Stavrophore
Most trustworthy slavic man
I think it would be good if every enemy had their own detection system based on vision and sound, instead of hive mind reponse, unless its waranted like hive mind creatures or enemies with radios.
...It appears that this system is functionally real-time with pause, with pausing being automatic and mandatory at the conclusion of every player action. Is that correct?
No, not really. Look at the video, enemies don't do things at the same time as the player.It appears that this system is functionally real-time with pause, with pausing being automatic and mandatory at the conclusion of every player action. Is that correct?
The new combat system is designed to address all these and more. It is a combination of traditional roguelike combat, where turns are still sequential but short with atomic actions, and simultaneous turns combat. So here is the basic rundown of how it works:
- Under normal conditions, game is in real-time mode.
- When required due to the presence of hostile entities, the game will transition in and out of combat mode. Usually player will not be able to activate combat manually except under special conditions.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part.
- Because NPCs are just executing their real-time AI while stopping for time allowance, there is no need for a separate AI implementation, and they can also take the time when player is acting to "think" about their situation. That is, their AI state machine is running at all times.
Reactivity, or rather lack of it. As Underrail veterans know all too well, if you happen to stumble into combat with multiple powerful enemies and lose an initiative roll, you are going to get "100-to-0-ed" more often than not, probably getting stunned in the process as well. This is because giving a long turn to a powerful character in this system, without any opportunity to react to or counteract their actions, puts the party on the receiving end into considerable disadvantage. While in party-based combat, you could tolerate having one of two of your characters nuked or temporary disabled, if you are controlling a single character, this is often an unrecoverable situation. To a lesser extent, same is true with the player character getting the jump on the NPCs, though often, unlike the player, they can afford to lose a unit or two.
Dual time modes. Every active thing in the game requires two implementation for polar opposite modes. One is the real-time mode where things happen simultaneously and can and should be reacted to immediately, and the other one consists of long sequential turns where each actor can only react to the end state of the previous turn. This goes beyond the combat itself and goes into general AI and the behavior of the environment itself.
Sluggishness. This system scales badly with large number of participants if the player is controlling only a single character. The ratio of player waiting to player acting gets worse and worse with each NPC added to the encounter. Even worse, because there is a need to keep all the combat turn-based in order to avoid having to implement and maintain real-time combat AI, sometimes in Underrail you are just a passive observer of third-party combat.
I don't think a change in the core mechanics was necessary. The combat system is already meaty enough to allow him to get creative with the encounters without the game feeling too "more of the same"(which isn't a bad thing per se, mind you).Nah he is right, initiative save scumming is too annoying on domination, or workarounds around that when you play tin can characters. And after first encounter and combat start, initative doesn't play any additional role afaik.
I'm glad that Styg is experimenting because i want novelty, people shit about how games are shit and same, and when someone is trying something different then its bad. If you dont like it, return to the hundreds of trash rpgs with RTWP combat or to the regular turn based stuff. We might get masterpiece or flop, but that's the risk with trying something new, instead of sitting in the comfort zone.
This shouldn't be an issue if the combat is moving closer to roguelikes, since there faster characters move and attack for less points, thereby doing more actions per turn. The same is true in Underrail with AP cost reductions and having bigger MP/AP pools per turn. Higher initiative is generally linked to faster characters. I can't imagine the big brain decision to scrap this in favour of anything else.It doesn't fixes anything on this department because the more agile character should always move faster.
This is true, but the new system addresses this with its smaller turns, doesn't it? It looks to me that you misinterpreted what he is saying by focusing on the word initiative, since you are talking about the same thing, big AP pool leading to the player getting instagibbed and vice versa. Initiative will still be a thing if I'm reading what he is saying right, from thisThe initiative roll in U1 was not broken, the action points inflation was the culprit for all the bad things. When your character is able to attack 10+ times a turn then we are no longer talking about a turn based combat system.
It seems like initiative will be based on enemy/action taken, not just at the start of combat to determine turn order and no longer being important.When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
Compared to roguelikes it does feel sluggish. Everyone does their big moves and the situation between your turns feels like it changed drastically with little input from you. With the new system it 'should' feel like you are constantly evaluating the state of battle and reacting accordingly instead of treating every new turn like a new combat encounter, with longer fights against many enemies feeling more like a gauntlet of different fights rather than one continuous encounter.And micro-managing each action will improve ... jack shit!?
