Jaesun
Fabulous Ex-Moderator
That's Martin.
That's Martin.
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
Oh, really? I never saw that mentioned. Or taken in consideration in your "argument".Nope...
Because youre stupid?I also didn't mention that you could aim at particular body parts in Fallout either so why mention it here
never used it.(although to be fair Fallout had a much worse aim for the eyes exploit readily available)?
Youre stupid.With ONE character it doesn't make much difference in gameplay whether you make a quick or aimed attack,
Stupid.whether you aim high or low, at eyes or torso.
No they are not. And you are stupid.Those are just examples of faux tactical choice resulting in minor variations of hit chance and damage effect.
There isn't any grand tactical variety here.
Liar, liar - pants on fire...You still just stand there and hack at your foe until either you or he fall dead.
Nah, not really sunshine, no.tl;dr What Jarl said.
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
Oh, really? I never saw that mentioned. Or taken in consideration in your "argument".Nope...
Because youre stupid?I also didn't mention that you could aim at particular body parts in Fallout either so why mention it here
never used it.(although to be fair Fallout had a much worse aim for the eyes exploit readily available)?
Youre stupid.With ONE character it doesn't make much difference in gameplay whether you make a quick or aimed attack,
Disingenuous really, but your stupidity comes from the fact that you think you can just get away with it.
Stupid.whether you aim high or low, at eyes or torso.
No they are not. And you are stupid.Those are just examples of faux tactical choice resulting in minor variations of hit chance and damage effect.
There isn't any grand tactical variety here.
Liar, liar - pants on fire...You still just stand there and hack at your foe until either you or he fall dead.
Nah, not really sunshine, no.tl;dr What Jarl said.
Liar, liar - pants on fire...
Combat long and boring ?
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
Nope...I also didn't mention that you could aim at particular body parts in Fallout either so why mention it here(although to be fair Fallout had a much worse aim for the eyes exploit readily available)? With ONE character it doesn't make much difference in gameplay whether you make a quick or aimed attack, whether you aim high or low, at eyes or torso. Those are just examples of faux tactical choice resulting in minor variations of hit chance and damage effect. There isn't any grand tactical variety here. You still just stand there and hack at your foe until either you or he fall dead.
tl;dr What Jarl said.
Nets reduce your opponents' THC and Dodge. Less THC - higher chance to survive. Bolas can immobilize your opponent for a few turns, letting you focus on and deal with other opponents, which is a big help. Obviously, bolas, much like ranged attacks aimed at the legs, should be used before your opponents get close to you.I really like the use of nets and bolas, but they're not of much use when someone's stabbing your face, and most of the combat happens to be about that.
I clearly pointed out what exactly is stupid. Reading comprehension of Mrowak.
--->
Liar, liar - pants on fire...
And if you're good, you win too, 9 out of 10, but who needs to be good when you can just click on enemies and hope you get good roll and your opponents bad roll.He didn't lie, and his criticism is quite legit. The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character. The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose.
Ah, yes, X number of characters... If only you could send your fighters to swarm your opponents one by one, what tactical nirvana it would have been... If only...And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
First, you can keep fighting and still have a chance to win (based on your skills) even when crippled. Second, the example is flawed. What if the knight then attacks and breaks the arms of the companions as well? If only we had more companions? You should be prepared for a battle and you should be prepared for "unfortunate events".To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
I clearly pointed out what exactly is stupid. Reading comprehension of Mrowak.
But you didn't write why. Without the why you are just whining about someone else being critical.
--->
Liar, liar - pants on fire...
He didn't lie, and his criticism is quite legit. The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character. The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose. Except that because enemies are often more numerous they tend to get more dice-rolls per turn. So you end up with a tedious exercise of dice-rolls.
And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
Additionally in the former case the player would not be very invested in the battle - a *single* failure state can mean a failure across the board. In the latter case, it means an exciting turn of events which would complicate things but not prevent a victory - and extra challenge that keeps you on your toes. That's why IMO the focus of AoD combat system is completely misplaced.
In before we learn Fallout 1&2 were tactical masterpieces...
Yes i did. Nuu -huh!But you didn't write why.
Ah cmaaaan,.. he didnt mention all the attack choices you have, pretended they dont even exist - and then he went on to claim it doesnt matter anyway.--->
Liar, liar - pants on fire...
