Diogo Ribeiro
Erudite
Vault Dweller said:What I'm saying or trying to say is that these events are integrated parts of the system, if we consider such an event (like attacking somebody) as a stand alone event without considering how the system handles it, that would be pointless. Saying that you can run, attack, any perform any other actions in both RT and TB serves no purpose as these actions are heavily modified by the systems.
I was giving examples besides standard actions like running or attacking. Taking advantage of taking cover behind a wall, leaving it, open fire on enemies, than taking cover again is a standard example of actions which are handled differently; though in this case, they can be handled the same way in RT, with player reflexes and quick thinking as the main difference.
For example, attacking somebody in TB depends on your chance to hit, and your opponent's chance to avoid being hit (dodge and counteracts), the same action in RT could be very different, your opponent is free to hit you while you are attempting to hit, and if he is successful, you may not be able to do anything at all, (remember the Butcher from D1?) it's also a factor of you being able to click on your enemy when he's charging you, and so on.
I didn't say otherwise. I'm aware that RT is dependant of a player's physical skill. But you should remember that while it's true that your oponent is free to hit you in RT this also happens in TB, the difference being he does it in his own turn. An enemy that swipes you three times while you can only swing at it once in RT is no different than the enemy that has 3 attacks per turn when you only have one in TB.
If there is more then 1 enemy, then it gets even more different, calling for totally different approaches. FO's made Finesse perk very valuable despite some damage loss, FOT made Finesse useless replacing it with Fast Shot perk, proving that RT is about delivering max amount of damage in a min amount of time leaving no room for silly things like tactics.
Again, generalization. The point behind any combat situation is the quick resolve of that situation, which envolves the quick elimination of targets that are hostile to you, and this happens wheter it's in TB or RT. For that, you can use various tactics, though the main aspect is that you should deal with threats in the shortest time as possible. Dishing out a maximum amount of damage in a minimum amount of time is necessary for the same situation in both systems. If you want to stay alive, that is :wink:
Is it really? I think the illusion is to think that despite all the evidence (truckload of all kind of RT reflex games) RT could be as good as TB tactics-wise. To say that is to seriously misunderstand the nature of RT gameplay.
Well like i said before, the point isn't making RT become TB, its to make RT more tactical. Nothing prevents an RT system letting you develop tactics as varied as those you'd find in a TB system, except perhaps developer laziness and lack of implementation of better AI.
Precisely, it will have to be played differently. You would have to use your reflexes and do the first thing that comes into your mind.
Yes, and in a combat situation, what is the first thing to come to your mind? Defend yourself. Or attack. Or use some other tactic for a given result, like keeping the enemy busy. You'd have to act according to the situation. Isn't that thinking? In fact, doesn't the very same thing happen in TB, plus the added turns? Yes. Or do you need to think for half an hour to realize that that leather-clad punk with the Jackhammer locked on you is a threat? Don't you try to kill it as fast as possible before his burst mode opens 219 new breathing holes in you? I think so. There isn't a difference in that department, though there's a difference in how ypu execute it.
I wouldn't call this gameplay tactical. And btw, I never said RT games were bad, so let's not go there.
You didn't said they were bad, you implied the system was bad because you couldn't take your sweet time planning your move.
We are still talking about role-playing games, aren't we? You know as in using your characters skills instead of your own?
I was already expecting this one to drop in. Yes, we are supposed to use a character's skill instead of our own. But then again, its not a perfect world. How many times have you been able to solve a puzzle while controlling a dimwit? How many times have you gathered all the clues and realized what was happening despite the fact your virtual character is utterly clueless? How many times have you had your insight helping you realize something in the game before your character knew? In fact, aren't you handling the strategy and tactics for your characters in TB CRPGs? They aren't using their skills there, are they?
Its true that there has to be a limit at which we are in control of something that should be in control of a character, and vice-versa. But stating that combat in RT isn't viable for a CRPG because combat should be determined by character's skills is weird, because other situations are not dependant of character skills at all and are handled by players.