He has done good in the past, but I'm not going to worship him. He's made poor design decisions in the past, too. And even if he hadn't, humans aren't infallible. It certainly isn't unheard of for sequels to great games to end up worse, especially if the devs decide to reinvent the wheel. That I'm willing to give the combat system a chance even though he's changed it for one that I generally don't enjoy should show that there's goodwill here.I find the lack of trust in Styg on this forum very disturbing.
Would they? I doubt it. I don't remember ever hearing anyone say that the turn based combat should be replaced. Adjusted or rebalanced, sure, but not replaced. There are many ways to expand upon a game while keeping the core combat. The new interactivity, enemy type, gear, crafting and so on that we've seen would have worked just fine with turn based combat, after all.If Styg left original systems from UR in place, many people would complain that the game is too samey as the first one. You can't please all people.
I don't think a change in the core mechanics was necessary. The combat system is already meaty enough to allow him to get creative with the encounters without the game feeling too "more of the same"(which isn't a bad thing per se, mind you).
The "if it ain't broken, don't fix it" proverb is almost never wrong. I hope this is one of the rare exceptions for the sake of the game.
I don't want to deride you or assume too much, but I can imagine why you, as someone who loves jrpgs, would feel it's meaty enough to just need more different flavours of enemies to not feel stale.I don't think a change in the core mechanics was necessary. The combat system is already meaty enough to allow him to get creative with the encounters without the game feeling too "more of the same"(which isn't a bad thing per se, mind you).
The "if it ain't broken, don't fix it" proverb is almost never wrong. I hope this is one of the rare exceptions for the sake of the game.
Styg was cooking some sort of rtwp system for UR too
People thought the same about Expeditions. I'm sure Styg can come up with new enemies and new mechanics to keep it fresh. It's a new game with a whole different engine, he can reinvent even old enemies.I don't think a change in the core mechanics was necessary. The combat system is already meaty enough to allow him to get creative with the encounters without the game feeling too "more of the same"(which isn't a bad thing per se, mind you).
The "if it ain't broken, don't fix it" proverb is almost never wrong. I hope this is one of the rare exceptions for the sake of the game.
No, i think given vast extensiveness of UR and expansions, the enemy types and their abilities were practically exhausted, and not much new could be brought to the table.
With the risk of ruining the whole combat system.With rehashing combat, even similar enemies could bring novelty.
No reason he shouldn't come up with new perks or even redesign the whole perk system. It would still be a more safe move than going from traditional turn-based to a simultaneous turn roguelike system.Now we still dont know about perks, but just changing combat system forces you to redesign all perks even if you intent to keep some from UR1
I've finished 2/3rds of the RPG Codex Top 101 list, including Jagged Alliance 2 which has a more robust combat system than Underrail(and the sequel most likely, even with this proposed new system).I don't want to deride you or assume too much, but I can imagine why you, as someone who loves jrpgs, would feel it's meaty enough to just need more different flavours of enemies to not feel stale.I don't think a change in the core mechanics was necessary. The combat system is already meaty enough to allow him to get creative with the encounters without the game feeling too "more of the same"(which isn't a bad thing per se, mind you).
The "if it ain't broken, don't fix it" proverb is almost never wrong. I hope this is one of the rare exceptions for the sake of the game.
If you already have a good system that pleases the Codex, it(usually) means the system is already complex and fun enough.I would never expect codex to like it when devs play it safe. You want safe and trusted mechanics? Play grimoire.
I might be looking through rose-tinted glasses but I can genuinely see the combat feeling better.
It will work mostly the sameI am not sure how will the Roguelike combat works with how highly lethal everything in Underrail is.
Getting slowed down/using a slow action in RL most of the times equal getting instagibbed by enemy doing 3 actions at once to you. Made even worse against multiple enemies.
Won't be an issue late game but early game would be awful. I am not sure if it solves the Alpha strike problem too. Like for slow characters now it is even MORE important to Alpha Strike
I don't know if you meant me, or someone else, or something in general. But either way the combat turns, I like what I saw from that alpha footage very much. I took the longest to get into Underrail, but I've never regretted giving it a second chance, having been provided a lot of help and feedback on the game's features here. And seeing that possibility of two various, nicely substantiated attacks with a two-handed weapon in the newer game made me a believer for the second time.I like that all the codexers who love tranny made games don't frequent underrail topics. Coincidence?