Confusing phrasing on my part. That sentence was aimed at DA.Related to that, the in ability to set way points is annoying.
You could use waypoints in the IE games. I think it was as simple as holding the shift key down clicking on a destination.
Confusing phrasing on my part. That sentence was aimed at DA.Related to that, the in ability to set way points is annoying.
You could use waypoints in the IE games. I think it was as simple as holding the shift key down clicking on a destination.
What I want: the ability to chain mixed orders together (which Bioware did with KOTOR)
What I expect at a minimum: way points of movement (which Bioware did with BG)
What DA had: none
encounter design is the one which will be the most difficult for Obsidian to tackle.
He's terrible at both so I don't see how this is a good thing. Fortunately Sawyer's there to fix all his bad ideas when it comes to the former.Yes!Tim Cain will handle system mechanics and programming for Project Eternity.
As I recall, some Bioware developers said they couldn't add an action queue to DA because of the lack of rounds.Well maybe. It still had one huge flaw that the IE games had, but they actually fixed in KOTOR and then added back in. The inability to make a chain of orders than the characters will follow. Related to that, the inability to set way points is annoying.
Exactly how I feel. I like Tim Cain, and I like the weightiness he adds to the project, but I don't feel like the guy has proven himself a solid designer of anything.He's terrible at both so I don't see how this is a good thing. Fortunately Sawyer's there to fix all his bad ideas when it comes to the former.Yes!Tim Cain will handle system mechanics and programming for Project Eternity.
That's p. stupid, almost as bad as Bethesda games not having ladders because of AI issues.As I recall, some Bioware developers said they couldn't add an action queue to DA because of the lack of rounds.Well maybe. It still had one huge flaw that the IE games had, but they actually fixed in KOTOR and then added back in. The inability to make a chain of orders than the characters will follow. Related to that, the inability to set way points is annoying.
The ladder thing is a legitimate issue though, getting AI to play nice with ladders requires a lot of effort (effort that could be expended elsewhere, zero-sum thing). Look at Alpha Protocol as an example of things going wrong, Divinity 2 as an example of "ignoring the problem" by simply having enemies ignore ladders and having your undead pet just teleport wherever you are.That's p. stupid, almost as bad as Bethesda games not having ladders because of AI issues.
The ladder thing is a legitimate issue though, getting AI to play nice with ladders requires a lot of effort (effort that could be expended elsewhere, zero-sum thing). Look at Alpha Protocol as an example of things going wrong, Divinity 2 as an example of "ignoring the problem" by simply having enemies ignore ladders and having your undead pet just teleport wherever you are.That's p. stupid, almost as bad as Bethesda games not having ladders because of AI issues.
Tim Cain said:"I like turn-based combat too," Cain remarked, when I told him I'd rather have that. "I like the tactics involved in the precise movement, orientation and use of abilities. But it can tend to be slow with a large party of character. Real-time-with-pause is faster and can feel more engaging, but I have found the abilities to be harder to use well. One reason for that is because many RTWP RPGs were made based on paper-and-pencil games that used turns, and their abilities were made for opponents that were not moving. I feel that RTWP can be an excellent combat model if the abilities are designed with respect to that model, and not converted from another system."
Yeah, it's cool how he does the thinking part for Codexians. Nice answer.Tim Cain said:"I like turn-based combat too," Cain remarked, when I told him I'd rather have that. "I like the tactics involved in the precise movement, orientation and use of abilities. But it can tend to be slow with a large party of character. Real-time-with-pause is faster and can feel more engaging, but I have found the abilities to be harder to use well. One reason for that is because many RTWP RPGs were made based on paper-and-pencil games that used turns, and their abilities were made for opponents that were not moving. I feel that RTWP can be an excellent combat model if the abilities are designed with respect to that model, and not converted from another system."
This was the best paragraph of the interview for me, he's saying all the right things (well short of saying, "fuck RTwP mang, TB is in!"). Really hoping they pull this off.
