See:
If you make your RTwP game so involved that you're constantly pausing, you'd probably have had a better "flow" with a TB game.
I don't want to comment further as I've not played PoE beta, but if it's the case that there is constant pausing, even in regular battles, in order to micromanage each and every one of your unit's abilities, then why not just make it TB?
In IE games there wasn't constant pausing. In regular fights it was enough to just haste your fighters and let them go to work,
which isn't exactly compelling gameplay either, but that's neither here nor there. In the more challenging fights, there was pausing to manage spell usage, while melee could be left alone unless they needed to be re-positioned or ordered to attack another target. So there was a good balance there. My understanding of PoE based on complaints (do correct me if I'm wrong) is that each class, even fighter, has active abilities that are required even in normal fights. And so, if one has to pause constantly, one really should be asking why the game isn't just TB.
Simultaneous resolution.
That's not 'here or there'. It's pretty clear: If you think POE should have been TB, or TB > RTwP, OK. I love TB too. But that's a separate argument altogether.
If we want to say that RTwP is 'meant to' or works best when it is easy / hands off enough that you don't need to pause very much.... again, why? Why is "you have to micromanage" and other such comments made as if it was
negative, without it actually being justified? I mean, don't we like complex combat, combat that offers a lot of choices on what to do, combat which doesn't reward screensaver gameplay? 'You need to think too much in your turn' wouldn't be a valid argument for a TB game.
So let's try and identify possible complaints:
1. People apparently want to 'enjoy watching the action unfold' and do not want to pause all the time because it is a real time game. In that case,
why are you playing an RTwP game if you don't like pausing? Why not play a faster paced ARPG if you want to see the action? There are only two options to decrease pausing: make the combat simpler and easier so you don't need to intervene very often, or slow down the pace of the action so that you can make all the necessary interventions without pausing much. The former is obviously poor solution. The latter I don't think is so great either, since now you have to contend with the boredom of watching the action unfold slowly. So what exactly do people want when they want to play RTwP without the wP?
2. People say BG2 or other IE games had a good mix of high-pause difficult battles and low-pause battles. What exactly was this 'good mix'? Are people looking back to kobold battles fondly? Before POE beta everyone talked about how IE games had not enough things to do for fighters etc and it was boring to just watch them hack away and that games like BG1 had too much 'attack all, wait' gameplay. So why the flip flop? Personally,
the best parts of IE combat were frenetic high-pause battles, whether achieved in circumstances like the Twisted Rune or with mods like SCS which made the whole game like that. Waiting until the enemies are positioned appropriately then launching a fireball, then getting your thief to hopefully run out of its radius, making sure your guys stand right up to the web but not inside it, trying to dodge the bloody lightning bolt cast by the suicidal enemy mage in a small corridor. All of course with high density pausing.
3. Maybe the complaint is not about high-pause RTwP in general, but the fact that POE beta has too much pointless makework and so you pause a lot but you are not making interesting decisions. I haven't played the beta since the very first version so I can't comment. If that is true, that's certainly a valid complaint. A lot of the time what I see though is a more general 'omg I pause so much it sux I don't want to pause'.
4. Lastly, sometimes it just comes down to 'why not just make it TB.' I think it's obvious that high density pause RTwP, like, say, BG2's Twisted Rune battle, delivers a very different experience compared to TB combat. I for one am glad that we can have, or at least, we can try to have, both fun TB combat and fun RTwP combat. Anyway, pausing is an inherent part of RTwP, so it makes no sense that 'you pause so much just make it TB'. That's like saying your RPG has 6 controllable characters, just make it a RTS...