Why do I have the impression that people who dismiss the combat suck at it?
Please, name two cRPGs, without party and better combat.
The combat difficulty in AoD is not enough dependent on intra-combat decisions. It's depned dependent on what you do before hand, how you build your character, what weapons you choose, etc. But during combat, choosing your attack is based on logistics, not so much tactics or adaptation during combat. Now it
would be better at combat with more party members.
So there are two methods to make good combat: (1) Promote combat decisions that depend on the
situation rather than decisions that depend on calculating optimal usage of AP. (2) Have more party members, or "pieces," to control because that inevitably tends to lead to having to non-number-based decisions, such as maneuvering and fighting for position. Or actually (3) For solo-combat you can be creative and add interesting, unique mechanics that may be unrealistic but add, again, choices that balance
I maybe didn't make myself clear, but I don't mean that the aforementioned logistic element should be totally taken out. I just think there should be a better balance between "non-number" combat decisions that are based on conflict over terrain and position, in addition to optimizing your attack choices based on AP pool.
I also do agree that there is good challenge in what I said about building, preparing, etc. your character. I think that's definitely a good part of the game. Because it requires thinking and strategy, finding the right balance stats and skills and of equipment choice. That's different than a hypothetical simple system where it's very clear what stats to min-max (cough DnD).
But I feel like combat encounters themselves are
not as... actually a better word is
interesting rather than challenging. And if an aspect of a game is not interesting, I'd rather it be made more interesting or be less emphasized or possibly changed into something drastically different - A good example being the CYOA encounters which supplant less interesting methods of story/non-combat/NPC interaction.
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All that being said, I definitely don't think AoC necessarily a combat heavy game, and has a bunch of equally or more important features that are done very well. I'm just going in-depth into one area, in a borderline nitpicky manner.