Eldritch
Scholar
- Joined
- Dec 29, 2008
- Messages
- 705
Jasede said:I wonder if somebody soon will come out and say Shadow of the Horned Rat and Dark Omen have no tactics because they're real-time and then the ghost of Sun-Tzu will slap him.
Jasede said:I wonder if somebody soon will come out and say Shadow of the Horned Rat and Dark Omen have no tactics because they're real-time and then the ghost of Sun-Tzu will slap him.
Wasn't SotH a strategy wargame? As in you command an army, not a small band? As in not very relevant to this discussion? Before someone says "What about XCOM? Hmm?", XCOM mechanics are very close to an RPG. You don't control more than 12 units at a time.Jasede said:I wonder if somebody soon will come out and say Shadow of the Horned Rat and Dark Omen have no tactics because they're real-time and then the ghost of Sun-Tzu will slap him.
Vault Dweller said:You don't control more than 12 units at a time.
I didn't respond to anything out of context. Please show me which context did I so terribly missed?Dissectin' yo post and responding to dozens of out of context quotes in a most retarded out of context way... How Skyway of you.
Poor you. I didn't play that mission, because I got bored before reaching it obviously of course, my responce was based on your example which was basically telling that no matter what you do you still encounter the same things - and I in fact asked you to name the other way of winning that moment.Skyway you are so goddamn dumb and obviously haven't even played the game because the way you recalled that mission in my particular example is so obvious you don't know what the fuck you're talking about it hurts my mind.
So basically you are still describing me the exactly same way of winning this with the only alternative being - losing? That doesn't help you argument about non-linearity much.There is not any fucking OBVIOUS narrow corridor for you to ambush that army PATROLLING that goddamn road, there were a couple of forest/hill areas you COULD use as a not so perfect choke point. And if you did not position your army well out of the 20 different formation styles there or haven't set the satchel charges right or haven't figured out to keep your bait as a multiple squad that could at least hold the lightning FAST Myrmidons for a split second on the satchel charge area you are DEAD
So... 2 ways? And one way per mission corridor? Nice.BOTH APPROACHES ARE VIABLE, THEY WERE TWO(2) DIFFERENT WAYS TO WIN THAT MISSION ACCORDING TO YOUR SKILL.
Yes - two forced approaches it seemsNo 1(ONE) forced approach, nothing heavily scripted, that Myrm. army is patrolling around that road, so the tactics of the former approach may even slightly vary in a replay. I usually played the game in the normal speed and those packs of Wights appearing too close to your army from their hiding positions under the murky swamp lake which makes their position INVISIBLE harder for me to deal with. See, If I were some crazy twitch-monkey I would have chosen to go through that swamp and evaded those motherfucking exploding wights coming out of nowhere. The missions are well designed in the Myth games.
Which is exactly what I'm trying to tell you.so the tactics of the former approach may even slightly vary in a replay
So uh... Tell me how terrain which affects visibility, higher terrain that gives advantage, units which are your typical RTS-limited types and arrows flying according to newtonian laws are something unique and unseen in RTS?And the way you summarized positioning and terrain objects&physics affecting the gameplay and allowing for a lot of tactical subtleties to "run and attack" made me paralyzed for a straight five minutes like one of those wights just exploded near me.
skyway said:Poor you. I didn't play that mission
Theoretically?BethesdaLove said:So VD says TB is theoretically more tactical ergo intellectually challenging than RTwP?
skyway said:Yes yes - games become better 5 minutes after I got tired of them / YOU CAN'T CRITICIZE THE GAME BECUZ YOU HAEVNT PLAID IT ENUFF
So the following things were happening only while I was playing the game and I haven't got to the best parts which are always five minutes after I get tired of the boring game?
O SNAP, SCRIPTS
And everytime your units as well as the enemies moved so ridiculously slow that we eventually turned off the game after launching some more random missions (you do know that you can choose them in co-op right?)
Myth - where you can non-linearly pick from which side of the linear road you will kill the exactly same enemy that can't do anything but attack.
That proves you're a liar. These missions aren't from Myth, but from the Myth II, which is dumbed down version of the first game.skyway said:There was a mission where you MUST go through arc where guards are sitting - there is no other way. You either kill them or they call for help which overwhelms you - and there is no other way.
There also was a mission where you had to kill guards in the fort - there was no other way to bypass them because there was only one entrance in the wall. So the only way to win the mission was to lure them on the mines of dwarves.
However before that you had to fight off two hordes of the enemies attacking from the forest. Every time. They started to magically attack you no matter what you do.
There also was a part of the mission where you have to sneak into the castle with the dwarf and open the castle door. There was only one possible road, no alternatives and enemies were in the same place, patrolling the same trajectory. No heavy scripts my ass.
That's strange - posts describe things in the game that I saw pretty fine I think (I even repeated one of them to help a fellow codexer with his reading problems) - unless you use the "fanboi-selective-reading". With it arguments that don't sound like you want them may sound retarded.Darth Roxor said:It's hard to say, since it's even hard to say how you even 'played' Myth when following your retarded posts.
Why of course.It all looks like you randomly picked off missions, looked at them for a minute or two and turned them off.
Nice argument there. Except Doom had more non-linear corridors than Myth - OH SNAPWhat will be the next thing you'll be whining about? That no matter what you do you have to kill the cyberdemon in Doom?
Yes - it didn't help.You do know that you can turn up the game speed, right?
Because I can't bypass that place undetected unless the non pre-scripted game allows me to?Complete and utter fucking bullshit. In many of the 'stealth' missions it's possible to go around a damn lot of enemy patrols. But hey, I suppose that taking a warrior right under the very noses of a patrol of 20 thralls that are walking in circles around a road and ordering him to dance means that you always activate a script that always makes you fight them.
