I know, I referenced the conversation in the posts above mine.They never said they were taking out pause
Welcome to Sawyer's design school.But having the escape ability be limited use sounds pretty silly.
A great rebuttal to that whole update about melee engagement would be, "Hey, you know what would completely fix this problem and all the kludgy game balance pretzels you twist into to try to solve it? TURN BASED COMBAT." It really is sad that we're going to be saddled with all these dilemmas that wouldn't exist at all if they just, you know, took the D&D they're copying whole-sale anyway and ported it over as exactly what it is, turn-based combat.
Respect for worthless late '90s compromise designs intended wholly to draw in Diabloheads must be maintained for nostalgia purposes
wutRespect for worthless late '90s compromise designs intended wholly to draw in Diabloheads must be maintained for nostalgia purposes
Darklands
Does turn based combat give me simultaneous movement/combat? Because that's the whole point of RTwP.A great rebuttal to that whole update about melee engagement would be, "Hey, you know what would completely fix this problem and all the kludgy game balance pretzels you twist into to try to solve it? TURN BASED COMBAT." It really is sad that we're going to be saddled with all these dilemmas that wouldn't exist at all if they just, you know, took the D&D they're copying whole-sale anyway and ported it over as exactly what it is, turn-based combat.
Does turn based combat give me simultaneous movement/combat? Because that's the whole point of RTwP.A great rebuttal to that whole update about melee engagement would be, "Hey, you know what would completely fix this problem and all the kludgy game balance pretzels you twist into to try to solve it? TURN BASED COMBAT." It really is sad that we're going to be saddled with all these dilemmas that wouldn't exist at all if they just, you know, took the D&D they're copying whole-sale anyway and ported it over as exactly what it is, turn-based combat.
Respect for worthless late '90s compromise designs intended wholly to draw in Diabloheads must be maintained for nostalgia purposes
Darklands
Respect for worthless late '90s compromise designs intended wholly to draw in Diabloheads must be maintained for nostalgia purposes
Darklands
Trying to be as awesome as Darklands is way beyond Obsidian or any modern developer, though. Come to think of it, Darklands is the only game I've _ever_ played where shit combat doesn't bother me in the slightest because the rest of the game is just that much better. Torment comes to the closest, but lacks Darklands autistic rich attention to detail.
RTwP games have their place, if you approach them as "squad-level RTSes" rather than as nerfed turn-based games.
JRPGsNot really grasping what you're saying, here. Could you explain? Typically the way it works is you move around in real time until you get into combat. I'm completely fine with a setup like XCOM where combat maps are distinct from other types of gameplay, though I can't say I ever expect to see that in a full-fledged PC RPG.
I mean in-combat. Turn based is sequential actions, RT is simultaneous (or asynchronous, whichever is more accurate) actions. You don't fix problems of RTwP by going TB, you fundamentally alter the combat and encounters.Does turn based combat give me simultaneous movement/combat? Because that's the whole point of RTwP.A great rebuttal to that whole update about melee engagement would be, "Hey, you know what would completely fix this problem and all the kludgy game balance pretzels you twist into to try to solve it? TURN BASED COMBAT." It really is sad that we're going to be saddled with all these dilemmas that wouldn't exist at all if they just, you know, took the D&D they're copying whole-sale anyway and ported it over as exactly what it is, turn-based combat.
Not really grasping what you're saying, here. Could you explain? Typically the way it works is you move around in real time until you get into combat. I'm completely fine with a setup like XCOM where combat maps are distinct from other types of gameplay, though I can't say I ever expect to see that in a full-fledged PC RPG.
I mean in-combat. Turn based is sequential actions, RT is simultaneous (or asynchronous, whichever is more accurate) actions. You don't fix problems of RTwP by going TB, you fundamentally alter the combat and encounters.Does turn based combat give me simultaneous movement/combat? Because that's the whole point of RTwP.A great rebuttal to that whole update about melee engagement would be, "Hey, you know what would completely fix this problem and all the kludgy game balance pretzels you twist into to try to solve it? TURN BASED COMBAT." It really is sad that we're going to be saddled with all these dilemmas that wouldn't exist at all if they just, you know, took the D&D they're copying whole-sale anyway and ported it over as exactly what it is, turn-based combat.
Not really grasping what you're saying, here. Could you explain? Typically the way it works is you move around in real time until you get into combat. I'm completely fine with a setup like XCOM where combat maps are distinct from other types of gameplay, though I can't say I ever expect to see that in a full-fledged PC RPG.
BG games
great combat