The RT gameplay is repetetive, monsters are thrown at you, you see them, you click a few times, they die, see monster - click a button, monster - button, monster - button, etc.
In TB, that translates to: see monster, look at options, click on one, and watch combat play out. If there's an option that works better than others in most cases, then its see monster - click on option - see combat play out. Oh baby, baby, it's a clicking world.
That's easy. I play D2 exactly as I told you above, monster-button thing. The combat is boring, especially on higher levels (and I play solo), the only reason I play is item hunting (as stupid as it sounds ) Arcanum's combat was similar, as fas as I recall. I'm not sure why you asked.
True, D2 becomes like that at higher levels. But i asked because you confuse needing little to no strategy or tactics at higher levels with not needing them at all, when this doesn't happen.
May be you should think about the reasons why it failed, instead of just saying "oh well, the execution wasn't the best, I hope they get it right next time" No, they won't, there is a reason for that. Things don't happen just because, they happen for a reason.
Yes, the execution was flawed. But you're trying to make it seem that just because something is flawed, then it's beyond hope of ever rising above its so-called inherent problems. The fact remains that while Morrorind's combat is lacking, it also has elements that help it. An example would be that you have a modicum of stats controlling your attributes for combat but you also control combat yourself with your personal skills. And you don't even have to be a twitch gamer to succeed. And - oh noez!!! - it's teh real time. And it manages to combine both aspects. Flawed? Perhaps. But better to criticize those that try and fail (or only get halfway), than those that fail to try. In this case they tried, and while combat isn't overly satisfying, it managed to group those two elements which supposedly cannot be combined. Another loose example would be Deus Ex where you also can use your twitch skills, but also have a measure of stats/skills that govern your combat.
If there are turns, then it's turn-based. Period. They don't call it initiative-based, do they?
According to Bioware, Baldur's Gate doesn't have Initiative and Sequence in the same way as TB does. Is it still TB?
What I meant is they are not helping when they are designed to increase the number of characters you can play not the variety of ways to act with any given characters. It's like choices in Bio games, choices are always good, but in Bio games choices are meaningless.
That's a bad comparison. One thing are personal dialogue choices that are always set in stone and that always lead to the same, the other is a combat situation where you have several ways to handle it; as such you should compare with the combat in Bioware games, namely Baldur's Gate. While not exactly what i'd call great, or good (or acceptable ), you have several elements that allow for a better tactical component to battles in them, unlike in LH.
Take a sorc for example, you have one main skill to handle anything that gets in your way, you have 2 supplementary skills to handle immune monsters, and some misc skills like warmth, static, mana shield, etc. You use 1 main skills sometimes augmented by a secondary skill 90% of the time, that's boring. Same with any other class. Same was with LH.
And why not use different skills instead of relying on just two? One of the main aspects of combat tactics is to take advantage of your knwoledge and your abilities. Mixing and combining your abilities for diverse, yet still succesful, combat outcomes, is one of the benefits of tactics. As such you can use them; though i guess using the more overkill abilities is easier, specially because that's the type of game D2 becomes at higher levels.
Well, pay attention next time instead of daydreaming about uber RT RPGs
I disliked LH, so i didn't saw a point in continuing with it. I might, at a later time. Then again, i might not
Exitium was obviously mistaken when he said "To say that an RPG should be 'stat based' rather than 'reflex based' would be hypocrisy at its finest, considering that most 'stat based' games require a certain amount of tactical thinking to make up for their lack of reflex dependency in order to ensure player interaction". I'd not be so quick to side with him on that :wink:
He may be wrong. Rosh and Saint are quite vocal in that aspect, but i'm standing my ground for now, and agree with Exitium, mainly because like him, i can't see the reason behind some people's... i wouldn't call it hipocrisy, but rather, one sided view, of the element of combat needing to be regulated by character stats only, since its we that control most of the rest, not the character.
>Somewhere, Feargus is grinning and saying "Dance, puppets, dance!!!".