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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Stonewolf

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So how exactly does OA prevent kiting? Ranged need to start fleeing one tile further, and?
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
So basically PE will now have attacks of opportunities when walking past a melee character. This is good.

This works perfectly in the turn based Gold Box Games.... but not too sure how....... this will work in RTwP though....
 

Zed

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If, in RT, you enter the melee fighter's "area of attack" (ie: he's using a sword with an attack range of 3, or a polearm with a range of 6-7) you will take damage, then I imagine that would be a workable system.
you'll only be attacked if you attempt to leave the area of attack. hence the lock-down effect.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Good combatfag update. :obviously: Probably won't stop retards on PE forums from accusing Wasteland 2 of being combat-centric despite PE's lead designer talking about combat every chance he gets, though.

Too tired to newspost it, Bee will do it when she wakes up in a few hours. :P
 
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Excidium

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combatfags find satisfaction in very small things

It's just attacks of opportunity, even NWN2 already had that.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
As stale as the combat in NWN 1 gets, Attacks of Opportunity work just fine in it. Probably what you can expect here.
 

Tigranes

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Cleve Reference confirmed.

Like the concept, specifics pending. It's a sensible mechanic, it's intuitive to players whilst playing, it inherently transforms combat mechanics, and can be manipulated by advanced players for tactical complexity. This will need to be met by good, solid movement controls & characters that don't 'glide', though using IE-style 2D/3D already makes that easier. Imagine having this mechanic in Aurora Engine variants, it would be a nightmare. I imagine Engagement will be clearly marked with an icon in the player portrait and/or simple graphics on the sprites, reducing accidental move-aways.

If they implement Engagement range for longer-range weapons and give polearms some ability to 'rope in' nearby opponents into engagement that would also be a good RTwP way of simulating what AOD does with polearms.
 

ironyuri

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If, in RT, you enter the melee fighter's "area of attack" (ie: he's using a sword with an attack range of 3, or a polearm with a range of 6-7) you will take damage, then I imagine that would be a workable system.
you'll only be attacked if you attempt to leave the area of attack. hence the lock-down effect.

I think what I was aiming at in my post was the idea that entering melee should be equally as dangerous as leaving melee range with a fighter. Getting close to someone proficient in polearms should be hard, as they should be able to keep you at a distance while using the length of their (hyper) weapon to wear you down, for example.

This lock down system sounds good for making melee more risky for non-tank characters, though.

Edit; There is also the sense that melee range should be important. A long melee weapon (polearm, greatsword, flail [due to the swing reach of a ball/chain weapon], or such) should be able to demonstrate an effective range, getting close to the character should be hard because you'll take more damage at a certain distance, but once you close quarters with a close range weapon (a stabbing sword, such as a short sword) your close-range damage should outweigh their long range damage.

Thus: At long melee range, your defence / parrying vs a polearm would be important. If your character can parry a polearm attack at long range, then you'd presumably be able to enter their close-melee range where your weapon (if a short sword) becomes effective.

An attack of opportunity would theoretically be the attack an opponent would get when you move into or out of their effective range in such a system?

Edit#2: So, building on what Tigranes said, and what Zed said, a long-range melee character, with a polearm or greatsword, for example, should "lock you down" in their effective melee range, where a competent short-range fighter, with a falchion, mace, shortsword (effective short range melee weapons) could close into their effective range if they are able to defend/parry the attacks of the opponent. This would encourage interesting ways of building your melee character. The distance vs close quarters melee fighter. It would also encourage interesting ways of getting through or out of an opponent's lockdown, a rogue for example might be able to use a "trickery" skill to throw sand in the opponent's face to blind them, which could "turn off" the lock down effect for x simulated turns.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
AiXEsMv.jpg
 
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Kosmonaut

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I wonder if they will implement something like the 5-foot step to end the disengagement attack too.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
From the description of Grimoire Slam, it doesn't sound like there will be a 5 foot step like ability.
 
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Kosmonaut

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From the description of Grimoire Slam, it doesn't sound like there will be a 5 foot step like ability.
Hahahahaha, no I mean, in general, to disengage from a melee fighter. Not specifically Grimoire Slam.
 
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Kosmonaut

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So each class will have its own way to deal with engagement? That's actually pretty cool... in theory. Let's see how the implementation pans out.
 

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