Awor Szurkrarz
Arcane
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Fascinating stuff. It's interesting to learn about how it looks from dev's perspective.
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Captcha for this image was underpants. Here you can see two girls who are conducting massive firefight with mixture of various weapons at 7-15 m range. Lets use it for talk about advantages and disadvantages of various systems.
Lets look at problems these systems must solve.
TB: The large problem of TB combat is a situation where one person is using machinegun and two other are trying to kill it. A simple implementation allows these two appear simultaneously and fire at machinegunner. Two likely hits would equal kill, which funnily is quite different from real live situation. The machine gunner would fire immediately when these two would pop from cover.
So how to solve this problem? A simple solution is interrupt. A machine gunner can interrupt based on 1. flat chance. 2. contest between reaction. 3. chance based on machinegunner reaction and additional test for the attacker. Now the machine gunner can kill the person, but the second one is unengaged and if he want he can close to machine gunner and kill him even by knife. In contrast to real live, the second person know he can get away with that. In real live the choice who would be attacked would be at machinegunner side, and he would try to attack both, TB combat allows to know important fact before hand, thus makes things much easier for attacker.
How to solve this problem? One solution practiced by S^3 was to decrease movement allowance in comparison to S^2, which gives the machine gunner opportunity to engage the second person before he would kill him by knife. Because machinegun has better range, and accuracy at range, they are about in same situation as in real live. The trouble is decreasing number of movement per turn would slow down gameplay and can make things tedious. Funnily it can work for 4-6 squad members like in XCOM/S^3, but it'd be PITA for 20 squad members.
Other solution would be to give machine gunner a chance to engage multiple targets.
Now lets look at goals of properly designed RTS.
The system must allow to accurately and quickly select elements, and allow to do required action. It should restrict number of possible micromanagement actions, however it should allow concentration on tactical and strategic decisions. When soldiers can take care about themselves at least partially, and effective combination of action can be done by elite soldiers, who needs even less babysiting, the player has a choice: do tactical and stragegic decisions, and only push few things where needed, or do micromanagement of a poorly trained unit on a local area (for example to save resources that would be otherwise spend on elite unit). Main complain against this is the game plays itself.
Of course RTS combat has nothing to do with RPGs.
Now we have action combat like Diablo. It's obvious the machinegunner problem from the above example disappeared completely, but it also doesn't allow tight control of a squad members. D like combat should be smooth, the accuracy of selection of opponents should be high and player mistakes compensated for, and it should be tested for problems with speed differences. (This was problem of both Inquisitor and Kult. They didn't bothered to solve problems with weapon speed differences, they simply multiplied things without thinking and it resulted in combat that was significantly worse than Diablo 3 combat.)
So TB is bad. Realtime is impossible for multiple characters. What about use pause in combat, plan actions, and resume? It has also its problems. Proper implementation works when all squad members are close together, you can see everything important on screen, and can issue appropriate orders. Attack from multiple direction is PITA to set up, and coordinate. On the other hand it solves problems with tediousness and TB combat, a player is overloaded instead.
Then there are various action point systems, and systems with simultaneous execution. They can work better or much worse, depends on game. XCOM problem is too large movenment allowance and/or too small environment. Inquisitor problem is they didn't bother to implement the combat properly. They set something in design document, and when it didn't work they didn't change it.
Conclusion is the combat system should be uniquely designed for each game to work well with each game and should have sufficiently crisp control.
I use a full skyranger whenever I can.How to solve this problem? One solution practiced by S^3 was to decrease movement allowance in comparison to S^2, which gives the machine gunner opportunity to engage the second person before he would kill him by knife. Because machinegun has better range, and accuracy at range, they are about in same situation as in real live. The trouble is decreasing number of movement per turn would slow down gameplay and can make things tedious. Funnily it can work for 4-6 squad members like in XCOM/S^3, but it'd be PITA for 20 squad members.
No, because what you feel is irrelevant. Either you pause constantly in order to play well or you don't to play badly. It is a bad system when players are encouraged to play badly in order to not test their patience. That IS what a RTwP system does and that IS gimping the player.
Diminishing returns, ever heard of them? You absolutely don't need to pause all the time to play well enough.
I don't know about you but I'd rather have fun than be a perfectionist. Do you also reload a saved game if you don't get through an encounter with full HP? Must play perfectly, after all!
Maybe you are used to resting after every encounter or regenerating health, but in Real RPGs (tm) resource conservation throughout an area is of the utmost importance, and not playing to your 100% ability to preserve yourself is setting yourself up for failure later down the road. Playing well is how you avoid the need to savescum, not the cause of it.
Game mechanics that encourage players to play worse are bad mechanics.
It's pretty strong one, but let's take it apart and see if he makes valid points or is he bullshitting because he's making a TB game or whatever.RTwP is real time that sucks. The pause is an honest admission that fast-paced, party vs party, real-time combat is too chaotic to be controlled on the fly and that AI is too retarded to be relied on, and thus you have to pause this interactive movie to issue some basic orders and show AI how it's done.
