Pink Eye
Monk
You can't judge that which hasn't even come into existence. You're all just basing your criticisms on conjecture.But it's never too early to judge.
You can't judge that which hasn't even come into existence. You're all just basing your criticisms on conjecture.But it's never too early to judge.
Not to mention Turn Based systems fundamentally are slower by design. Enemy makes a move, enemy makes an animation, and so on. In other words there is downtime. Compare the likes of Baldur's Gate to Temple of Elemental Evil.
>This is not correct. In turn based systems you can allow players do dramatically speed-up or skip animations.Not to mention Turn Based systems fundamentally are slower by design. Enemy makes a move, enemy makes an animation, and so on. In other words there is downtime. Compare the likes of Baldur's Gate to Temple of Elemental Evil.
This is not correct. In turn based systems you can allow players do dramatically speed-up or skip animations. While in real-time games all animations have to play out normally. There is no reason the ToEE guys made a turn-based game animations as slow as the ones in RTwP games.
don't allow you to speed up animations
What animation does this game have ?Battle Brothers
Does not apply to all Turn Based games.
This just proves again you are bad at this game. When I played RTwP, my healers had AI off and were not doing anything until I told them to. That meant they when they needed to heal anyone, they didn't need to wait for any cooldowns but could start casting right away. And if you wanted it extra fast you gave them quicken rod and they would heal instantly.Stankmaker's got 99 problems, but RTwP ain't one of them.
What makes its RTwP so bad is how it's implemented. Healers for example are the most unresponsive I have EVER seen in any game. If you tell them to heal someone, first they will wait forever while their pseudo-turn comes up, then they will have a long-ass casting animation, then they will start walking toward the healing target (because for some fucking reason they have to stand right next to them), so by the time they actually heal, that target is already dead 9/10 times.
This just proves again you are bad at this game. When I played RTwP, my healers had AI off and were not doing anything until I told them to. That meant they when they needed to heal anyone, they didn't need to wait for any cooldowns but could start casting right away. And if you wanted it extra fast you gave them quicken rod and they would heal instantly.
Has the Codexian Hive mind still not solved the puzzle ? Try focusing.
Has the Codexian Hive mind still not solved the puzzle ? Try focusing.
Most people here are not even trying. It's probably has something to do that Pathfinder takes his lore from tabletops.
I love how you are all "this game is too difficult for PorkyTheGreat" while I am literally further into it than 99% of you on a higher difficulty setting.
Besides, if your skipping animations to get through an encounter, why not just play it in Real Time instead?
I suspect that nobody really cares about their generic not-Forgotten-Realms setting full of stronky female protagonists wearing field plate burqas and borderline anime illustrations. Well, except for deuxhero I guess
but with PF the tendency has changed.
So? This is about principles. Turn based lets you easily speed up or even fully skip animations. A lot of games allow you to do that. Pump up that combat animation speed slider and watch enemy turns fly past like lightning.
Meanwhile RTwP tends to be stuck at its factory-set speed. NWN is incredibly slow, for example, with each "round" taking 6 seconds as per the D&D pen and paper rules. There is no speed slider there. It is painfully slow as you watch your character perform his action with a 1 second animation, then he stands there doing nothing for the next 5 seconds until the next "round" fires. RTwP often has a lot more downtime than turn based: the time between actions is time of characters standing still doing nothing.
Enemy makes a move animation. Enemy makes an attack animation unique to the weapon he is using. Now multiple for each character on screen, and scale for quantity. Plus, you can't skip turns.don't allow you to speed up animationsWhat animation does this game have ?Battle Brothers