Well, now I know how to spend my quarantine time till June 2021.That already was in DoS 1.
What's impressive about that?Well, I have watched (at last!) the interview with Nick Pechenin from Larian which was posted here some time ago. He mentioned that in BG-3 "the A.I. can decide to shoot a barrel near the hero if the A.I. concludes that in the barrel can be some liquid that provides "difficult terrain".
And you know what? If he did not lie, and if this will be implemented at least partially - then screw all your RTwP vs. TB, screw "DoS 3" and all your complains. Let it be DoS dos, DoS tres or even DoS cuatro. Give me this A.I., and other developer teams can burn in fire. And their parents can die from COVID-19 for bringing up children who cannot program the A.I.
It seems that Pink Eye has deleted his post, but if he is monitoring this thread here are the time stamps:
https://youtu.be/yZPj83H38bs?t=456 - about how the A.I. estimates the situation in general.
https://youtu.be/yZPj83H38bs?t=474 - the example I metioned above.
I'm starting to think that Larian is entirely made up of barrel fetishists.He mentioned that in BG-3 "the A.I. can decide to shoot a barrel near the hero if the A.I. concludes that in the barrel can be some liquid that provides "difficult terrain".
Am surprised they didn't announce a barrel romance yet....I'm starting to think that Larian is entirely made up of barrel fetishists.He mentioned that in BG-3 "the A.I. can decide to shoot a barrel near the hero if the A.I. concludes that in the barrel can be some liquid that provides "difficult terrain".
Every time I play a Larian game I contrast it with Dark Souls where there is literally 1 barrel in the entire game that contains anything of interest, and I just smirk at the difference in level.Am surprised they didn't announce a barrel romance yet....I'm starting to think that Larian is entirely made up of barrel fetishists.
What about barrel mimics?Every time I play a Larian game I contrast it with Dark Souls where there is literally 1 barrel in the entire game that contains anything of interest, and I just smirk at the difference in level.Am surprised they didn't announce a barrel romance yet....I'm starting to think that Larian is entirely made up of barrel fetishists.
Fun thing about this. RTwP is faster than TB, but most of them shove in so many encounters- playtime spent fighting is roughly the same.Yeah no matter what people say about pausing, TB takes significatly more time to get through similar encounters than RTWP. Take kingmaker TB mode for example, it's cool and works pretty well minus the (inmy opinion) unclear UI, BUT going through the entire game with it took me almost twice as much as my average RTWP playthrough on harder difficulties.In a context of DOS:3 it one of the reasons why they cut down the party size: to reduce the number of mobs therefore reduce average overall encounter's time. Which is a shame.
TB can implement functions like skip enemy turn etc to reduce that but it's obviously not an optimal solution0
Fun thing about this. RTwP is faster than TB, but most of them shove in so many encounters- playtime spent fighting is roughly the same.
Ok Sawyer, we get it.Doubt anyone would remember DOS3 or Larian in 20 years, so you don't have to worry about that.
Ha says the POE portrait, the irony!!!Ok Sawyer, we get it.Doubt anyone would remember DOS3 or Larian in 20 years, so you don't have to worry about that.
let's agree on the implementation having the most importanceI'm kind of a centrist here and care far more about implementation but let's see what you've got: RTwP is more convenient and *realistic* system. It can deliver feel of epic battle thanks to simultaneous action and associated effects.i pity the fool that defends rtwp on the codex
of all the forums on all the internets in all the world, they walk into mine
Even Corona can't kill BG3
can I get a job where DnD session is consider amazing productive work? please?
You live under a rock or what?
Critical role
Acquisition inc.
Pink hair guy
And the others five millions streamers/content creator that jumped in the bandwagon in the last 5 years.
if you are lucky people will throw millions at you.
noa 2nd ed AD&D game should use a phase-based system (note simultaneous resolution and "realism", within reasonable AD&D limits) or lose a lot of the system's finesse
One of my favourite itemizations ever was in Witcher 1 (though BG1 wasn't half bad at it either).Good. Monty Haul was a mistake, let us return to the days when getting a magic weapon meant something.
