After the last patch, most are enjoying the beta's combat. Other than a few balance issues and bugs, the game is feeling like it will be damn good on release overall (combat, setting, dialogue, etc). I am sure this exploit will be easily addressed as soon as the devs acknowledge it.
I wish i could try the beta so i could make a decent opinion about this. I can't really say much just by reading how it works. If you don't abuse the shit out of it, how bad combat is? Is it challenging, or its just silly and makes you wanna abuse the shit out of it?
I wish i could try the beta so i could make a decent opinion about this. I can't really say much just by reading how it works. If you don't abuse the shit out of it, how bad combat is? Is it challenging, or its just silly and makes you wanna abuse the shit out of it?
After the last patch, most are enjoying the beta's combat. Other than a few balance issues and bugs, the game is feeling like it will be damn good on release overall (combat, setting, dialogue, etc). I am sure this exploit will be easily addressed as soon as the devs acknowledge it.
until the next exploit. and the next and the next.
I didnt know you could tell the future. You must have hated the IE games. They had way more ways to trvialize combat than this.
For me, the game is fun despite the combat. It's kind of borderline PS:T at the moment. It does it have occasional moments where I'm like "ok what should I do next?" but more often than not, I just try to avoid combat and see if I can get around the maps without having to suffer through it. A very different feel than how either IWD was or the BGs were.
Poor Josh. I wouldn't be surprised if by going RTwP, he thought he would be completely side-stepping the "insane CRPG grognard" demographic.
I don't think such a demographic really exists outside of the Codex, and if it exists only on the Codex, it's too small to speak of.There are a lot of people who feel this way about RTwP combat in general.
Poor Josh. I wouldn't be surprised if by going RTwP, he thought he would be completely side-stepping the "insane CRPG grognard" demographic.
It may have something to do with getting funded based on promises of making a game just like those games (the IE games).What he didn't realize is thup - the group of people who hate RTwP EXCEPT when it's done in a very specific way they've gotten used to.
I don't think such a demographic really exists outside of the Codex.There are a lot of people who feel this way about RTwP combat in general.
Poor Josh. I wouldn't be surprised if by going RTwP, he thought he would be completely side-stepping the "insane CRPG grognard" demographic.
It may have something to do with getting funded based on promises of making a game just like those games (the IE games).What he didn't realize is thup - the group of people who hate RTwP EXCEPT when it's done in a very specific way they've gotten used to.
I don't think there's such a clear split. Outside of the Codex, RPG fans generally don't really seem to put much critical thought into whether a game is turn-based or RTwP as long as the usual RPG staples are present (stats, classes, skills, etc.) - just look at the praise for Divinity: Original Sin being a 'modern Baldur's Gate'. The issue only exists when you pitch something very specific - i.e. a spiritual successor to Baldur's Gate, Fallout or Torment.Sure, but I do wonder if there was ever a belief in Obsidian's minds that "eh, RTwP RPG players don't have high standards, they'll accept anything". Like, if it had been a turn-based game, Josh would have been more conservative to avoid angering a more demanding fanbase.
I don't think there's such a clear split. Outside of the Codex, RPG fans generally don't really seem to put much critical thought into whether a game is turn-based or RTwP
Think about trying to control facing in Baldur's Gate for 5 minutes and tell me how you think it will work.This thread needs more DraQ; who'd ever know that an overly gamey solution to punish breaking ranks using automatic attacks manifesting out of nowhere would end up being silly and exploitable B).
Wouldn't implementing facing combined with non-instantaneous rotation movements be a way of addressing the problems of kiting and chasing squishy targets better? You could keep fighters' status as line-holders by giving them bigger damage and to hit bonusses against exposed flanks/backs (e.g. a fast rogue could run past a fighter to get to the mage he's guarding, but the fighter would still get in 1 or 2 very damaging hits to his flank/back as he's passing, and more if he chases him and keeps hitting his back as he engages the mage).
Facing might be a bit finicky in rtwp, but the current system with weird engagement indicators seems a lot more finicky to begin with.
Dragon Age has problems with boring systems (cooldowns, mana/endurance, general coolness of spells), but the combat itself was fine imo.I don't think it's unfair to say that the RTwP combat in NWN/KotOR/Dragon Age is not good. That's a pretty fucking universal opinion tbh.
The Infinity Engine games did it well, 7.62 High Caliber did it well, Aarklash Legacy combat feels very good, but the associated system design lets it down a bit.
There aren't heaps of RTwP games and not too many RTwP RPGs so it's not difficult to be able to draw a thick line between the good and the bad.
This thread needs more DraQ; who'd ever know that an overly gamey solution to punish breaking ranks using automatic attacks manifesting out of nowhere would end up being silly and exploitable B).
Wouldn't implementing facing combined with non-instantaneous rotation movements be a way of addressing the problems of kiting and chasing squishy targets better? You could keep fighters' status as line-holders by giving them bigger damage and to hit bonusses against exposed flanks/backs (e.g. a fast rogue could run past a fighter to get to the mage he's guarding, but the fighter would still get in 1 or 2 very damaging hits to his flank/back as he's passing, and more if he chases him and keeps hitting his back as he engages the mage).
Facing might be a bit finicky in rtwp, but the current system with weird engagement indicators seems a lot more finicky to begin with.
Think about trying to control facing in Baldur's Gate for 5 minutes and tell me how you think it will work.
IE style combat gets kind of messy if you hadn't noticed. Making specific positioning too important will just be annoying.I'm not sure if you would need to "control" facing as long as you are attacking the opponent you would most want to avoid hitting you in the flank/back, which is exactly what Sawyer is trying to incentivize. What type of scenario are you thinking about? If you're swarmed by gnolls it doesn't matter which way you are facing, tho you are given an added incentive to avoid getting surrounded.