melnorme asked: "Combat is the time when it makes the most sense for every character to move as fast as they possibly can." Simulationism? In my Pillars? It might make sense for _them_, but for the player it makes sense for them (and everything else) to be slower, because it's during combat that he needs to be able to see what's happening as clearly as possible. Meanwhile, outside of combat, he wants to zip from area to area as quickly as possible.
If your problem is with the speed of movement (or anything) else, that’s why the Fast and Slow modes exist. You can explore in Fast mode and it will automatically drop to normal speed when combat starts. If that’s still too fast, you can drop it directly into Slow.
The faster characters (monks, Wild Sprinting barbarians, animal companions) all move fast enough in combat that it makes more sense for them to be running than power walking. If characters are slowed down, the game does have a threshold where it knows to switch over from slow run to fast walk.
Your suggestion is better, but you do realize it's an insane amount of work right? Plus it would actually be a rather radical departure from the the IE spiritual successor that they promised.he'd just "solve" it by restricting distance between party members or something
I really dislike Sawyer's instinct to always move towards arbitrary restrictions in order to gimp no-brainers, rather than looking towards more systemic solutions. The problem with resting and pre-buffing in IE games was that the player party was the only one active outside of combat. Rather than take something interesting (player activity during non-combat) and balancing things by applying it to the enemy (e.g. having them fortify themselves and lay ambushes while the player rests, or have magically sensitive enemies sense the player using pre-buff spells and either attacking or preparing themselves defensively), Sawyer seemingly invariably reacts by restricting that interesting thing; in this case by restricting player activity and choice during non-combat. It's the dullest imaginable way of achieving balance imo.
The SCS mod for BG1/2 lets enemy mages and priests 'fortify themselves' before fights.That would be cool, but are there actually any RPG's where enemies do what you describe?
You don't have his relentless cynicism.
He's never coming back, is he?
I guess he meant players using slow mode rather than them slowing the animations down. Though the hobbled status ailment pretty much does produce an extremely slow running animation, so I don't see why they couldn't slow down the general combat speed a bit.I guess they can't change it now.
The move speed is too fast compared to the attack speed imo. It's just not very pleasant to play. You can't set up AoE traps very easily at all.anyone else prefer speedwalking to running?
running looks so silly to me.
I meant animationThe move speed is too fast compared to the attack speed imo. It's just not very pleasant to play. You can't set up AoE traps very easily at all.anyone else prefer speedwalking to running?
running looks so silly to me.
I don't bother with the equivalents of cloudkill because the enemies are going to race out in about .0001 seconds.
If you get free prebuffs before battle, they might as well just be class bonuses that are always on.
There's a mod that does it for BG2, no big deal there.That would be cool, but are there actually any RPG's where enemies do what you describe?
Well, you can estimate where the enemies will be when you're done casting and adjust where you place the AoE accordingly...
...which, with the current movement speed, is usually the other side of the battle field.
Your suggestion is better, but you do realize it's an insane amount of work right? Plus it would actually be a rather radical departure from the the IE spiritual successor that they promised.
Sawyerism makes people dumber apparently. No, prebuffs don't just make enemies tougher, end of story. They give you a chance to dispell them, which adds tactical options.Uh guys, Jim the Dinosaur was trolling. Having enemies pre-buff does nothing to make the mechanic more interesting for players. From the player's perspective, they're just enemies that happen to be tougher now.
Combat is the time when it makes the most sense for every character to move as fast as they possibly can
Athelas said:Sounding an awful lot like a simulationist there, Josh.
Johannes said:Is it just me or this is very tacky? Instead of having single, strong buffs you gotta cast several watered-down ones to get a proper effect. That's tedious, mindless clicking - and as far as I'm concerned the problem with IE buffing was exactly the tedium involved.
Lord Andre said:There's no fucking trade off. Either one option is better than the other or not. And it would be retarded to cast 6 buffs in a fight but you cast the one you need against that particular foe instantly for 0 resource cost and follow with damage spell. Back to trade off, there's no tactical choice, it's just this: either a spell does so much damage that it's too good not to open with or it does too little and you never use it. ever. because it's a party game and you have dedicated damage dealers.
For fuck's sake, the choice of what ability button to press does not equal tactics...Not even in shitty MMOs...
Actually I'mma rant a bit about this "tactics" concept that keeps getting thrown around.
Tactics means that one opponent is smart enough to deduce/figure out/guess what patterns of attack/defence his enemy will use and then make a plan around that pattern that makes the enemy's actions sub-optimal and self-defeating. It actually requires enough knowledge of the enemy and upcoming battle to make an educated guess on what to expect and plan a counter before the battle begins.
tuluse said:ofc he just fights beetles over and over, so that probably factors into this
Really now. Have you actually played BG2?Uh guys, Jim the Dinosaur was trolling. Having enemies pre-buff does nothing to make the mechanic more interesting for players. From the player's perspective, they're just enemies that happen to be tougher now.
Good question. In general, I'm not sure how Obsidian have dealt with (if at all) with "separated party exploits".
melnorme asked: "Combat is the time when it makes the most sense for every character to move as fast as they possibly can." Simulationism? In my Pillars? It might make sense for _them_, but for the player it makes sense for them (and everything else) to be slower, because it's during combat that he needs to be able to see what's happening as clearly as possible. Meanwhile, outside of combat, he wants to zip from area to area as quickly as possible.
If your problem is with the speed of movement (or anything) else, that’s why the Fast and Slow modes exist. You can explore in Fast mode and it will automatically drop to normal speed when combat starts. If that’s still too fast, you can drop it directly into Slow.
The faster characters (monks, Wild Sprinting barbarians, animal companions) all move fast enough in combat that it makes more sense for them to be running than power walking. If characters are slowed down, the game does have a threshold where it knows to switch over from slow run to fast walk.
Won't this system of arbitrarily limiting buffs to combat just lead to silly situations where you "start combat" with a fast character far away from your party just to move back to your party so mages and priests have time to pre-buff?