Irenaeus
Self-Ejected
I guess when dealing with shitty combat, the faster the better.
Turn-based would only make combat worse if anything. Shit would take ten times as long to resolve.
I guess when dealing with shitty combat, the faster the better.
"The combat in PS:T would have been improved by a proper turn-based implementation of AD&D 2nd Edition's combat rules."Turn-based would only make combat worse if anything. Shit would take ten times as long to resolve.
Does that apply to all cRPGs, or only in this specific case because you've got to find some way of proving me wrong?
I'd be the last person to claim that D&D (any iteration) is an ideal ruleset
Why must the new one have shitty combat too?
thats because youa re dumb.
Perhaps people are just being realistic. The one cashing in on Torment's fame is the last of the new RPGs that I'd expect to have good combat.
Oh yeah, redesign THE WHOLE COMBAT IN THE GAME and it will be a lot better. Except he was saying to just make it TB instead of RT and be done with it.Obviously, if combat took ten times as long in TB (lolol) you could fix the pacing to whatever fucking level you want by adjusting how often you get encounters, how difficult they are etc.
How about designing the combat properly to begin with, so that you actually enjoy it and don't want to get it over with ASAP? Good encounter design is part of that, and so is implementing the ruleset properly rather than turning it into an awkward bastardization.
Blaine said:Where cRPGs are concerned, I believe rulesets custom-made for the game in question tend to much work better and more smoothly than adaptations of an existing tabletop ruleset...
You may recall that I'm also a tabletop gamer.
thats because youa re dumb.
It's tough to argue with such a well-reasoned counterargument.
You are fucking retarded
I suspect most of the people on the Codex (well, me at least) who are pro-RTwP in the new Torment would be perfectly happy, possibly ecstatic, if the game had good turn-based combat with good encounter design. The problem is that they don't trust that the new Torment will have good encounter design. Since so much of the focus of Torment is on the story, characters, and quests, there's a good reason to believe that excellent combat will not be the focus of the developers. And generally speaking, at least recently, when the developers don't focus on combat in an RPG, the combat turns out shitty, whether turn-based or not. Yes it's easy to say, "well they should just improve encounter design and then make it turn-based and it will be awesome," but that doesn't seem realistic.
Except he was saying to just make it TB instead of RT and be done with it.
As is proved by the fact that most great RPGs have custom rulesets and most bad RPGs have pre-designed rulesets... Oh, wait, no, the reverse is often true, right.
You just show you never played any of these fucking games, just shit games for posers/newfags.
On the other hand, just because a ruleset is great for P&P games doesn't mean it's any use for cRPGs. Different requirements and constraints after all.Mine is that pre-designed systems that have gone through multiple iterations designed for specific types of gameplay by system designers will always outclass some random programmer-turned-designer's (i.e. most system designers in RPGs) home-brew system, especially since the public testing of proven P&P systems is much more diverse than the homebrew system will recieve before walking out of the door on its crooked ass.
As is proved by the fact that most great RPGs have custom rulesets and most bad RPGs have pre-designed rulesets... Oh, wait, no, the reverse is often true, right.
You're confusing cause and effect. I'd posit that talented cRPG developers have tended to use preexisting tabletop rulesets for a variety of reasons not necessarily related to suitability, and that they've historically been the ones who could afford the licenses for such systems. Fallout is a great example of what I mean when I say that custom-designed systems are generally superior. Black Isle originally planned to use GURPS (a tabletop ruleset I like and have used extensively) for Fallout, but they didn't, and instead developed SPECIAL. SPECIAL was by no means perfect (useless Perks, dump stats, et cetera), but it worked extremely well. If not for shitty party member AI, it would have been nigh-perfect for the setting.
Excidium said:Reading that it is a superior alternative to GURPS will probably cause Grunker to have an aneurysm.
Go play some RPGs and come back so we can actually take your opinion seriously. Special is fucking terrible. Reading that it is a superior alternative to GURPS will probably cause Grunker to have an aneurysm.
On the other hand, just because a ruleset is great for P&P games doesn't mean it's any use for cRPGs.Mine is that pre-designed systems that have gone through multiple iterations designed for specific types of gameplay by system designers will always outclass some random programmer-turned-designer's (i.e. most system designers in RPGs) home-brew system, especially since the public testing of proven P&P systems is much more diverse than the homebrew system will recieve before walking out of the door on its crooked ass.
Incidentally, isn't PS:T notable for how thoroughly it violated D&D rules despite supposedly being a D&D game? And I don't mean combat rules here.