Lilura
RPG Codex Dragon Lady
- Joined
- Feb 13, 2013
- Messages
- 5,274
All the while you're fiddling with a submenu that stubbornly refuses to show a decent amount of information in your gigantic 10 year old screen. That is not an example of very good combat.
Seems like he was handling the radial menu pretty well, though I prefer to use the quickbar and hotkeys. Btw, radial menu clearly labels icon when you mouse-over.
NwN has all the cute little details that make for a half decent ruleset. Its excellence lies in the community it spawned, where modules are more often than not praised for their writing, which is telling.
Role-playing and exploration, too. See Swordflight, where combat is also made more interesting due to tactical and strategic considerations based on resource management.
The game's controls just did not age very well in comparison with the IE games and some of the other titles that came out since.
Cam and control is fine for the most part; you can interact with your environment much more than in the IE RPGs. In regards to companion AI/limited direct control of what companions do, it's better to restrict/emphasize role of companions to either simple tanking or utility purposes such as passive buffs/debuffs that are always active; f.e, bardsong and perma fear aura (as Swordflight does with Zarala and its lich companion).
Re. meatshield line subversion, or however you put it: Aurora is far more capable than Infinity, but that's the province of Tony K's and other custom enemy AIs.