So how did I lie? Though I don't remember which game I was playing as it was a few years ago.Jim Cojones said:That proves you're a liar. These missions aren't from Myth, but from the Myth II, which is dumbed down version of the first game.
skyway said::more dumb:
So properly played means what? I must complete both games and only then state my opinion?you haven't even properly played the entire Myth series.
How about stopping being butthurt and giving a single example of a solution of the same situation a different way?but has well designed missions that offer multiple more conventional ways to go for the mission objectives and a lot more not so obvious and conventional crazy ways to win you discover and execute for awesomeness and more heroic victories
So? Physics is a good thing sure. Weather and terrain too - but it isn't anything special in RTS games. Which I've already said that - why are you repeating it?Maybe you would have discovered them if you actually played the goddamn game through. But you haven't. I meant the mechanics you have to exploit well with the terrain and the physics (arrow free-fall, grenade bouncing, using the high ground to your advantage, blocking sight radius, Weather conditions affecting your troops etc. etc. etc. fucking etc.)
Yes - your examples so far - either do it this way or go away.You employ the varying tactics which are not always obvious to come up with and the mission allows you those well designed multiple ways for you to choose a more fitting *strategy* to execute whatever tactics you're good at as seen in the example I just gave in the form of either planning something smart or microing your way out of something else.
Again what micro Myth series have?micro
Choices? "Move this way and do/encounter exactly this or move that way and do/encounter exactly that"Two diverse *strategic* choices for you that leads to the win.
Oh for fuck's sakeMy problem is YOU bullshitting about a damn good game you haven't really even played through. Get it? Stop resorting to outright lying, you just haven't played the fucking game...
Eldritch said:Skyway, why don't you apply for a job over at the Escapist magazine. I hear they don't give a fuck if you haven't played the game you're reviewing for more than 30 minutes.
elander_ said:I think that XCom and JA2 is proof that for tactical combat that uses a party of 6-12 elements TB is the superior system. You can have RTwP systems try to imitate what these games do but they just play worse. You can't have a game like XCom or JA2 with RTwP. The game would be unplayable if you were attacked by 40+ npcs from every side like in JA2 and with XCom the player would be killed without even knowing what hit him.
Vault Dweller said:Weaknesses - The very philosophy of adding a pause to a RT system is akin to whittling away the corners of a square peg so it fits in a round hole.
... doesn't get to the root of the problem.
In taking away a reliance on player dexterity, a challenge that is vital to RT systems is now gone. In order to effectively compensate for this, there needs to be a challenge in the tactical play, however, that too is compromised by the inability to effectively utilise terrain and cover...
...or attack while moving, which greatly limits many actions that would commonly take place within a real world tactical simulation.
Also the nature of pausing to issue orders and then watching those orders get carried out seems entirely too passive
while on te flipside of the coin, you are constantly pausing which serves to eliminate most of the advantages of a RT system.
So basiclly adding Pause comes with all the weaknesses of RT systems, few of the strengths, and is far outweighed by both TB and purely RT systems.
This one is just a statement made by him. I would like some examples and will provide counters if possible."RT with pause has just as much underlying complexity as TB" - Sure, if both systems are exceedingly simple. TB permits the integration of many more features, and has less limiting factors. While RT systems with or without pause have many limitations imposed by their very nature, TB is limited only by the ability to maintain player interest.
Why not?"RT with pause is better because the player has control of it's pacing" - The player does get to control the pace of the combat, however the players ability to effectively judge and weigh up their own actions against those of their opponent is no longer carefully measured.
If a similar system were introduced to the another essential RPG element that relies on discrete progression, ie levelling, the whole game would be worse off for it. If the player were able to develop their character at any time, without any measurement of level, the character system would seem diluted, and the reward/achievement of reaching the next level has gone by the wayside. There's no reason to view combat any differently. Surviving to the next turn can be an achievement in a difficult encounter, and most players derive a great deal of satisfaction from the knowledge that that all important next step of the way has been taken."
- most enemies in Myth II are slightly slower than the same units (or their equivalents) in the predecessor,skyway said:Myth2 and Myth1 aren't the same gameplay-wise? Please tell me how.
Jim Cojones said:- most enemies in Myth II are slightly slower than the same units (or their equivalents) in the predecessor,skyway said:Myth2 and Myth1 aren't the same gameplay-wise? Please tell me how.
- in The Fallen Lords every your unit is doing exactly what you tell them, while in The Soulbligter AI helps you a lot. This mean that in the first game to throw a grenade at the group of enemies you have to place your dwarf well, estimate his range and time of throw to success. The same situation in the sequel requires only clicking on the enemies and the game will do everything for you,
- less linear map design in TFL,
- enemies try to attack you from different sides, so you have to be very careful. Ghols in Myth are especially annoying - they're easily slain by warriors, but there are times when you're doing your best to destroy two big groups of enemies approaching from two sides and you think that you're close to success, while you're realising that you allowed two - three ghols to come from behind and get close to your bowmen and you probably lose most of them. I don't recall such situations in the sequel,
- number of enemies in one group is usually smaller in Myth II, so it's generally easier to kill them without thinking of some smart manoeuvre.
I was recently replaying both games. I started both at the highest difficulty. In TFL I was butchered at first level, what forced me to start game at lower difficulty. In the sequel I killed almost all the enemies with just one unit, while all my other man were standing
BethesdaLove said:That is what I was getting at. But VD seems to lead a crusade against RTwP.