As with everything in our imperfect world, RTwP implementation can suck. I'm sure nobody would question that. But does it always, universally suck?RTwP is real time that sucks.
Let's ask ourselves an important question: "what's the main gameplay difference between typical RTS and isometric party based RPG"?The pause is an honest admission that fast-paced, party vs party, real-time combat is too chaotic to be controlled on the fly
AI can take care of some things, but there are others that it can't deal with. In my earlier example (in my first post in this thread) with Attacks of Opportunity, to prevent RTwP system from fucking my rogue over, AI would need to cancel my directly issued order. Do we want AI to override player's decisions? Well, if we don't then we have to accept that RTwP will fuck the player over from time to time.and that AI is too retarded to be relied on, and thus you have to pause this interactive movie to issue some basic orders and show AI how it's done.
I'd would like to get back to the VD's original statement that sparked this discussion
That's why I didn't say "started", but "sparked", as in "spark that ignited the powder keg". In that PE thread.I'd would like to get back to the VD's original statement that sparked this discussion
Just FYI VD did NOT start this discussion. There was repeatedly discussion about the merits of TB vs RTwP. I just chose VD's troll post to split this topic into it's own discussion. Since Infinitron and Shreck were asking to have this a separate thread. Of which the insights by Mr. Davis were excellent.
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games that slow down action time (Drakensang as mentioned earlier or DA as you said) do in fact make RTwP much more interesting.
Why didn't you do that right away instead of implementing all the popamole shit ? Flanking and critting constructs is about as unD&D as it comes. Looks like a typical case of the cure being worse than the disease.A good example of this, in the beginning of MotB, the caverns were originally filled with golems and creatures that could not be flanked or sneak attacked. If you were playing as a thief, which meant light weapons, you got WORKED. Play tests revealed this.
To solve it, we added enchanting materials very early and a new enchantment that allowed you crit and flank golems and constructs. (I might have some details fuzzy, this was a while ago).
That actually ended up NOT being enough, so we added a +3 light weapon WITH the enchantment in one of the dungeon portions of the initial starting map.
Now if that had failed, we would have had to change the creatures.
The problem with RTwP is that computer AI is shit, and always will be. Nothing like putting the game in pause, give a bunch of orders, and then observe the various dozen of ways in which the AI fucks it all up. Yes, i'm replaying NWN2. You can tell.
Why didn't you do that right away instead of implementing all the popamole shit ? Flanking and critting constructs is about as unD&D as it comes. Looks like a typical case of the cure being worse than the disease.A good example of this, in the beginning of MotB, the caverns were originally filled with golems and creatures that could not be flanked or sneak attacked. If you were playing as a thief, which meant light weapons, you got WORKED. Play tests revealed this.
To solve it, we added enchanting materials very early and a new enchantment that allowed you crit and flank golems and constructs. (I might have some details fuzzy, this was a while ago).
That actually ended up NOT being enough, so we added a +3 light weapon WITH the enchantment in one of the dungeon portions of the initial starting map.
Now if that had failed, we would have had to change the creatures.
KotOR, NWN2, etc. use AI scripts to decide what to do. NWN2 lets you turn off AI if I recall, which lets you command them just like in Baldur's Gate, and Dragon Age has an advanced tactics editor that lets you set criteria for them to do stuff under specific conditions (like heal an ally if his/her health is below 25%), which is way ahead of any of their previous games (you can't switch off tactics entirely with a single button press though). KotOR definitely did have shit AI, which ruined much of its combat, but in the other cases I have to kindly say "learn to play" because I never had issues with them.For some reason Bioware/Obsidian started fucking up their companion AI post BG2. It's like they weren't sure whether they wanted the companions to be totally automated like in Fallout, or totally under player control like in BG, and so they took some middle approach where you have control but the AI will randomly override your authority or not listen to you or whatever at random. As a result NWN2, KOTOR, KOTOR 2 and DA all have the most frustrating combat ever. In those games I don't even try to control my party members anymore.
Yes, i'm replaying NWN2. You can tell.
I didn't play it since I didn't like the first, but don't you play a full party in NW2 ? Because this sounds more like a problem coming of wanting to make a single character orientated D&D game rather than a problem with D&D itself, since having one virtually useless character in a fight happens constantly and doesn't matter much with a full party. And D&D is a template of "party based".I understand your point, even if I don't agree with it. DnD has serious problems with a lot of this.
We wanted to have different creatures, and like I said, there even without making BAD character decisions, a lot of characters are completely useless in certain fights. Without a DM there to role-play it all away, it becomes a measurable amount of NON-FUN.
but we are digressing. If we want to talk about how DnD is both awesome and a horrible at the same time, we can have another thread for that.
