Well, I gather you're not restricted to one quest at a time either...
Well, I gather you're not restricted to one quest at a time either...
I think its real odd they would use a term so well known in computer science, if they weren't thinking along those lines.
You have never heard the term story threads? It's pretty common, and I think it's metaphor of actual fabric threads.I think its real odd they would use a term so well known in computer science, if they weren't thinking along those lines.
ITG you are clearly meant to either pause or slow-down time rather than play it like a RTT.It is pure real-time
Because Sawyer can't make good real-time combat and is too afraid to make it turn-based.ITG you are clearly meant to either pause or slow-down time rather than play it like a RTT.It is pure real-time
This was pitched as a real-time-with-pause game, not real-time nor turn-based.Because Sawyer can't make good real-time combat and is too afraid to make it turn-based.
You have never heard the term story threads? It's pretty common, and I think it's metaphor of actual fabric threads.I think its real odd they would use a term so well known in computer science, if they weren't thinking along those lines.
It was pitched as IE spiritual successor, but ended up being a bland MOBA/CYOA hybrid.This was pitched as a real-time-with-pause game, not real-time nor turn-based.Because Sawyer can't make good real-time combat and is too afraid to make it turn-based.
It's not a MOBA, no.It was pitched as IE spiritual successor, but ended up being a bland MOBA/CYOA hybrid.
One can say the same thing about the Infinity Engine games, which this thing is trying to be like (to some extent). If you hated them, why would you bother with this one?If you can't make your real real-time combat good enough, and have to constantly rely on pause or time slow-downs, you know you fucked up.
Simultaneous conflict resolution. RTwP battles from the IE games wouldn't necessarily be fun as turn-based and it'd be pretty wretched if you couldn't pause at all or if you couldn't issue orders while paused.There's absolutely no advantage in real-time if you have to slow down every time.
Infinitron said:Regarding the feel of combat, I think familiarity and skill play a factor, especially when dealing with fast enemies who swarm you. The less confident you are about your ability to handle events, the more you pause. The more you pause, the more awkward and "not fun" combat feels.
The Infinity Engine games didn't have many fast enemies, but they did have some. For example, the werewolves in the Baldur's Gate 1 expansion were fast, especially compared to the slow walking speed of characters in the vanilla BG1. Here's an LP of the Werewolf Island, done by a "pause-a-holic" LPer:
https://www.youtube.com/watch?v=fh7TQrONOS0 https://www.youtube.com/watch?v=bm3S-7-K2mo
Looks pretty awkward, doesn't it? One of the reasons I'm a bit skeptical of accusations that Pillars of Eternity has incredibly chaotic combat is that the way the accusing people are playing it just isn't all that different from the way novice players play the Infinity Engine games. And if you were thrown into Werewolf Island with an unfamiliar party of mid-level characters and no knowledge of AD&D, you'd probably play like that too.
Sure. It just copies its "balanced" systems.It's not a MOBA, no.It was pitched as IE spiritual successor, but ended up being a bland MOBA/CYOA hybrid.
I bet you still haven't played this game yet.One can say the same thing about the Infinity Engine games, which this thing is trying to be like (to some extent). If you hated them, why would you bother with this one?If you can't make your real real-time combat good enough, and have to constantly rely on pause or time slow-downs, you know you fucked up.
RTS/MOBA games play pretty much alike, yet i can't reacall any of them having a pause option.Simultaneous conflict resolution. RTwP battles from the IE games wouldn't necessarily be fun as turn-based and it'd be pretty wretched if you couldn't pause at all or if you couldn't issue orders while paused.There's absolutely no advantage in real-time if you have to slow down every time.
Play more RTS games.RTS/MOBA games play pretty much alike, yet i can't reacall any of them having a pause option.
Shit design is shit.
I'm talking about the more modern ones. DoW2 for example. It has a lot of unit micromanagement, and smaller scale. Also, recent Total War games, plenty of micromanagement and positioning.Play more RTS games.RTS/MOBA games play pretty much alike, yet i can't reacall any of them having a pause option.
Shit design is shit.
Infinitron labeled Sensuki a noob. (Cause he is pausing the hell out of the game.)A recent post of mine from the Obsidian forums holds some relevance here (paraphrased):
Infinitron said:Regarding the feel of combat, I think familiarity and skill play a factor, especially when dealing with fast enemies who swarm you. The less confident you are about your ability to handle events, the more you pause. The more you pause, the more awkward and "not fun" combat feels.
The Infinity Engine games didn't have many fast enemies, but they did have some. For example, the werewolves in the Baldur's Gate 1 expansion were fast, especially compared to the slow walking speed of characters in the vanilla BG1. Here's an LP of the Werewolf Island, done by a "pause-a-holic" LPer:
https://www.youtube.com/watch?v=fh7TQrONOS0 https://www.youtube.com/watch?v=bm3S-7-K2mo
Looks pretty awkward, doesn't it? One of the reasons I'm a bit skeptical of accusations that Pillars of Eternity has incredibly chaotic combat is that the way the accusing people are playing it just isn't all that different from the way novice players play the Infinity Engine games. And if you were thrown into Werewolf Island with an unfamiliar party of mid-level characters and no knowledge of AD&D, you'd probably play like that too.
That music was made specifically for the trailer (kickstarter pitch). I think the ingame music is somewhat better. Sensuki ?The music... generic is the word. Will make me sad if they don't come up with something original for a change.
And can be played as RTwP... I pause as much in TW games as in IE games... Not sure what points the two of you are trying to make.I'm talking about the more modern ones. DoW2 for example. It has a lot of unit micromanagement, and smaller scale. Also, recent Total War games, plenty of micromanagement and positioning.Play more RTS games.RTS/MOBA games play pretty much alike, yet i can't reacall any of them having a pause option.
Shit design is shit.
From what I understood, PE wanted to minimize filler combat and focus on the memorable battles from BG2 and other IE games. The logical consequence was pause-athon gameplay. That's what you get if you want mainly tactically challenging encounters in a RTwP game... It always has been one of the main arguments for TB. Either TB for a truly challenging and tactical experience or a mix of filler combat and challenging encounters. Which is what I'd expect PE to go for. Though atm it seems like the mix isn't optimal and combat has a few other issues...?
This. Going by the beta, the only way you can make battles last longer is spamming pause button to get the slow motion feeling.Not to mention that combat is pretty much always over within about 12 seconds.