He didn't lie, and his criticism is quite legit.
Well the fuck - it is better then just standing there swinging at the opponent. Aint it?The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character.
What the fing F - NO.The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose.
Aachh blah, blah, blah i want party based game and im juuust goiiing to complaaaaian and coommmmmmplaaaaaaiiinnn and overblow everything i can!!Except that because enemies are often more numerous they tend to get more dice-rolls per turn. So you end up with a tedious exercise of dice-rolls.
And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
Aach! gimme a fucking break.To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
Additionally in the former case the player would not be very invested in the battle - a *single* failure state can mean a failure across the board. In the latter case, it means an exciting turn of events which would complicate things but not prevent a victory - and extra challenge that keeps you on your toes. That's why IMO the focus of AoD combat system is completely misplaced.
Fallout 1&2 were masterpieces.In before we learn Fallout 1&2 were tactical masterpieces...
Fallout combat is only slow if you're too dumb to find the menu option that speeds up combat.
Yes i did. Nuu -huh!But you didn't write why.
Ah cmaaaan,.. he didnt mention all the attack choices you have, pretended they dont even exist - and then he went on to claim it doesnt matter anyway.--->
Liar, liar - pants on fire...
He didn't lie, and his criticism is quite legit.
Well the fuck - it is better then just standing there swinging at the opponent. Aint it?The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character.
Btw i want to see a gameplay video of both of you and commie winning fights like that in AoD.
What the fing F - NO.The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose.
I never had any damn luck in any of those fights!
Is my copy the only one without LUCK attribute Vince? Godamn it!!! I object!
I want to win fights in AoD because of Luck! And be awesome too!
Dragons!
Aachh blah, blah, blah i want party based game and im juuust goiiing to complaaaaian and coommmmmmplaaaaaaiiinnn and overblow everything i can!!Except that because enemies are often more numerous they tend to get more dice-rolls per turn. So you end up with a tedious exercise of dice-rolls.
And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
Aach! gimme a fucking break.To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
Additionally in the former case the player would not be very invested in the battle - a *single* failure state can mean a failure across the board. In the latter case, it means an exciting turn of events which would complicate things but not prevent a victory - and extra challenge that keeps you on your toes. That's why IMO the focus of AoD combat system is completely misplaced.
Fallout 1&2 were masterpieces.In before we learn Fallout 1&2 were tactical masterpieces...
I clearly pointed out what exactly is stupid. Reading comprehension of Mrowak.
But you didn't write why. Without the why you are just whining about someone else being critical.
--->
Liar, liar - pants on fire...
He didn't lie, and his criticism is quite legit. The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character. The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose. Except that because enemies are often more numerous they tend to get more dice-rolls per turn. So you end up with a tedious exercise of dice-rolls.
And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
Additionally in the former case the player would not be very invested in the battle - a *single* failure state can mean a failure across the board. In the latter case, it means an exciting turn of events which would complicate things but not prevent a victory - and extra challenge that keeps you on your toes. That's why IMO the focus of AoD combat system is completely misplaced.
In before we learn Fallout 1&2 were tactical masterpieces...
I agree with what you're saying about the tactical possibilities of controlling multiple characters. And that randomness can really screw you at times...
But there is definitely more skill involved in AOD combat than you're giving credit for.... As VD keeps saying, there is a reason why certain people can consistently beat certain fights while others claim they are impossible.
And it can't be chalked up to luck.
If you're one of the people who has won all the hard fights and you're saying there is little strategy involved, then your opinion has some credibility behind it because you've mastered the system and didn't find it all that challenging to do so. But alot of people seem to use their inability to pick up any strategies in AOD combat as evidence that strategy does not exist.
And as far as what is "boring", that's just a matter of opinion. I know people who say every PC game is boring and a waste of time.
Still too slow in some cases, needs SFall.Fallout combat is only slow if you're too dumb to find the menu option that speeds up combat.
Which tells me that you didn't really understand the system and how many options you have to reduce the effect of dice-rolls. The fact that you talk about min-maxing (you mentioned twice) only reinforces this opinion.No one's saying it is entirely, because if that was so I wouldn't even propose party-based combat... but huge portion of it, in my opinion too huge, relies entirely on dice-rolls and min-maxing.
