You can do this in a turn-based system with a well-designed interrupt mechanic. It's not a perfect solution, but neither is pausing the game every four milliseconds
You do realize not all of us play IE games this way?
Sure, you could curb stomp over almost everything in the IE games if you simply cast the buffs that cover every possible status ailment, but:You can do this in a turn-based system with a well-designed interrupt mechanic. It's not a perfect solution, but neither is pausing the game every four milliseconds
You do realize not all of us play IE games this way?
Legit question here, how do you rare-pausers manage it when like you have a TPK, then you reload and do the same fight again? Pausing is so powerful in those games you can easily turn a fight that's nearly impossible without pause into complete triviality. Do you still force yourself not to pause on the reload, or what?
The IE/NWN2/DAO games have so many layers of shit you can do to make fights easier; it's like you can get up all your tedious buffs, you can use your tedious consumables, you can have rogues sneak around doing pre-battle stuff, you can pause more to manage pathing and AI stuff, you can tinker with AI script stuff, you can rest/backtrack to rest safely. You have to be like 10 levels of tedium deep before you have no option but to have a tactical thought and nothing in the game every really gets you to that point naturally.
All that tedium is tactics mang!The IE/NWN2/DAO games have so many layers of shit you can do to make fights easier; it's like you can get up all your tedious buffs, you can use your tedious consumables, you can have rogues sneak around doing pre-battle stuff, you can pause more to manage pathing and AI stuff, you can tinker with AI script stuff, you can rest/backtrack to rest safely. You have to be like 10 levels of tedium deep before you have no option but to have a tactical thought and nothing in the game every really gets you to that point naturally.
Legit question here, how do you rare-pausers manage it when like you have a TPK, then you reload and do the same fight again?
Pausing is so powerful in those games you can easily turn a fight that's nearly impossible without pause into complete triviality. Do you still force yourself not to pause on the reload, or what?
The IE/NWN2/DAO games have so many layers of shit you can do to make fights easier; it's like you can get up all your tedious buffs, you can use your tedious consumables, you can have rogues sneak around doing pre-battle stuff, you can pause more to manage pathing and AI stuff, you can tinker with AI script stuff, you can rest/backtrack to rest safely. You have to be like 10 levels of tedium deep before you have no option but to have a tactical thought and nothing in the game every really gets you to that point naturally.
You know when you made a good RTwP combat design/game mechanic when players are forced to pause around every 3, 4 seconds and try to keep up with everything is going on in the battle or adjust to new situations.
You know when you made a good RTwP combat design/game mechanic when players are forced to pause around every 3, 4 seconds and try to keep up with everything is going on in the battle or adjust to new situations.
The pathfinding is so good when you select all and click a mob you still have to manually reroute with multiple clicks some party members because they get stuck in between two other members and the pathfinding doesn't let them automatically find their way to the sides. Best RTWP gameplay, GOTY material right there.
You know when you made a good RTwP combat design/game mechanic when players are forced to pause around every 3, 4 seconds and try to keep up with everything is going on in the battle or adjust to new situations.
The pathfinding is so good when you select all and click a mob you still have to manually reroute with multiple clicks some party members because they get stuck in between two other members and the pathfinding doesn't let them automatically find their way to the sides. Best RTWP gameplay, GOTY material right there.
Uh, wait a minute, couldn't this have been a case of a party member being locked in place due to melee engagement?
Poor Obsidian, they added a feature that makes the game look buggy and now people will complain about it.
Uh, wait a minute, couldn't this have been a case of a party member being locked in place due to melee engagement?
Poor Obsidian, they added a feature that makes the game look buggy and now people will complain about it.
https://www.youtube.com/watch?v=dxHC8imCwYc&feature=player_detailpage#t=1345
You are pants on head retarded. My condolences.
I'm sure the guy stuck in running animation and being rerouted by whoever made that video was a feature from the melee engagement thing. I'm sure. It wasn't hideous pathfiding. (at 22:27, I also saw it happening in other places but I can't be bothered to find this crap again).
Uh, wait a minute, couldn't this have been a case of a party member being locked in place due to melee engagement?
Poor Obsidian, they added a feature that makes the game look buggy and now people will complain about it.
https://www.youtube.com/watch?v=dxHC8imCwYc&feature=player_detailpage#t=1345
You are pants on head retarded. My condolences.
I'm sure the guy stuck in running animation and being rerouted by whoever made that video was a feature from the melee engagement thing. I'm sure. It wasn't hideous pathfiding. (at 22:27, I also saw it happening in other places but I can't be bothered to find this crap again).
You didn't specify what particular instance of poor pathfinding you were referring to in your original post.
Yes, that looks buggy, but the game is unfinished. Looking forward to Roguey's reactions when it gets the WL2 treatment due to stuff like this
Now, now, shitty pathfinding that makes you want to play a PARTY BASED GAME solo is a perfectly fine throwback to IE games.
The rogue may hop a short distance away and break Melee Engagement.[2] The ability must be targeted on open ground to which the rogue has a clear path.