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I dont want Obsidian to blow dev time on a half assed turn based mode, and I REALLY dont want them blowing time and money on a fully functional turn based mode. It could be done well given enough time, but that much time for a feature that doesn't really fit the spirit of the POE franchise seems impractical, or a waste of resources.

 

Yeah I think the biggest issue is that even if you got a fully-working turn-based mode for Pillars working, it'd be a lot of effort to create a mode that, for most turn of most character, you'd just be pressing "next turn" and letting them keep casting that multi-turn-cast-time spell or keep swinging away with auto-attacks.

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I dont want Obsidian to blow dev time on a half assed turn based mode,

 

 

Nobody does.

Perkele, tiädäksää tuanoini!

"It's easier to tolerate idiots if you do not consider them as stupid people, but exceptionally gifted monkeys."

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Depending on how the combat is programmed and what sorts of physical changes Obsidian does to it... any possibility that the "Auto-Pause" Options gets enhanced enough that you pretty much "get" a Turn-Based mode? (Auto-Pause Options = Psuedo-Turn-Based, but if Obsidian manages to or have time for it, they could probably create a fully functional Turn-Based mode without the "psuedo").

​Use Attack Speed or Movement Speed as the "Initiative" and queue up characters and monsters in that queue. Casting spells/abilities/powers taking X amount of time depending on their casting time (e.g. 1-4 seconds = 1 turn, 5-8 seconds = 2 turns, etc.), and "duration" functioning the same~

​I prefer RTwP, but TB can be fun too.

​Shouldn't be a priority nor a stretch goal, only if Obsidian has time and will for it, imo.

Edited by Osvir
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Considering this all began as "We want to make a classic IE game", removing RTwP seems fairly ridiculous.

 

As I've said previously, Wasteland 2, D:OS and T:TON all have perfectly functional turn-based systems. Let's keep our functional RTwP system in Deadfire.

You read my post.

 

You have been eaten by a grue.

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