Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,587
I feel like Incursion might have done that? I don't think I ever made use of it but that game let you do damn near anything.
It always amuses me when TB fans get butthurt about this. What are you trying to say by calling this a hot take, that turn based is actually harder to get into? More difficult to control and manage?"The only defense of tb games is that they're easier for casuals to get into" is quite the hot take
I mean, at that point you're just arguing that melee shouldn't be relevant. Was the Wizard punched in the face by a fat mall cop or a cyborg ninja on crack? Because I find the idea that a wizard in the middle of doing something else would instantly react and defend himself from something like that to be equally ridiculous, but that's exactly what you get in RTwP, where characters can react to things they can't see because their omniscient commander beamed the commands into their brains the millisecond it was an option. How do you 'deal' with that, exactly?The only real way to deal with the wizard punched in face scenario is to lower the AP/move distance per turn and make the turns more frequent.
It's not objective if you're ignoring development costs. A million dollars buys you a much more sophisticated TB system than it does a RTwP system by saving costs on abstracting mid turn interactions.This means RTWP is objectively superior, it's capable of everything TB does and more.
No, that's a straw man you just made up to avoid having to deal with what I actually said.I mean, at that point you're just arguing that melee shouldn't be relevant.The only real way to deal with the wizard punched in face scenario is to lower the AP/move distance per turn and make the turns more frequent.
Characters in shadowrun are never doing something else, they're just standing there waiting to be punched in the face until it's their turn to be unparalyzed.Because I find the idea that a wizard in the middle of doing something else
This is not a criticism of RTWP, omniscient commanders exist in TB toobut that's exactly what you get in RTwP, where characters can react to things they can't see because their omniscient commander beamed the commands into their brains the millisecond it was an option. How do you 'deal' with that, exactly?
Another ridiculous straw man.Again, this argument is just as dumb as whining about why anyone gets hit ever. "Dice rolls are lame, I wanted my wizard to lean 4 inches to the left to dodge that punch!"
With this you seem to have conceded that RTWP is in fact superior, although you claim it is more expensive to produce (citation needed).It's not objective if you're ignoring development costs. A million dollars buys you a much more sophisticated TB system than it does a RTwP system by saving costs on abstracting mid turn interactions.This means RTWP is objectively superior, it's capable of everything TB does and more.
See, this just shows you don't understand the concept of a fucking abstraction. The turns don't represent people standing around waiting for eachother to act. Everyone is acting at the same time. The guy who ganked your wizard did it at the same time as wahtever your wizard was doing that same turn and all your other characters were busy doing their own shit.Characters in shadowrun are never doing something else, they're just standing there waiting to be punched in the face until it's their turn to be unparalyzed.
Yes. That is the point. I made a ridiculous straw man to show how ridiculous your own straw man was. It's called an analogy. People use them to make arguments with idiots who can't understand the full, complicated subject being discussed.Another ridiculous straw man.
If I'm playing XCOM, I only have information my units have access to through their fields of view. By the time I give a unit an order, a full turn has passed so it's perfectly reasonable that those units have had time to communicate with each other to pass that information along. You can't say the same about moving your wizard the instant a goblin starts running at him from behind.This is not a criticism of RTWP, omniscient commanders exist in TB too
The lack of self-awareness is astonishingTurn based can be fun, and you're allowed to like something even when objectively superior alternatives exist. I don't understand why you TB freaks can't accept this, you have some sort of weird insecurity about it.
By resorting to this cope, you're only exposing how poorly TB represents what it is supposed to be representing. Other, superior systems are capable of much better and more intuitive abstractions.See, this just shows you don't understand the concept of a fucking abstraction. The turns don't represent people standing around waiting for eachother to act.Characters in shadowrun are never doing something else, they're just standing there waiting to be punched in the face until it's their turn to be unparalyzed.
The actions in game take place in sequence, not at the same time. The outcome is different depending on which order the turns are taken. This makes it impossible to even pretend it's an abstraction of simultaneous action.Everyone is acting at the same time.
The wizard was not ganked, only weakly punchedThe guy who ganked your wizard
No they weren't doing anything, just standing there in an empty room.did it at the same time as wahtever your wizard was doing that same turn and all your other characters were busy doing their own shit.
Another ridiculous straw man.You want to bitch about armour making people harder to hit while you're at it?
Still not a criticism of RTWP, limited information has nothing to do with whether the game is turn based or not.If I'm playing XCOM, I only have information my units have access to through their fields of view. By the time I give a unit an order, a full turn has passed so it's perfectly reasonable that those units have had time to communicate with each other to pass that information along. You can't say the same about moving your wizard the instant a goblin starts running at him from behind.This is not a criticism of RTWP, omniscient commanders exist in TB too
Your lack of an argument is notThe lack of self-awareness is astonishingTurn based can be fun, and you're allowed to like something even when objectively superior alternatives exist. I don't understand why you TB freaks can't accept this, you have some sort of weird insecurity about it.
