vomitBlackguards
Actually it does not, it required madness level micromanagement beyond any turn based game I ever played (or you could let it play itself which is not fun). That is why many of us are mad. Most of us would probably complain half as much if the game was actually turn based. I say half because that would not fix too many trash fights and copy/paste encounter design.I've noticed that over the years the codex has been divided into two warring factions. One did not really even exist when I first started posting here (2005 IIRC). Or at least the numbers were so low you could count active posters on the fingers of one hand. Of course I am talking about the people who love Dragon Age and Skyrim and all of the other causal popamole action-RPGs that are all about non-stop action and little to no thought. No time for thought because...ACTION. These people seem to hate micromanagement and any combat encounter that takes more than a few minutes to resolve.
I don't think any game with dragonage-ish combat would have been acknowledged as even worth discussing in 2005. It would have been dismissed out of hand by most as I still think it deserves to be. I consider myself a part of the MicroManager faction. I like to micromanage my party. I like to make every single decision that might affect the outcome of the fight and I like my decisions to matter in the sense that there are many fights where if you just let your party autoattack you will all die most of the time. Every significant encounter (and most should be significant) should require thoughtful micromanagement in order to win. More Battlechess than Streetfighter.
It is true that basically any form of real time combat tends not to qualify even if you can pause the game. The IE games were a bit of an exception just because the autopause at the end of every round and at various other points did a pretty good job of mimicking a turn based style. The autopause system wasn't just tacked on as an afterthought. The whole system seemed to be designed for players who wanted to play that way. If that feature had been left out I don't think I would have liked any of the IE games except maybe PS:T. End of Round Autopause was absolutely critical.
I don't really understand the people who find all that decision making too tedious. For me watching little figures throwing fireballs and lighting bolts or swinging swords is not fun no matter how good the graphics are. I need to be part of the process or I may as well be watching someone else play. Because of this I always wonder at the inevitable complaining about party member AI in pretty much every party based cRPG. I never use it so I don't care how dumb it is. Even sentient level AI would take away the decision making from me.
The micromanagement issue might be the most important issue dividing the two factions but another one is The Right to Die. If my party is not getting utterly exterminated on a regular basis then the combat is not challenging. Period. Combat should be hard or maybe it shouldn't be there at all. I should have a sense of accomplishment after winning an encounter, and I won't have that unless I have already been killed trying to win it at least once even with careful micromanagement. IOW a battle should actually feel like a battle.
The problem with that arguement is that the most important game, for better or for worse, to come out in the Codex-verse in the last decade, PoE, encourages turn-based levels of micromanagement and yet the two camps that have formed around that game do not fit neatly in the paradigm you've described.
Ohh I smell crises! And by that I mean post realease crises! Go team Go!Sugarcoat it all you want, but PoE's combat pacing is very bad, hugely inferior to the IE games. That's why Josh has announced they are revising it. It took him a year to admit it, but I guess a fault is half redressed. After even the lead designer himself has commented on it being a drawback, the fanboyish throes "it's not bad, it's different"/"you will like it if..." are deeply moving to behold. Reminds me of how PoE was just such a great game at release, and then got 9 patches, which made it... perfecter?
Isn't he "admitting he's wrong" in the sense that PoE was still too IE-like in terms of pacing in his view and that they're moving all-out in the direction of per-encounter abilities for PoE2?
Not in a level that PoE does and they are either avoidable (in fallout games you ran out of the map when encountering random trash mob encounters all the time) or done with much faster (IE games had you murder those poor gibberlings or kobolds within seconds).Trash fights and copy/paste encounter design are prevalent in 98% of Codex favorites. Even in some of the games that get held up for having the best combat. And you get people here defending them.
I mean, yeah, they suck. But it's a problem that afflicts the whole genre, not PoE in particular.
The problem with that arguement is that the most important game, for better or for worse, to come out in the Codex-verse in the last decade, PoE, encourages turn-based levels of micromanagement and yet the two camps that have formed around that game do not fit neatly in the paradigm you've described.
how the fuck did the 'basic bones' aspects that were changed (e.g. perception being a defensive attribute in 1.0, whereas it's the primary accuracy attribute in 3.0)
I think you're exaggerating the extent of the changes now.
how the fuck did the 'basic bones' aspects that were changed (e.g. perception being a defensive attribute in 1.0, whereas it's the primary accuracy attribute in 3.0)
Regarding this issue in particular, you should know that Josh Sawyer does not consider attributes to be an incredibly important "basic bones" aspect of the system. Yes, really.
I think you're exaggerating the extent of the changes now.
how the fuck did the 'basic bones' aspects that were changed (e.g. perception being a defensive attribute in 1.0, whereas it's the primary accuracy attribute in 3.0)
Regarding this issue in particular, you should know that Josh Sawyer does not consider attributes to be an incredibly important "basic bones" aspect of the system. Yes, really.
Seriously? What does he consider the 'basic bones'?
But in terms of the role-playing rule-set, how can attributes not be part of the basic bones?
I think you're exaggerating the extent of the changes now.
how the fuck did the 'basic bones' aspects that were changed (e.g. perception being a defensive attribute in 1.0, whereas it's the primary accuracy attribute in 3.0)
Regarding this issue in particular, you should know that Josh Sawyer does not consider attributes to be an incredibly important "basic bones" aspect of the system. Yes, really.
Seriously? What does he consider the 'basic bones'?
But in terms of the role-playing rule-set, how can attributes not be part of the basic bones?
Exactly.
The game is so *balanced* that basic attributes don't really matter.