KotOR, NWN2, etc. use AI scripts to decide what to do. NWN2 lets you turn off AI if I recall, which lets you command them just like in Baldur's Gate, and Dragon Age has an advanced tactics editor that lets you set criteria for them to do stuff under specific conditions (like heal an ally if his/her health is below 25%), which is way ahead of any of their previous games (you can't switch off tactics entirely with a single button press though). KotOR definitely did have shit AI, which ruined much of its combat, but in the other cases I have to kindly say "learn to play" because I never had issues with them.For some reason Bioware/Obsidian started fucking up their companion AI post BG2. It's like they weren't sure whether they wanted the companions to be totally automated like in Fallout, or totally under player control like in BG, and so they took some middle approach where you have control but the AI will randomly override your authority or not listen to you or whatever at random. As a result NWN2, KOTOR, KOTOR 2 and DA all have the most frustrating combat ever. In those games I don't even try to control my party members anymore.
Actually, it's the other way around. I'm making a TB game because I dislike RTwP.It's pretty strong one, but let's take it apart and see if he makes valid points or is he bullshitting because he's making a TB game or whatever.
Does it?As with everything in our imperfect world, RTwP implementation can suck. I'm sure nobody would question that. But does it always, universally suck? Well, it certainly works very well in singleplayer RTS genre.
Right. So let's throw a pause in shooters. Oh wait, they already did. Can't say I like it. You certainly gain that tighter control, reaction time, precision, and can kill several people (and all the fun) at once.Active pause is a bridge between human's and computer's speed, reaction time, precision, etc. It gives you tighter control over your resources, allowing you as a player to create and, more importantly, execute more complex tactics and strategies.
:silence:So big cheers for active pause.
You know why? Because RT does well strategy, whereas TB does well tactics. RT can get away with basic tactics (swarm! being its favourite) but the moment you go for something more complex you need the precision that only TB can provide. A pause does provide a temporary relief but it goes against the very nature of RT combat. If tactics get more complex, I suspect even the pause won't be enough, because it creates order but for a moment. Sending your rogue to backstab the enemy without triggering every AoO would require pausing every second, at which point it's no longer real time combat that you're playing.But some people may say: "trais, you silly person, you can't compare RTSes and isometric party-based RPGs. They have some superficial similarities, but they are two completely different genres". Well, I don't agree with that, but let's say that it's true. Fine. But it still doesn't change the fact that you when playing RPGs you want to explore the intricacies of the game mechanics that are available to you and use them to create cool characters, instead of cookie-cutter builds like a fighter that auto-attacks everything to death. And that means using a lots of spells/abilities/etc. and maneuvering to set up advantageous positions. Which in turn demands that you pay a lots of attention to the way you play. And with Real Time you will have to deal with frustrating problems like good plans failing because of fucked up pathfinding etc. so with growing complexity of tactics the necessary amount of babysitting will grow too.
I agree. If you recall, I said "The pause is an honest admission that fast-paced, party vs party, real-time combat is too chaotic to be controlled on the fly and that AI is too retarded to be relied on, and thus you have to pause this interactive movie to issue some basic orders and show AI how it's done."Well, maybe some people can multitask well enough to handle watching and giving orders to ~6 separate units simultaneously, but I can't. I would even risk a guess that most people can't either.
There might be. Now, I'm sure you'd agree with me that most options are sort of redundant and necessary only because AI can't fight its way out of a wet paper bag. As a result you have to go in and micromanage your party to death, which is impossible in pure RT and requires pausing gameplay. A simple (relatively) way to fix it would be giving the player commands on a group level. In a war a general doesn't control each cannon individually and doesn't sit behind every gunner, horseman, and pilot. Instead he coordinates everything, deciding when to use what and where. Something like that might work well with large parties in RPG but such RPG would have to be designed for RT from the ground up.Anyways, that's problem and there are 2 ways to solve it. Either make a game turn based and eliminate the need for any multitasking whatsoever, or make your game easier to accommodate for the lost hitpoints where your twitching skill failed you and you didn't hit spacebar quickly enough. But how much easier are you gonna make it?
"But wait a second", people may say, "there might be a third option....
And how is that a problem? I understand that you don't like having to pause, but a lot of us don't really mind.I agree. If you recall, I said "The pause is an honest admission that fast-paced, party vs party, real-time combat is too chaotic to be controlled on the fly and that AI is too retarded to be relied on, and thus you have to pause this interactive movie to issue some basic orders and show AI how it's done."Well, maybe some people can multitask well enough to handle watching and giving orders to ~6 separate units simultaneously, but I can't. I would even risk a guess that most people can't either.
Excellent description of my own unspoken views.Vault Dweller said:You know why? Because RT does well strategy, whereas TB does well tactics. RT can get away with basic tactics (swarm! being its favourite) but the moment you go for something more complex you need the precision that only TB can provide. A pause does provide a temporary relief but it goes against the very nature of RT combat. If tactics get more complex, I suspect even the pause won't be enough, because it creates order but for a moment. Sending your rogue to backstab the enemy without triggering every AoO would require pausing every second, at which point it's no longer real time combat that you're playing.
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A simple (relatively) way to fix it would be giving the player commands on a group level. In a war a general doesn't control each cannon individually and doesn't sit behind every gunner, horseman, and pilot. Instead he coordinates everything, deciding when to use what and where. Something like that might work well with large parties in RPG but such RPG would have to be designed for RT from the ground up.