felipepepe
Codex's Heretic
Those weapons on characters backs, they're actual representatives of the quick slot/secondary weapon your character have?
Those weapons on characters backs, they're actual representatives of the quick slot/secondary weapon your character have?
That's a p. dumb excuse that relies on the wrong notion that TB combat is slow.The answer to that is, they wanted to make Infinity Engine-style games, and besides the nostalgia factor, those games had a bit too much "trash" combat to be fully comfortable in TB. (I put the word "trash" in quotes because I don't entirely agree with its pejorative connotations. The world needs its kobold-infested mines too.)
That's a p. dumb excuse that relies on the wrong notion that TB combat is slow.The answer to that is, they wanted to make Infinity Engine-style games, and besides the nostalgia factor, those games had a bit too much "trash" combat to be fully comfortable in TB. (I put the word "trash" in quotes because I don't entirely agree with its pejorative connotations. The world needs its kobold-infested mines too.)
I think that the pacing of different characters actually *should* be asynchronous because that will likely cause different tactical considerations for what those characters do in combat. I also think it would be good if players could opt to make individual characters more or less high-maintenance.
Strangely, I'm down with RTwP in PE. The clincher is the ironic fact that every other non mainstream RPG seems to be going TB these days and this would be something different. Really though, RTwP doesn't have to be the RTS modified engine clusterfuck that it was in ye olde days. It is quite possible to make a good combat system in this format and being pausable it makes it pretty close to TB anyway. The big thing is the AI of course, so that at least it doesn't do dumb shit like bow armed characters moving to melee range or the like. So long as basic things are automated reasonably well, it puts the focus in the RTwP system on the actual tactics of combat and thus makes it not unlike a more dynamic TB.
That's because they are.Looks way too zoomed in.
Indeed. For example, 7.62 High Caliber have RTwP and it's combat system are IMHO better than Jagged Alliance 2.Strangely, I'm down with RTwP in PE. The clincher is the ironic fact that every other non mainstream RPG seems to be going TB these days and this would be something different. Really though, RTwP doesn't have to be the RTS modified engine clusterfuck that it was in ye olde days. It is quite possible to make a good combat system in this format and being pausable it makes it pretty close to TB anyway. The big thing is the AI of course, so that at least it doesn't do dumb shit like bow armed characters moving to melee range or the like. So long as basic things are automated reasonably well, it puts the focus in the RTwP system on the actual tactics of combat and thus makes it not unlike a more dynamic TB.
Strangely, I'm down with RTwP in PE. The clincher is the ironic fact that every other non mainstream RPG seems to be going TB these days and this would be something different. Really though, RTwP doesn't have to be the RTS modified engine clusterfuck that it was in ye olde days. It is quite possible to make a good combat system in this format and being pausable it makes it pretty close to TB anyway. The big thing is the AI of course, so that at least it doesn't do dumb shit like bow armed characters moving to melee range or the like. So long as basic things are automated reasonably well, it puts the focus in the RTwP system on the actual tactics of combat and thus makes it not unlike a more dynamic TB.
Indeed. For example, 7.62 High Caliber have RTwP and it's combat system are IMHO better than Jagged Alliance 2.
I'm surprised there aren't more complaints about the obviously realtime 3D-rendered appearance of the characters.
Come again? They were (basically) the same models.
In BG, IWD, et cetera, they were all horribly ugly weird 3D contraptions.
I'm surprised there aren't more complaints about the obviously realtime 3D-rendered appearance of the characters.
Compare for example how a medium shield looks on a char in BG1 vs. BG2. In BG1, it looks like a very simple and shitty shield - but a shield nonetheless. In BG2 it looks like a crazed manta ray from a lovecraftian dimension of derp :DCome again? They were (basically) the same models. Unless you mean monsters.
That character model we saw in the Torment preview, for instance, is equally recognizable as 3D-rendered but it looks leagues ahead of these.
Come again? They were (basically) the same models.
They were not.
In BG, IWD, et cetera, they were all horribly ugly weird 3D contraptions.
No, they were pre-rendered in those games, much like the backgrounds.
Compare for example how a medium shield looks on a char in BG1 vs. BG2. In BG1, it looks like a very simple and shitty shield - but a shield nonetheless. In BG2 it looks like a crazed manta ray from a lovecraftian dimension of derp :DCome again? They were (basically) the same models. Unless you mean monsters.
That character model we saw in the Torment preview, for instance, is equally recognizable as 3D-rendered but it looks leagues ahead of these.
Well, remember that the Torment characters aren't "generic". They don't need to be able to be able to wear any armor and wield any weapon. So they're always going to look more polished.
Beyond that, the character in the Torment vids (the CCJ) was just a quick hack job using a canned animation, not an actual usable character in a working game. We also didn't get to see her from up close.
Those weapons on characters backs, they're actual representatives of the quick slot/secondary weapon your character have?
Why wouldn't they be? Let's ask Sawyer.
Indeed. For example, 7.62 High Caliber have RTwP and it's combat system are IMHO better than Jagged Alliance 2.
The first Diablo largely used recolored variants. There's not that much unique art.This is where I blame Bioware incompetence, actually. Go look at a game like Diablo 1...They use pre-rendered characters, with dozens if not hundreds of different equipment combinations, and while it's an insane amount of work, they all look really good. Even better than 3D in a lot of cases.
The first Diablo largely used recolored variants. There's not that much unique art.This is where I blame Bioware incompetence, actually. Go look at a game like Diablo 1...They use pre-rendered characters, with dozens if not hundreds of different equipment combinations, and while it's an insane amount of work, they all look really good. Even better than 3D in a lot of cases.