Kirtai
Augur
- Joined
- Sep 8, 2012
- Messages
- 1,124
No, some spells will replenish every encounter. Others only when you rest.In Project Eternity, now, the spells will replenish every encounter automatically!
No, some spells will replenish every encounter. Others only when you rest.In Project Eternity, now, the spells will replenish every encounter automatically!
Because strategy games are exactly the same as RPGs. o_O Not to mention that HOI 2 can be a better game if it were turn based like imperialism.
I call the resting in IWD2 retarded because you can rest almost anywhere. All you need to do is to find a spot away from the nearest enemy. A better way of handling that should have been completely avoiding rest once you enter a hostile area. I can see why such resting is necessary if there are a LOT of enemies (read Trash mobs). In my eyes, it is the poor encounter design that makes it necessary to have that.
Oh yeah? How about resting only once per day, like you know... in reality?here's no way to completely eliminate rest spam
Tell you what.
I am tired, TIRED of telling people that I am NOT against RTwP. Why would I be? I am against RTwP that is a hassle. Stop making strawman argument by bringing in strategy games (grand strategy games!) in an argument where we are discussing RPGs.
RtWP can INDEED be highly complex and designed around tactical depth. The problem is the party. If you have to pause for micromanaging every party member midway of their actions, it is rather considered annoying than deep. It is simply more convenient (in my opinion) to allow for Single Player (no party) combat when designing RtWP games.
One of my own favourite RTwP games, Hearts of Iron 2, requires a lot of micromanagement as a large nation on the harder difficulties. That is also the part of the charm of the game. In terms of keeping watch over what's happening in the game, going to NWN 2 from there is like going back to kindergarten from university. If you think it's annoying to pause every time you want to give an orderin NWN 2, is it because your keyboard hand gets exhausted? I have a hard time seeing exactly why.
If you have problems with the AI, turn it off. It's often the most sensible thing to do anyway unless you're on autopilot.
Where exactly is the straw man? All that's being said is that RTwP games have been good at what people said they wouldn't - micromanagement, being non-twitchy, being complex, making use of positioning, not being watered down RTS games, etc. The counter argument so far is "yeah, but those games aren't RPGs." Since there doesn't seem to be any reason why these systems couldn't be adopted by RPGs, that doesn't seem to be a terribly compelling argument.Because strategy games are exactly the same as RPGs. o_O Not to mention that HOI 2 can be a better game if it were turn based like imperialism.
Dude. Are you fucking retarded?
Where did anyone say that RTwP games can't be good?
Why the fuck do you keep on ranting again and again:
All that's being said is that RTwP games have been good at what people said they wouldn't - micromanagement, being non-twitchy, being complex, making use of positioning, not being watered down RTS games, etc.
If you turn off the AI you have keep the game paused for a LONG time which negates any reason as to why the game is real time in the first place.
Same for IE games. If you rather want long term pause just fucking make it Turn based and not artificially micromanaged.
Have you ever played PvP NWN2? You are in for a surprise buddy. There is mostly no pause in there, so you have to play it like an MMO and start casting your most powerful spell and abilities in a memorized fashion against an enemy. Fuck.
Now I admit that there are SOME RPGs that do RTwP right: one of them is NWN and the other is Drakensang1/2. NWN is NOT party based and thus it makes sense to control the char abilities one at a time until the end of the round. In Drakensang the rounds are SO slow that it is easy to micromanage without the pausing turning into a hassle. That means either you slow down the game, or you please do not have parties in the game, pretty please.
Wut?
Locking people into areas?
Howdoody. Haven't IE games done that since ages? There are many instances in IE games where once you enter an area you can't exit. Not to mention that PE will also have moving back to areas where you can rest.
NO.
I liked the camping resources idea, but, since its very intimately tied to the game economy, if the economy is broken it will be broken as well. And the economy (like every other single player game economy) will almost certainly be broken. If it follows the usual trajectory, resting will be difficult for the first few levels then trivial for the rest of the game after you've sold all the shit you've picked up.
I liked the camping resources idea, but, since its very intimately tied to the game economy, if the economy is broken it will be broken as well. And the economy (like every other single player game economy) will almost certainly be broken. If it follows the usual trajectory, resting will be difficult for the first few levels then trivial for the rest of the game after you've sold all the shit you've picked up.
Don't break the economy by not having too much drops/gold.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
First thing I would want to do is sell the magic bag and buy a mule instead.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
I don't think you understand.
PE's "stash" will be inaccessible everywhere except in towns. Everywhere else, you can put shit in, but you can't take it back out. Traditional "bags of holding" don't have that limitation. So trying to describe the stash as a "bag of holding" wouldn't exactly work.
Make the mule killable during combat, make mule prices keep going up due to infaltion caused by vendors being haunted by the angry spirits of dead mules.
Holy shit, we just solved PE's economy problem.
Make the bag unaccessable during combat. Problem solved.Well, you can take things out of a bag of holding anywhere you want, so that would be weird.
I don't think you understand.
PE's "stash" will be inaccessible everywhere except in towns. Everywhere else, you can put shit in, but you can't take it back out. Traditional "bags of holding" don't have that limitation. So trying to describe the stash as a "bag of holding" wouldn't exactly work.
I do understand. I was advocating replacing the stash with a bag of holding (bad wording on my part, I know) since, if you're gonna have infinite inventory, it's pointless to make it unaccessable outside of combat, save for going back to camp. Spending time to think everytime you pick a new item if you'll make use of it soon or not isn't very fun for most people. It also kills the momentum of going through a dungeon.