You mean you don't know what a "hot take" is or are you genuinely retarded enough to not understand why his opinion is one in light of general perception of tb games over the last decades of gaming?It always amuses me when TB fans get butthurt about this. What are you trying to say by calling this a hot take, that turn based is actually harder to get into? More difficult to control and manage?
Isn't being easier to manage is a good thing? You can't have it both ways.
That's what RTwP does. Best examples are 7.62 High Caliber and Man of Prey. TB is for playing dollies under an abstract ruleset that has nothing to do with reality.if the point of combat is to simulate some approximation of what would actually happen
Uh-huh. Let's take this opportunity to play a big brain game and try guessing which system is fair and which gives the player an unlimited access to god-like power that no-one else has.TB is for playing dollies under an abstract ruleset that has nothing to do with reality.
"Fairness" is a concept that is inapplicable when talking about human vs AI matches. In such a case, pause in RTwP exists to allow the human player compete with AI on a purely tactical level - the ability to adapt to the changing battlefield situation, without giving the AI a massive advantage in terms of information processing and command input speed. In situations where human plays vs human, the ability to pause is eliminated and you get RTT. Both RTwP and RTT can exist within a single game with the best example being the combat layer of Total War games.Uh-huh. Let's take this opportunity to play a big brain game and try guessing which system is fair and which gives the player an unlimited access to god-like power that no-one else has.
filtered how, my dear fellowAnd yet despite various turn based RPGs being tame in difficulty and even relatively easy there are a lot of newbies who get filtered by rats in Fallout 1. lol
Because they can be fun, and allow for complex gameplay with clear and satisfying feedback and visual clarity. They are cheaper and easier to make. They are good at making you appreciate the numbers go up.Why do turn-based games still exist?
Both? People call this game "hard to play" since you got dice roll mechanics instead of stat-based FPS since they are accustomed to instant action and honestly, the PIP boy UI that nu-Fallout got isn't any different if not worse in clumsiness since you have to constantly switch to itdue to rats constituting a challenge, or due to fallout ui being plain unreadable to a newbie?
Because abstract rulesets do not necessarily need to compete with simulation: both can coexist.Why do turn-based games still exist?
Uh huh. Wake me up when a RTwP game has all the mechanics featured in Incursion. I'll be waiting in my cryo-stasis pod.Why do turn-based games still exist? This concept originates from a time when gaming technology was limited, and people had to play games like chess turn by turn. If you play turn-based games in 2024 you are like an Amish dude spurning refrigerators because the technology wasn't available in the past, and he likes to suffer because he can prove what a fucking hardcore nostalgic he is. Yes, I'm completely serious.
And I assume that's because you say so? Don't move the goalposts, we're not talking about human being able to think out of the box and computer being able to put two and two together faster. We're talking about rulesets. One is clear, concise and fair. The other gives you unlimited access to "muh safe space" god power that no other agent possesses (which, btw, trivializes a shitload of games and is generally conductive to various other ways of mechanical decline). And it does so because the game wouldn't work otherwise (not that I even agree with this statement, but that's what you said). So, stop with the silly "realistic and prestigious rtwp vs arbitrary and dum tb" narrative."Fairness" is a concept that is inapplicable when talking about human vs AI matches.
Because you say so?One is clear, concise and fair.
Like planning your turns for whoever much time you want?The other gives you unlimited access to "muh safe space"
Like AI's massive advantage in the area of information processing and command input speed?god power
If you can trivialize a tactics game by allowing the player infinite time to make decisions, then the game has no tactical depth as the only challenge in such a game stems from limited time to make and input decisions, not from unpredictability of tactical scenarios. Play actual tactics games.trivializes a shitload of games
The game works perfectly fine otherwise: RTT is perfectly playable vs AI. Which brings me back to the discussion of fairness: it is inherently unfair to deprive the AI of its inherent advantages - information processing and command input speed. Fairness should never be discussed in the context of human vs AI RTwP games. RTwP does not seek to make the game "fair" by introducing the pause since stripping the AI's advantages is inherently unfair, it seeks to shift the competition strictly into the plane of tactical thinking, not the plane of reaction and command input speed.And it does so because the game wouldn't work otherwise
Provide the exact quote. In a post where I specifically provided an example of Total War - a game that can be played successfully as a pure RTT game (a game with no pause since you obviously have no idea what RTT means judging from your post) against the AI. Work on your reading comprehension.but that's what you said
That's your strawman. Realistic simulation vs abstract ruleset is not a matter of prestige or inherent intellectual requirements needed to succeed in one genre or another. It is a matter of representation: one seeks to simulate reality, the other seeks to replace reality with an abstract ruleset. Like I said before:realistic and prestigious rtwp vs arbitrary and dum tb
There's a place and time for both and both can be fun with plenty of tactical depth.