Grunker
RPG Codex Ghost
I wasn't really that fond of Freedom Force either. I *loved* the concept, but the controls got pretty annoying when abilities ramped up.
No.Shit, thats easy. around 99.9999999% of the rpgs ever played fit into that category.
In all the tabletop games I played, buying equipment was an abstracted thing we'd do before the session started so there were no merchants to kill.Heck, in every story i have ever directed that had any kind of merchant you could do it, provided you were prepared enough.
No.And cRPGs in general are supposed to be an imitation of real RPGs, real rpgs being PnP ones,
"I want to cheat but with the illusion that I'm not cheating."I dont want to cheat, i want to put my sword on the blacksmiths neck, make him give me that beautiful sword he made, and i shouldnt because it breaks the single player game that i and only i am playing? Fuck that noise.
The key to avoid a a micro managing hell is the formation system.
If the formation system is good (don't have to select and move personally every character during a fight, just the formation and switch it if needed), if you can easily keep a formation in battle (and that the formation is effective) it would be manageable.
It's the big improvement over IE combat that i hope.
Having to manage individually both the positioning of each characters and all the special individual active skills would be a nightmare IMO.
It was awful in IE game, almost impossible to protect your wizard/cleric for example inside a formation.The key to avoid a a micro managing hell is the formation system.
If the formation system is good (don't have to select and move personally every character during a fight, just the formation and switch it if needed), if you can easily keep a formation in battle (and that the formation is effective) it would be manageable.
It's the big improvement over IE combat that i hope.
Having to manage individually both the positioning of each characters and all the special individual active skills would be a nightmare IMO.
With some minor scripts that let physical damage dealers continue attacking next target without orders. IE games and DA:O are OK-ish(standart attack)in this part where NWN2 fails mostly.
It was awful in IE game, almost impossible to protect your wizard/cleric for example inside a formation.The key to avoid a a micro managing hell is the formation system.
If the formation system is good (don't have to select and move personally every character during a fight, just the formation and switch it if needed), if you can easily keep a formation in battle (and that the formation is effective) it would be manageable.
It's the big improvement over IE combat that i hope.
Having to manage individually both the positioning of each characters and all the special individual active skills would be a nightmare IMO.
With some minor scripts that let physical damage dealers continue attacking next target without orders. IE games and DA:O are OK-ish(standart attack)in this part where NWN2 fails mostly.
It was a mess.
The idea is that you should be able to play lower maintenance casters and higher maintenance weapon-classes.Still this exact problem is the reason why I was always baffled at the fighters have no special abilites complaints in BG. Since you need to tell your mages/clerics/druids what to do every round, having to do the same for fighters would be aggravating. Hell, I never bothered with backstabbing simply because it was too damn annoying. When you have a Real Time battle system with 6 characters it is kinda good idea to have some low maintenance classes.
Except casters can't be completely passive, even with Sawyer's system. He has said as much. So "lower maintenance" casters will still be p. active.The idea is that you should be able to play lower maintenance casters and higher maintenance weapon-classes.Still this exact problem is the reason why I was always baffled at the fighters have no special abilites complaints in BG. Since you need to tell your mages/clerics/druids what to do every round, having to do the same for fighters would be aggravating. Hell, I never bothered with backstabbing simply because it was too damn annoying. When you have a Real Time battle system with 6 characters it is kinda good idea to have some low maintenance classes.
DA:O's system was obnoxious, with constant cycling between characters and micro managing active abilities on MMO-style cooldowns. The worst thing about it was the mindlessness. You just clicked on the ability that had just become active again, no thinking involved.
Not necessarily. My casters were usually slinging stones and darts. It's not necessary to cast spells in every fight or even most, especially when you have other abilities to use.Except casters can't be completely passive, even with Sawyer's system. He has said as much. So "lower maintenance" casters will still be p. active.
Well, I've only played DA:O on release so my memory is probably more than a little murky, but I remember the fights being more or less as I described them. It may be my disappointment filter kicking in and showing me the game in worse light than it actually is, but that's how I remember it.Stamina and Mana reserves were so low you couldn't just spam abilities every time it was off cooldown. That is straight up bullshit. The problem here was Potion-making-abuse, which was sadly unbalanced. If you played the game without crafting 6000 mana and stamina potions, there was no ability-spam except when you used your reserves of potions in key fights. Even then, often you wanted to keep shield-fighters in modes and not use too many actives, and two-weapon fighters and archers were self-governing even in key fights, mostly.
Well, I've only played DA:O on release so my memory is probably more than a little murky, but I remember the fights being more or less as I described them. It may be my disappointment filter kicking in and showing me the game in worse light than it actually is, but that's how I remember it.Stamina and Mana reserves were so low you couldn't just spam abilities every time it was off cooldown. That is straight up bullshit. The problem here was Potion-making-abuse, which was sadly unbalanced. If you played the game without crafting 6000 mana and stamina potions, there was no ability-spam except when you used your reserves of potions in key fights. Even then, often you wanted to keep shield-fighters in modes and not use too many actives, and two-weapon fighters and archers were self-governing even in key fights, mostly.
I've never done any crafting in that game, btw.
There were no stamina potions in DAO. (only in Awakening) Best source of DPS was a dual wielder not using any abilities at all, except having a few sustained ones activated, like momentum. There was no need to craft health potions because you would loot more than you'd ever need. You just needed lots of mana potions for your mage(s) , because spells were too expensive mana-wise.
- So you couldnt assault merchants on the road in your campaign? make a quick buck and get items you would need later down the line. Sounds like your DM was shit and im inclined to not count your experience in PnP as actual experience.No.Shit, thats easy. around 99.9999999% of the rpgs ever played fit into that category.
In all the tabletop games I played, buying equipment was an abstracted thing we'd do before the session started so there were no merchants to kill.Heck, in every story i have ever directed that had any kind of merchant you could do it, provided you were prepared enough.
No.And cRPGs in general are supposed to be an imitation of real RPGs, real rpgs being PnP ones,
"I want to cheat but with the illusion that I'm not cheating."I dont want to cheat, i want to put my sword on the blacksmiths neck, make him give me that beautiful sword he made, and i shouldnt because it breaks the single player game that i and only i am playing? Fuck that noise.
Its not cheating you retarded fuck, its interacting with the world in a believable way.
Grunker , you dislike simulationism.
Chaotic_Heretic said:For someone with such a massive hardon for GURPS... why do you hate simulationist approach to cRPG design?
Which part of being a simulationist is it that makes reading difficult?
http://www.rpgcodex.net/forums/inde...project-eternity.75947/page-1059#post-3055514
Grunker said:I am not arguing against simulationism.
I am arguing against those who hold that it weighs more heavy than any other concern in system design. I am arguing against those who want an IE-successor to rely heavily on simulationism. Just like I would argue against people saying how there is not enough Basketball in their Soccer game.
MicoSelva said:Grunker enjoys a variety od different systems while most simulationists only see one true way (their own), that's why he picks on them (I think).
Bingo.