Tim Cain said:"I like turn-based combat too," Cain remarked, when I told him I'd rather have that. "I like the tactics involved in the precise movement, orientation and use of abilities. But it can tend to be slow with a large party of character. Real-time-with-pause is faster and can feel more engaging, but I have found the abilities to be harder to use well. One reason for that is because many RTWP RPGs were made based on paper-and-pencil games that used turns, and their abilities were made for opponents that were not moving. I feel that RTWP can be an excellent combat model if the abilities are designed with respect to that model, and not converted from another system."
This was the best paragraph of the interview for me, he's saying all the right things (well short of saying, "fuck RTwP mang, TB is in!"). Really hoping they pull this off.
Tim Cain said:"I like turn-based combat too," Cain remarked, when I told him I'd rather have that. "I like the tactics involved in the precise movement, orientation and use of abilities. But it can tend to be slow with a large party of character. Real-time-with-pause is faster and can feel more engaging, but I have found the abilities to be harder to use well. One reason for that is because many RTWP RPGs were made based on paper-and-pencil games that used turns, and their abilities were made for opponents that were not moving. I feel that RTWP can be an excellent combat model if the abilities are designed with respect to that model, and not converted from another system."
This was the best paragraph of the interview for me, he's saying all the right things (well short of saying, "fuck RTwP mang, TB is in!"). Really hoping they pull this off.
Yeah, but Knights of the Chalice kind of show he isn't really right here. That game could have easily had 6 or even 8 PCs and the combat still wouldn't be overly long. And real time never made me more "engaged" either, so I have no idea where he is coming from.
Tim Cain said:"I like turn-based combat too," Cain remarked, when I told him I'd rather have that. "I like the tactics involved in the precise movement, orientation and use of abilities. But it can tend to be slow with a large party of character. Real-time-with-pause is faster and can feel more engaging, but I have found the abilities to be harder to use well. One reason for that is because many RTWP RPGs were made based on paper-and-pencil games that used turns, and their abilities were made for opponents that were not moving. I feel that RTWP can be an excellent combat model if the abilities are designed with respect to that model, and not converted from another system."
This was the best paragraph of the interview for me, he's saying all the right things (well short of saying, "fuck RTwP mang, TB is in!"). Really hoping they pull this off.
Yeah, but Knights of the Chalice kind of show he isn't really right here. That game could have easily had 6 or even 8 PCs and the combat still wouldn't be overly long. And real time never made me more "engaged" either, so I have no idea where he is coming from.
I haven't played KotC but I definitely agree that RTwP is inferior.
I think by engaging he means tense. RT provides a different kind of tension to TB. It's more of a "fuck fuck fuck!" tension rather than a..."hmmm I may be screwed here" tension. For popamole lovers the first kind is infinitely more appealing than the latter. While I prefer the second in almost every case, when done right the first can be a lot of fun also.
The greatest combat problem which TB has and RTwP does not is sequential attacks (let's say we have two knights that charge at each other, they do not have enough movement speed to pass the full distance from their starting positions, but can meet midway; in a typical TB system the knight with lower initiative will get to hit the one with the higher because the first one won't have enough movement speed to reach his opponent - a major logical fuckup augmented by the fact that the first knight's positioning is wrong).
I have not played a RTwP game that had combat that was close to being as good as any of the systems in top TB games. The ability to plan every move, one step at a time just means you have an innate ability to better plan and therefore play more intelligently.
So maybe my word shouldn't have been "definition" but honestly there hasn't been a RTwP system that has come close to being as good as well made TB systems. The most fun I've had with them has been in BG and FFXII, and if I compare these to say, ToEE and FFTactics, the combat just pales in comparison.
I have not played a RTwP game that had combat that was close to being as good as any of the systems in top TB games. The ability to plan every move, one step at a time just means you have an innate ability to better plan and therefore play more intelligently.
So maybe my word shouldn't have been "definition" but honestly there hasn't been a RTwP system that has come close to being as good as well made TB systems. The most fun I've had with them has been in BG and FFXII, and if I compare these to say, ToEE and FFTactics, the combat just pales in comparison.
GOOD ME LIKEthe game does not track an alignment for the player.