Good eyesight you have there.I see you have really declined a lot hiver. There's no discussing with you anything, just you, yourself and thou. Meh...
They were excellent games but when it comes to combat they were not only nothing special - they were quite lackluster and simplistic.
here, fixed that for ya.hi//er
And if you're good, you win too, 9 out of 10, but who needs to be good when you can just click on enemies and hope you get good roll and your opponents bad roll.He didn't lie, and his criticism is quite legit. The tactical choices are not that tactical. All it boils down to is rolling dice and kiting your opponents around the battlefield. It's good that there are varied weapon types and that you can make aimed attacks, but that's a very small degree of control you can exert over just one character. The game really is about hacking&slashing with stats doing most of the combat for you. If you are lucky - you win. If not - you lose.
Ah, yes, X number of characters... If only you could send your fighters to swarm your opponents one by one, what tactical nirvana it would have been... If only...And yes AoD combat is pretty boring - you get one move per turn, then sit and wait for the opponents to move (and roll) - excitement abound... not. There's not much for the player to do. This system could have worked wonders in tactical based game where you control x number of characters. Here, it's just wasted potential.
Don't get me wrong, Mrowak, it's not about you saying that combat is boring. You have a god given right to think that something is shit and I've been here long enough to retain the ability to take such comments personally. It's your arguments that make me wonder if you have suffered some brain damage. Turn-based is boring because you move per turn than sit and wait for the opponents to move?
Isn't that what turn-based combat is all fucking about? You're repeating what RT consoletards say without any shame even if your reasons are different. Snap out of it, bro.
First, you can keep fighting and still have a chance to win (based on your skills) even when crippled. Second, the example is flawed. What if the knight then attacks and breaks the arms of the companions as well? If only we had more companions? You should be prepared for a battle and you should be prepared for "unfortunate events".To better illustrate the point: imagine the following scenario: your character and his two companions are ambushed by a knight and his 5 lackeys. Now let's your enemy lucked out - he had a critical success and broke PCs arm in turn 3. In AoD this would lead to game over (thank you very much > proceed to Load game screen) because you can do nothing with a crippled character, and your AI controlled companions offer you no opportunity to make up for this random fuckup you had no idea would happen. In any other tactical game, if you had control over your two companions it would just mean changing tactical approach. Despite a random failure there's still a chance to prevail e.g. if you draw the fire off your main character or use some bombs/nets that the companions had so that you can withdraw your heroe and recover him.
What you describe - what if something bad happens early in combat - is a common issue. When I played Conquistadors, quite often the enemies would take out 2 out 6 party members, *greatly* reducing my chances to win the fight. I can say the same thing - shit happened so now I simply HAVE to reload or I can keep on fighting. The number of party members means shit here.
My simple argument - and proof that you're mistaken about the tactical aspect - is that the mileage varies greatly. If the game wasn't tactical, everyone would have a more or less the same experience, but it's not the case. We have people who can't beat the fight fights, we have people who can beat some fights, and we have people who can beat any fight with any weapon types.
I just find your system to be bafflingly misplaced - created outside of the context it could have worked wonders.
Combat long and boring ?
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
Nope...I also didn't mention that you could aim at particular body parts in Fallout either so why mention it here(although to be fair Fallout had a much worse aim for the eyes exploit readily available)? With ONE character it doesn't make much difference in gameplay whether you make a quick or aimed attack, whether you aim high or low, at eyes or torso. Those are just examples of faux tactical choice resulting in minor variations of hit chance and damage effect. There isn't any grand tactical variety here. You still just stand there and hack at your foe until either you or he fall dead.
tl;dr What Jarl said.
But it does make a difference which options you select. That's why some people struggle to beat many fights while others can beat the hardest fights (like the "low INT" palace fight). Your choice of weapon, attack types, and support items (nets, bolas, alchemy stuff) makes a huge difference. Saying that it doesn't matter which attack type you pick is the dumbest fucking statement, considering the game's difficulty, but hey, it's commie and he has a reputation to up
Carry on.
Volourn hacked into Hiver's account.
I wasn't able to get past the merchant ambush with my hammer warrior after retrying several dozen times. Not sure what other strategies I could have gone for.
So far AoD is not on my 'to buy' list after trying the demos. It feels too much like a puzzle game.
:shrug: