denizsi said:
Characters don't ever seem to lose turns on the ground, knocked down (possible this is in but never happened to me). That said, I'm not sure if it's possible to get knocked down without being killed at all. I do remember being knocked down by a crossbow shot once, but I can't recall whether that was when/because I died. There also seem to be distinction/differentiation issues between weapons. How's a short spear different than a sword? Or a sword than a dagger? Other than AP costs of course.
Why I'd expect such things? I don't know. Maybe because this demo, being indie and all that, didn't seem like something that would be much different than what you'd possibly get from a mainstream title. Combat, at least with multiple opponents, is challenging alright, but challenge alone isn't all that interesting, especially with broken & non-adaptive AI. When you discover what works for any given opponent, it never fails, which cheapens/negates every other attack option because you never need them any more against the same opponent. Against single opponents, combat is very static and dull.
Honestly, I'm not sure how much you played the demo. Did you look at the readme?
Being knocked down can occur one of several ways. It's the "passive effect" for the Hammer and Crossbow class of weapons, so there's a random chance it will occur on any hit. The chance increases based on how high your skill is. Also, any Aimed Attack for the Head has a chance of causing a knockdown. Standing up from a knockdown takes, I believe, 4 AP, but doesn't result in a full loss of a turn.
I am surprised you think all weapon classes play the same, when they're far more distinct than most medieval-weapon-era RPGs. Spears (1 and 2 handed) have the passive Interrupt effect, which gives you a chance of automatically attacking anyone who attempts to move into your weapon range, slightly damaging them and pushing them back if successful. This is significantly different than the Sword passive effect, which gives you a higher chance of scoring a critical hit (same as bows). Axes destroy shields (obviously), and Daggers have the passive effective of bypassing armor, to the point where, in the current build, they're incredibly overpowered.
Compare this to DnD, where daggers are basically just swords with lower damage, and the only difference between a sword and a hammer/mace is that one does Slashing damage and the other does Blunt damage.
Also not sure why you think the AI is broken & "non-adaptive". I find they adapt to my tactics well. If I stay back, they change to ranged weapons, or close in on me so I can't retreat without triggering an Attack of Opportunity. If I close in, they close and (if possible) surround me. If I get knocked down, they spam Power Attacks on me (since you have a 95% chance of hitting anyone who is prone). If they have a 2-handed weapon and I have a 1-handed weapon, they'll try and stay diagonal from me so I can't hit them, but they can hit me. If I have a shield, they'll switch to armor-piercing ammo. If I'm not wearing a helmet, they'll go for aimed attacks to my head. Ranged attackers will go for leg shots to keep me slow and away from them. Some of these tactics are based on how skilled the NPC is considered, though, so earlier opponents won't be smart (or skilled) enough to make aimed attacks to the head if you are helmet-less. A sword-and-board fellow with 80/80 in sword/dodge will fight a lot worse than a sword-and-board fellow with 200/200 in sword/dodge. While there are still certain ways the AI can be exploited, those issues are being worked out. What exactly were you looking for, AI-wise?
And sure, combat is more dull against single opponents. What RPG
doesn't have fairly dull 1-on-1 combat, with the exception of perhaps mage duels in higher-magic games? I think AoD does a better job making 1 on 1 weapon-based combat entertaining than most RPGs do.
The reason ITS released a combat demo has been discussed before. They don't want AoD to fall into the same bucket as the great RPGs like Torment, Arcanum, Ultima 7, or Bloodlines, where people rave about how good they are "if you ignore the combat." From what I've seen in the combat demo, they're already there - combat is easily more entertaining than in any of those games. Also more so than the Fallouts, I would say. Considering that combat is
entirely optional in the main game, they've really put an impressive amount of thought into their system.