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bussinrounds

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Posts posted by bussinrounds

  1. How many Kickstarter (or similar) RTwP games are there anyway? Every game I can think of is turn based:

     

    Shadowrun: Returns is turn based as is the sequel (Dragonfall). The combat is not bad, but it's hardly a high point of either game.

    Divinity: Original Sin is turn based. I haven't played this one.

    Wasteland 2 is turn based. The combat is mediocre at best due a high density of easy encounters (each of which nevertheless takes time to resolve).

    Torment: Tides of  Numenera will be turn based. They've promised to cut down on the time-wasting encounters -- we'll see.

    Then there's a bunch of other games which I've backed, but are probably not worth mentioning individually since they're either not out yet or nowhere near as good (e.g. Lords of Xulima), but all of them are turn based.

     

    The only RTwP game that's out is PoE. Of the ones that are not out, I guess there's also Sword Coast Legends, but that one is aiming for some weird mix of indie and mainstream. So yeah, please keep the PoE sequels RTwP -- it's basically the only game of this kind that there is.

     Staglands is RtwP and looks really good.

     

    https://www.youtube.com/watch?v=zmjZYIndaCA

  2.  Lets switch to TPS or FPS?

     

    Lets not

    I require the option of High-school Rom-drama!

     

    Just think of the possibilities of the different classes: Jock, nerd, goth, rich kid, etc...

     

    Ugh...leave that kiddie HS crap for JRPG territory.   I facepalm/cringe every time I hear Chris bring that up.  

     

    He needs to put that one to rest for good.

  3.  

     

    You say that modern games place an every increasing emphasis on action, yet many RPGs of old were almost entirely oriented around action. The stories were threadbare at best, with only a handful having a solid, enjoyable, well-developed plot and interesting interactions that rose above the constant stream of repetitive combat encounters.

     

    I'm talking about the KIND of action.  If you'd like to read Gizmo's post on the first page (#17)  ...that would explain exactly what I'm talking about, pretty much.

     

    "Good story makes good RPG, bad story makes bad RPG, that is the simple formula"

     

    Yeah, because stories is what drove people to play RPGs liek the GB games, WL, the Fallout, M&M, etc., etc. LMAO

    Story[--------]s gonna story[--------] Volly, you know that.

     

     

    And I love me some RPGs like Planescape, Bloodlines, Betrayal at Krondor, Fallout 1/2/NV....but story is NOT the be all end all when it comes to RPGs, as it's a pretty short list of ones that can stand up on that aspect alone.

     

     

    Story[--------]? You homophobic or something? What's next, you high-fiveing people on the forums and exclaiming "Nohomo!"

     

    Haha...relax...it's just an expression.

    • Like 1
  4. You say that modern games place an every increasing emphasis on action, yet many RPGs of old were almost entirely oriented around action. The stories were threadbare at best, with only a handful having a solid, enjoyable, well-developed plot and interesting interactions that rose above the constant stream of repetitive combat encounters.

     

    I'm talking about the KIND of action.  If you'd like to read Gizmo's post on the first page (#17)  ...that would explain exactly what I'm talking about, pretty much.

     

    "Good story makes good RPG, bad story makes bad RPG, that is the simple formula"

     

    Yeah, because stories is what drove people to play RPGs liek the GB games, WL, the Fallout, M&M, etc., etc. LMAO

    Story[--------]s gonna story[--------] Volly, you know that.

     

     

    And I love me some RPGs like Planescape, Bloodlines, Betrayal at Krondor, Fallout 1/2/NV....but story is NOT the be all end all when it comes to RPGs, as it's a pretty short list of ones that can stand up on that aspect alone.

  5. Nostalgia doesn't really apply when you still play twenty year old plus games regularly now, though that's obvious.

    Nostalgia is always used as the default rebuttal by people who don't understand what made a genre/game popular or loved by the people discussing it in the first place.  The fact is that many RPG fans have been disillusioned by how modern (AAA) RPG's have placed an ever-increasing emphasis on action to increase marketability, reduced dialogue/gameplay choices because of  the constraints of voice-acting,/graphics, ect... stripped away depth, challenge and complexity because it doesn't "appeal to a mainstream audience".
    • Like 3
  6.  games like the elderscrolls might be leveled but at least they are truly free roam. 

