable without a lot of pain.
  18. I thought Arizona was great but LA is even better:
  19. I like the obstacle XP idea. Trap/Lock XP makes having a thief type character almost mandatory (even if traps aren't deadly enough to warrant it anyway). Ideally this should be the case. Also disarming a trap is rewarded by getting safe passage and picking a lock is rewarded by loot - there's no need for any additional reward for performing these actions. On the other hand, obstacle XP is in line with overall objective XP theme and is therefore appropriate.
  20. That's not the point and I'm not against skills. I'm against bashing modern CRPGs especially when it's not based on facts. Skyrim is a modern CRPG and it has non-combat skills.
  21. Wishful thinking. At this point going back to the drawing board is virtually impossible and not just due to the budget constraints. E.g. if you change the combat system radically you also need to redesign encounters. And then you find out that your existing maps don't work with your new encounter design. I think that rather than asking for a complete redesign (that would yield unpredictable results anyway) you guys should support Sensuki's efforts and maybe do some number crunching of your own. Asking for substantial but evolutionary tweaks with numbers at hand that prove your opinion will more likely persuade the developers that just saying that the whole system is irredeemable. This kind of whining will get you nowhere.
  22. IIRC in IE games visual effects were exclusive to spells and enchanted weapons. And that's how it should be. In PoE over the top VFX hurt combat readability which still isn't really great even without them. At least there should be an option to turn non-spell VFX off.
  23. IE games didn't have skills except thief skills and weapon proficiencies. Just saying.
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