almondblight
Arcane
- Joined
- Aug 10, 2004
- Messages
- 2,649
Eh, I thought cooldowns worked fine in Dungeon of Dredmor.
Why do that when they can tease us with blurry shots and provoke a lot moreI'm sitting here trying to discern what the hell is happening on his screen. Fucking douchebags why don't they just record some clean WIP footage.
I don't know what people object to about cooldowns, but this sounds both cooldown-like and interesting.Per-encounter abilities can be used a number of times in an encounter and are then disabled until combat ends. Per-rest abilities can be used a number of times after resting before you must rest to recover them.
Cooldowns within a combat encounter are boring.[
I don't know what people object to about cooldowns,
I don't see how it's anything like cooldowns, it's more like spontaneous spellcasting in D&D. Or 4E powers actually, I think that's where most of Sawyer's inspiration comes from anyway.I don't know what people object to about cooldowns, but this sounds both cooldown-like and interesting.Per-encounter abilities can be used a number of times in an encounter and are then disabled until combat ends. Per-rest abilities can be used a number of times after resting before you must rest to recover them.
cooldown = recharge time. There's no recharge time, just a limited number of uses.Depends on how you define cooldown, and also whether there's a buffer between ability-uses within an encounter.
Were it a limited use item like a wand, I'd agree with you, but given that it does recharge and that you have to wait to use it the next time, it is indeed a cooldown. But not a bad implementation.cooldown = recharge time. There's no recharge time, just a limited number of uses.Depends on how you define cooldown, and also whether there's a buffer between ability-uses within an encounter.
Indeed, if it is a real time game. In a turn based game, it makes sense to talk about abilities with no cooldown. Not only does cooldowns force itself due to physical limitations and the imposibility of doing an unlimited amounts of actions every second, it is also coded into every single game, not just rpgs, so that the game plays with the same pace on all computers that are able to run them. (Something that was typically not implemented in old dos games, resulting in hilarious speeds, if I have understood the cause of that correctly). I find it silly to make an arbitrary distinction between all other games and, let's say, MMORPGs from where it is famous, where you can see a clock ticking down to the next time you use it. There are bad cooldown implementations and there are good ones, but all real time games have them.Ok then, in your head everything is cooldowns.
Who knows what the fuck he means by cooldowns anyway. Figures Fallout is cooldown-based too and we never knew.So, it turns out that all this time Josh wasn't really talking about "cooldowns" at all.
When people were complaining about cooldowns, they meant a waiting period to use that ability again. IE the game lets you use anything else in your arsenal, but not fireball for 5 seconds after you cast it. Not any of this other stuff.Indeed, if it is a real time game. In a turn based game, it makes sense to talk about abilities with no cooldown. Not only does cooldowns force itself due to physical limitations and the imposibility of doing an unlimited amounts of actions every second, it is also coded into every single game, not just rpgs, so that the game plays with the same pace on all computers that are able to run them. (Something that was typically not implemented in old dos games, resulting in hilarious speeds, if I have understood the cause of that correctly). I find it silly to make an arbitrary distinction between all other games and, let's say, MMORPGs from where it is famous, where you can see a clock ticking down to the next time you use it. There are bad cooldown implementations and there are good ones, but all real time games have them.Ok then, in your head everything is cooldowns.
When people were complaining about cooldowns, they meant a waiting period to use that ability again. IE the game lets you use anything else in your arsenal, but not fireball for 5 seconds after you cast it. Not any of this other stuff.Indeed, if it is a real time game. In a turn based game, it makes sense to talk about abilities with no cooldown. Not only does cooldowns force itself due to physical limitations and the imposibility of doing an unlimited amounts of actions every second, it is also coded into every single game, not just rpgs, so that the game plays with the same pace on all computers that are able to run them. (Something that was typically not implemented in old dos games, resulting in hilarious speeds, if I have understood the cause of that correctly). I find it silly to make an arbitrary distinction between all other games and, let's say, MMORPGs from where it is famous, where you can see a clock ticking down to the next time you use it. There are bad cooldown implementations and there are good ones, but all real time games have them.Ok then, in your head everything is cooldowns.
Yes, but with respect to this game and the previous updates from Sawyer that's not what people were worried about.
There was not an insignificant cooldown on casting spells in the IE games. I think it in fact was something in the vicinity of 5 seconds. The reason why it didn't feel so long, is because the cooldown started immediatly after you started the incantation, so if it was long, you could immediatly throw another one. Were you casting a magic missile or a spell failed however, you had to wait for the cooldown to go down to cast a new one.When people were complaining about cooldowns, they meant a waiting period to use that ability again. IE the game lets you use anything else in your arsenal, but not fireball for 5 seconds after you cast it. Not any of this other stuff.Indeed, if it is a real time game. In a turn based game, it makes sense to talk about abilities with no cooldown. Not only does cooldowns force itself due to physical limitations and the imposibility of doing an unlimited amounts of actions every second, it is also coded into every single game, not just rpgs, so that the game plays with the same pace on all computers that are able to run them. (Something that was typically not implemented in old dos games, resulting in hilarious speeds, if I have understood the cause of that correctly). I find it silly to make an arbitrary distinction between all other games and, let's say, MMORPGs from where it is famous, where you can see a clock ticking down to the next time you use it. There are bad cooldown implementations and there are good ones, but all real time games have them.Ok then, in your head everything is cooldowns.