     

      Why would I even want to free roam with all that horrible level scaling and bad gameplay/combat anyway ?  (post Morrowind ES games, that is)

  7. Just now pledged for Torment, why not sooner, I don't know. Am I supposed to wait for a Manage Pledge email or something. I'm not super smart and pledged before creating an account, and so now it says there aren't any donations on record. 

    From Brother None at the dex...

     

     

     

    There's a delay for new pledges as we manually import these, usually on a weekly basis but with high interest now we may do more frequent imports. You will get an email from us as soon as your pledge is in our system
  8.  

     

     having the trash mobs, special encounters, and bosses be tactically challenging is simply poor game design. 

     

     

    You know, there are different degrees of tactically challenging, right ?

     

    I know. Even so; the point is valid.

     

    Ok..cause you guys are making it sound like there's nothing 'in between', fighting a bunch of goblins and fighting beholders.

     

    I'm hoping PoE is gonna have good monster variety too, btw.  That's a great thing about d&d games, as opposed to something like Dragon Age. (where you're fighting the same crap like darkspawn over and over)  

  9.  

    Well, I'm a bit on the basic side when it comes to combat myself (I prefer it to be easier), but I think it's worth mentioning that for PoE to succeed it has to be accessible to a broader base of players than truly hardcore IE fans who have already bought it for the most part.  In that sense I think BG-esque easy trash mobs with more intricate special encounters would be better, with the option of cranking difficulty up to what we're seeing here in the beta if one prefers it. 

    It doesn't. That's the point. It was kickstarted and crowdfunded for it to not cather to everyone and their mom but to have a fixed target audience.

     

    If Obsidian dumbed the game down just for the sake of cathering to more people, broader audience, like is so popular now with big brands, then it would be the last time they saw my money.

     

    Exactly.  Isn't that what we're trying to get away from here,  having to cater to a broader base of players ?  

     

    I don't get it.  Is this the Obsidian boards or the Bioware boards here ?

  10.  

    I'm the opposite, as I get bored  if there's too many bs trash mobs to mindlessly wade through.  The more tactical & tougher the fights are, is what keeps the game intense and make it more interesting for me.  (combat wise)  

     

      Having nothing but easy fights except for boss battles would be HORRENDOUS.  You guys must be huge storyfags, huh ?

    I am interested in the story, the Endless Paths and especially the Stronghold. Hopefully I make it long enough to experience them. Perhaps autoattack will be a viable strategy? :lol:

     

    I'm interested in the story too, but I also enjoy having interesting and tactical combats and not just playing fire and forget.  

  11.  

    Im not saying this system is wrong, the problem lies with me, but when Im confronted with too much minutiae then I start to lose interest. I had the same problem with D&D 3.5. Its me, not PoE. :(

    I share your concern, and it's not just you, it's how the IE games played. In a low-level campaign like BG or IWD there just wasn't that much physical resistance or magical defense to deal with, it was a matter of focusing fire, keeping the low AC characters out of reach and using a few buffs/healing spells as necessary. The level of player involvement and micromanagement seen here is more reminiscent of high-level mage duels in BG2 than anything we've seen in BG1 or IWD. This may be a matter of taste but I think that this is not a good direction for this game. I'd rather not have to work too much for ordinary battles against ordinary monsters and leave the deep tactical thinking for boss battles. It's a matter of pacing and keeping the player's interest - they're going to lose mine quickly at this rate.

     

     I'm the opposite, as I get bored  if there's too many bs trash mobs to mindlessly wade through.  The more tactical & tougher the fights are, is what keeps the game intense and make it more interesting for me.  (combat wise)  

     

      Having nothing but easy fights except for boss battles would be HORRENDOUS.  You guys must be huge storyfags, huh ?

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