Not to sound like a whiny cunt, but if you wanted to have a conversation with Sensuki only you could have sent him a PM
I guess in the end I should blame the 'tron for making me waste all that time yelling on the internet.
I know Sensuki is the expert, but I wanted to see if there was any other
different opinions on what people think is wrong with the system.
To follow up, I started to reply to both you and Darth Roxor - but I'm at work and I ended up throwing both of those posts away when work came up. By the time I got back, the thread had moved on.
Moved on neglecting the most valid criticism of engagement IMO. Or actually it hasn't, it's been quoted a couple of times on these last two pages, it's just the "defense" that need to chime in. Following points are still unanswered:
1) Engagement in larger encounters consistute a complex web of tethers - correct gameplay means pausing a carefully following each one. Like playing connect-the-dots. Not fun.
2)
Grunker said:
The result is that any sensible player will make sure that all positioning is done in the first few seconds of combat, so that he won't have to move again. Ever. A player does that, he can ignore all the bullshit. Thus, the system frontloads initial decision-making to the detriment of on-the-fly fighting. My main beef with PoE so far is that I find myself quickly reloading fights if the first 4 or 5 seconds of it don't go as planned - because I know that all decisions I make subsequent to that opening space are much, much less essential as long as the beginning is right.
3)
Grunker said:
The system underlines my core issue with combat so far. So much of it is designed by someone who said to himself, every step of the way, "man I would have rather designed a turn-based system." When you take control away from the player (like you do when you make a real-time game as opposed to a turn-based), you need to allow for larger margins of error. Pillars of Eternity by and large wants you to believe you have just as much control over its mechanics as you would have had were the game turn-based.
And my favourite games are RTwP, mind.
1. I only have/use 2 to 3 characters whose JOB it is to engage. If they are engaging One to Four targets apiece, I don't need to worry about them and "follow the threads" because they are doing their jobs. I worry about them if things either go bad or targets start dropping. I did have trouble at first following the arrows, but I get it now and it seems easier.
2. If it is a fight I have scouted, I can pre-position characters in appropriate places for their job. This is one of the reasons why everyone in my party has at least SOME stealth. If it is a fight I have rolled up on, I agree that THEN the first 4 to 5 seconds of the fight are important, but certainly don't always warrant a reload if my guys didn't engage PERFECTLY. That seems so drastic. That's why my ranger carries melee weapons. That's why I have buffs and and spells and potions. If your goal and expectation is to play through every fight perfectly and flawlessly without reloading, then I can't give you that unless you play on easy mode, or if it is your second or third play through.
3. Yes, we want people to be able to control their characters, and the battlefield. I'm not real sure how to answer this, it's just an opinion - and I'm not sure what kind of response you are hoping for here.
1. Who cares how you play? Can we agree that to play optimally you need to keep tabs on engagement? That there is no disadvantage in meticoulously identifying the engagement-tethers in each fight? What the game rewards you for is what it incentivices. I'm sure Josh would agree. And you are rewarded for keeping tabs on engagement.
2. Due to engagement, my fight with Raedric went as follows: a) sent eder forward, trigger dialogue. b) end dialogue, eder runs, gets engaged by three dudes. c) break engagement, fall to near-zero hit points. d) reach backline, enemies get funneled into a storm of AoE-spells.
Now, because of the way engagement works, there really isn't any wiggle-room for this strategy. If the first four steps fail (say one of the enemy has his AI decide to run to my backline directly and engage instead of chasing Eder), combat is basically over. Spending my time at that point to cast Wizard's Double and disengage means one less AoE spell, and casting while tagged is impossible: i will get to cast one spell then die.
This is not an interesting game of tanky-cat vs. Squishy-mouse as it would be if melee/ranged was a checks & balances game of stickyness and avoidance. Rather, it is a matter of whether the beginning of combat goes according to plan or not. If I played at normal, I could probably roll with the punches. However because the system is so deterministic, that's what my team of eder + paladin + aloth + cipher can do if I want an actual challenge. The irony here is that alot of this 4-5 or seconds of opening combat comes down to random factors (like what the AI decides to do and whether it grazes or hits on eder's disengagement).
Now there's an argument that I just build my characters poorly. That my party is bad. I'll allow for such an explanation but not without pointing out the irony of this is the context of a game that supposedly can allow for creative building. However there is no question that with this party at least, that strategy was the correct way to beat Raedric. Which means that the game's first crowning challenge was a intense 4 or 5 opening seconds of kiting, and then a predictable and completely deterministic 30 second mob-up where my tank's engagement meant the enemy couldn't move while I put them down with predictable AoE.
My problem remains that there is no thinking on my feet. No wrenches thrown into my planning. Everything comes down to pre-determined factors. I'm not changing as I go, I'm not reacting to enemy spells cast or abilities used. I'm just waiting until I execute the opening sequence properly. In the IE-games I find myself constantly adapting to whatever enemies are doing - mainly if they're casters. I react to what happens with my own guys - do they get damaged, stripped of protections or CC'ed? If someone is stunned, I cast Remove Paralysis. If a caster is vulnerable, I cast invisibility from a trigger and run. If a priest is wounded, I send him away to cast Heal, hoping the time is there. In PoE, if I punch in the correct way during the beginning of combat, the opposition goes down, 100%. If I don't, I get beat. There's little adaption here, and Engagement plays a huge part in that.
3. This is a plain strawmen, and an incredibly disappointing and transparant one at that. It's a banal, unequivocal truth that you have less control over characters in a real time environment than a turn-based. I'm not some TB-zealot: all my favourite games are RTwP. I'm stating the obvious fact that when I have all the time in the world to decide _exactly_ what my character does on a set grid, I have more control than when I am trying to reflex-micro a character on a vague gridless plane. When you take control away from the player, you need to allow for a bit more wiggle-room when the player's intend with control differs a slight bit in execution - for instance because of pathfinding or because a piece of debris had a larger zone of impossible movement than first anticipated. Engagement is a mechanic directly lifted from a turn-based environment which presumes complete control on the part of the player, and that control simply isn't there. PoE allows for a margin of error that assumes the player is in absolute control.
So no, this is probably the part of my argument that is least "just opinion." If you seriously want to argue that there is no qualitative difference between the control you exercise in chess and in PoE, then you are so stuck in lala-land and discussion is pointless. If your point is that there's no imparative to allow for larger margins of error with less control, then I suppose that's fair, but I can't think of anyone who thinks "fun" is making sure you're character is placed 1 inch to the left instead of to the right in an RTwP RPG. Fun is supposed to come from using your abilities in tactical ways to beat whatever challenge you're presented with.