We will have swarms in WotR. I think the romance between a swarm and a barrel made in heavens.Am surprised they didn't announce a barrel romance yet....
No, it cannot. You always take advantage of the pause and the AI can't handle it. Also, it becomes a total clusterfuck where you can't see wtf is happening, which leads to even more pause and micromanagement.And now for something completely different:
RTWP can make for excellent gameplay.
That is irrelevant. What matters is whether it has more tactical depth. You think RTwP is better suited for games like BG but that’s only because the game was designed with this system in mind. In BG is always a matter of quantity over quality. You have plenty of quests, items, and encounters, but the quality of most of it is debatable. Yet, the fact that you have so much quantity can be a surprise if you are used to smaller games. If you implement turn-based combat in BG2, the game would be dross because it has so much trash combat with so many enemies in each encounter. "But it adds pacing!", screams your inner retard. That’s like saying that overpowered weapons add character progression and nonsensical characters are fun. It’s retarded territory and I’m not going there.Yeah no matter what people say about pausing, TB takes significantly more time to get through similar encounters than RTWP.
But the same pause and micromanagement is perfectly fine when it's streamlined, forced and stretched over 5x longer timeframe and god forbid you can't admire in awe glorious walking, whacking and spell animations one at a time for thousands times.You always take advantage of the pause and the AI can't handle it. Also, it becomes a total clusterfuck where you can't see wtf is happening, which leads to even more pause and micromanagement.
5x more trash mobs, or 5x more time wasted to kill a single trash mob, which kind of filler shit is better and why, discuss.In BG is always a matter of quantity over quality. You have plenty of quests, items, and encounters, but the quality of most of it is debatable.
This is why RTwP is superior by definition, because it adds another layer of depth with simultaneous movement and actions, without sacrificing anything of value from TB rules.What matters is whether it has more tactical depth.
Like most people with limited cognitive ability, you are unaware of your limitations and project onto others your difficulties with processing more than one piece of information at a time."But it adds pacing!", screams your inner retard. That’s like saying that overpowered weapons add character progression and nonsensical characters are fun. It’s retarded territory and I’m not going there.
There is no need for excessive micromanagement in turn-based combat, it is not streamlined or forced. You have to provide actual examples to defend your point.But the same pause and micromanagement is perfectly fine when it's streamlined, forced and stretched over 5x longer timeframe and god forbid you can't admire in awe glorious walking, whacking and spell animations one at a time for thousands times.
How about no trash mobs and decent encounter design for a change? If the idea is that we need RTwP because a developer is filling the map with trash mobs, then the game is not worth anyway.5x more trash mobs, or 5x more time wasted to kill a single trash mob, which kind of filler shit is better and why, discuss.
It sacrifices plenty. First, you have the upper hand because you can pause multiple times. In turn-based combat, once you made your decisions, you are done. You need to wait for the decisions of your enemy. It rewards better decision making and planning. The simultaneous movement would be great if it wasn’t a mess.This is why RTwP is superior by definition, because it adds another layer of depth with simultaneous movement and actions, without sacrificing anything of value from TB rules.
The point is that you don't need to have the same depth of decision making because RTwP is inherently inferior since it gives you an unfair advantage. The remedy for slow animations is faster animations, not a clusterfuck system. If you are too bored to play a cRPG with a proper tactical system, you should play MMOs or shooters. They would be more fitting to your personality. What we shouldn’t do is turn the tactical combat system into a clusterfuck to appease people that have no business playing these games. It’s like complaining that your gameplay is restricted by stats and character building, instead of reflexes. Of course it is, it’s a goddamn cRPG, not an action game.In reality we can deploy the same depth of decision making as in TB, without having our brains shut down out of boredom, due to dilluted intellectual stimuli and sanity loss from watching the same slow animations for hours.