aboyd said:
Balor said:
Then go, carefully lead this slack-jawed, salivating idiot to the nearest bed and smother him with a pillow, be a good guy.
It's disappointing to see such unintelligent comments.
Mwahahaha!
Ok, ok, I've done with it, I'm a good guy now
.
*giggles then bursts into laughter again*
I think a lot of people should go watch *One fly over the cookoo's nest', then grow some brains to understand sarcasm&humor, then...
Oh what am I talking about, it's not popular nowadays. Expecially the brains part.
@ VD
Anyway, while either guy who wrote text for Pete, or he himself is a sure retard who cannot distinguish combat from true roleplaying, I do like the idea of combat being less random in a way for slash - hit, slash - miss, all governed by the almighty tohit roll.
BTW, a lot of Russian RPG-players have a habit of saying "Praise the Random!" and the like.
Looks like you are indeed one of those Random - worshippers, but for real, in this case.
Anyway, don't you think that opponents, dumbly and sluggishly flailing weapons at each other, all the while randomly hitting and missing is a 'Good Thing'?
I do think you are a bit carried away, VD.
In this case, they actually made the combat more complicated, not simplified it.
I understand, you want a system where your skills as a player have nothing in common with your skills as a character. Yet, you will not have it. You never had it, in fact, cause in MW, for instance, you had to maneuver and time your attacks manually, too.
It's just a different concept, get it?
And it has nothing in common with game being 'RPG', or even a good game in general, no matter what you or Pete thinks. (Btw, don’t you feel ashamed for being put into one group with Pete?)
Diablo have all those hitrolls and the like, for instance - does it make it a good RPG?
Btw, as I understand, character skills and weapon stats will play MUCH greater role then your skills in fightings.
It was said by MSFD a lot of time before, do I have to quote it? Let’s sum it up:
Having high acrobatics skill will allow you roll in and out of combat, avoiding attacks of slower opponents, high speed - circle around them, all the while stabbing with a dagger.
Heavy weapons and armor allow you take and dish out much more damage, without the need of dancing around like a ballerina.
Mages... well, you can do both if you can cope with penalty to the casting skills, or go ‘pure mage’ and try and fry your enemies before they’ll get a chance of hitting you. Then, you can block with your staff and fry the enemy with short-ranged ‘touch’ spells.
Highly logical. That’s how RL combat works (well, besides the mages part, heh)
Or you want the combat to be completely automated, like in Arcanum or Diablo, point&click style?
Perhaps turnbased, too?
Then tough luck. Not gonna happen in this game.
Anyway, true PRGs don’t have to be RT, TB, RTWP, TPS or FPS, etc. All they have to have is good opportunities for playing your role.
And, as I understand, most ‘twitch’ will be in for rogue classes, with their dodges and light armor. And then, you should be, logically, sneaking, shooting and backstabbing, not fighting heavily armored warriors one-on-one, heh. (Think Thief.)
For warriors and mages - well, I don’t understand how retarded or/and disabled you must be to make your player skills affect your gameplay by a large margin... and, btw, that means you were unable to play MW too! Remember, you also had to manually attack and cast spells there, and time those right (at least, sometimes). And, ahem, wasn’t it the same for Daggerfall, huh?
Anyway, less skills, and skills with retarded names -> bad.
Wikipedic dialogue -> bad. Lame roleplaying -> bad.
More
complex combat ->
good.
Now, please explain, in terms I’ll understand, how adding all that stuff MSFD listed about combat can be qualified as ‘simplifying’, and I’ll admit defeat.
EDIT: Some clarification.