However the idea that better trained characters can and do get more attacks in a round, is a sound one
Not in a game which uses AP to determine how many actions you get to take in a round.
However the idea that better trained characters can and do get more attacks in a round, is a sound one
Why not, AD&D had the same idea. It worked there. You just get another or more action points if you are skilled enough. Then you can perform 2 actions in one round. Costs X to shoot, now you have 2X points to use per round during your turn.Not in a game which uses AP to determine how many actions you get to take in a round.
Chasing current year graphics is the last thing any developer should do, let alone anyone without AAA budgets. It's just a giant money sink with ever diminishing returns.Still looks like shit, which is unacceptable for 2020 game released by mid-sized studio. It's not kickstarter eastern eurojank ffs, they had ample time and funds to make it look at least semi-decent.Looks a lot better than 2 which was just plain ugly.
Good art direction is important, but you need a great art director and for that you have to offer a competitive salary (or be extremely lucky and find a good artist who really wants to work on RPGs and doesn't mind getting less pay than he/she could).Chasing current year graphics is the last thing any developer should do, let alone anyone without AAA budgets. It's just a giant money sink with ever diminishing returns.
W2 and 3 had perfectly serviceable graphics - enough to know what you are looking at. If anything they should have spent less on that (graphics whores are going to whine anyway) so they could spend more on making the game fun to play.
And how much of that money went into full VO which no one asked for (especially Kickstarter backers). The result is that W3 looks no better or worse then Encased for example which truly is low budget independent euro junk. Also compare W3 to PoE2 which had smaller budget and genuinely is one of the best looking 2d games ever (oh and it had full VO as well). So don't even try to defend inXile.They didn't though, inXile was barely scraping by. They got a big cash injection from the Microsoft buy-out, but that was to finish the game, not entirely redo the art.Still looks like shit, which is unacceptable for 2020 game released by mid-sized studio. It's not kickstarter eastern eurojank ffs, they had ample time and funds to make it look at least semi-decent.
Did it have a smaller budget? Deadfire had a core team of about 70, Wasteland 3's was about 60. They're both A-level RPGs. Deadfire had better art direction. Obsidian swiped its studio art director Rob Nesler from inXile; they were able to pay more (though a few glassdoor reviews claim he's not all that great himself).Also compare W3 to PoE2 which had smaller budget and genuinely is one of the best looking 2d games ever (oh and it had full VO as well). So don't even try to defend inXile.
Well as far as I know yeah PoE 2 did have smaller budget. I am sure you can find exact numbers online if you want. But also inXile already stained their reputation for misusing finances during NumaNuma development. When despite getting a lot more money then they asked for on Kickstarter they downgraded graphics, haven't included third hub and other stretch goals and what pissed a lot of people even more they used some of that money to release console versions no one asked for.Did it have a smaller budget? Deadfire had a core team of about 70, Wasteland 3's was about 60. They're both A-level RPGs. Deadfire had better art direction. Obsidian swiped its studio art director Rob Nesler from inXile; they were able to pay more (though a few glassdoor reviews claim he's not all that great himself).Also compare W3 to PoE2 which had smaller budget and genuinely is one of the best looking 2d games ever (oh and it had full VO as well). So don't even try to defend inXile.
And how much of that money went into full VO which no one asked for (especially Kickstarter backers). The result is that W3 looks no better or worse then Encased for example which truly is low budget independent euro junk. Also compare W3 to PoE2 which had smaller budget and genuinely is one of the best looking 2d games ever (oh and it had full VO as well). So don't even try to defend inXile.
The conversation was about graphics and budget and not game overall quality but OK.And how much of that money went into full VO which no one asked for (especially Kickstarter backers). The result is that W3 looks no better or worse then Encased for example which truly is low budget independent euro junk. Also compare W3 to PoE2 which had smaller budget and genuinely is one of the best looking 2d games ever (oh and it had full VO as well). So don't even try to defend inXile.
The biggest difference between Wasteland 3 and Encased is that one of the games was actually finished.
The conversation was about graphics and budget and not game overall quality but OK.
I have to agree. More actions per round is not necessarily good even in games without AP as it can break the semblance of action economy with respect to time. There's only so much that can be done within 6 seconds if 6 seconds is the time in a round. The amount of actions that can be taken in a round should be logically limited and not able to grow a lot. It may be even more appropriate to not allow more actions even without AP. You can get better at doing something. But that doesn't necessarily mean it can be done faster.However the idea that better trained characters can and do get more attacks in a round, is a sound one
Not in a game which uses AP to determine how many actions you get to take in a round.
I haven't played the DLCs but in the base game no. The more punch you pack, the more this alfa strike of a initiative system makes the game easier as it goes.Is there any difficulty spike later on (like in W2 there was in California), or should I just restart on supreme jerk?
True, but a turn can span any length of time the designer wants it to span. If it is 6 seconds, then one action seems like the absolute ceiling and many actions could take multiple turns. (a round meaning each character having his turn at least once, but whatever)There's only so much that can be done within 6 seconds if 6 seconds is the time in a round.
Well, it's rather the latter. Good luck playing melee on that for instance. But at the very least it provides some challenge for the first x levels. I haven't tried ranger but as I gather it's just a total cakewalk practically from the start.Is supreme jerk even fun, or is it more of the same but just with the numbers bloat and longer fights?
"Turns" are still broken up into 10 rounds in the older system and combat is still broken up into rounds and actions are taken by the round not the turn. Actions likewise in the rules were decided within a round, not the turn. A turn was just a timekeeping device.True, but a turn can span any length of time the designer wants it to span. If it is 6 seconds, then one action seems like the absolute ceiling and many actions could take multiple turns. (a round meaning each character having his turn at least once, but whatever)There's only so much that can be done within 6 seconds if 6 seconds is the time in a round.
"He takes off his backpack to find a healing potion" could be a three to five turn action if it is just a 6 second turn.
In AD&D for instance, a turn is more or less one minute and actions within that turn are abstract. It is not a simulation, it's an abstract simplification to explain what happens during one turn. In one minute of fighting, it is assumed that a regular character gets one decent hit through, while the rest of the time is spent trying to score a hit with feints, jab, etc.
Giving a high level fighter more than one attack per turn is supposed to reflect his increased skill and efficiency. Less time spend faffing about, more attempts at hitting the enemy. It's a game at the end of the day, not a sim.
"Turns" are still broken up into 10 rounds in the older system and combat is still broken up into rounds and actions are taken by the round not the turn. Actions likewise in the rules were decided within a round, not the turn. A turn was just a timekeeping device.
Round = 6 seconds of time in AD&D and D&D. Actions were decided on the level of rounds."Turns" are still broken up into 10 rounds in the older system and combat is still broken up into rounds and actions are taken by the round not the turn. Actions likewise in the rules were decided within a round, not the turn. A turn was just a timekeeping device.
Either way yes, sure and if a turn or round is about 1 whole minute, then the actions possible within that timeframe can be such they depend on your skill. A skilled marksman can take twice as many useful shots during the same timeframe as one who isn't as skilled. If it is 6 seconds then skill doesn't matter as much, since it's almost twitch fighting at that point.
Not for melee. Within a 6 second round, melee characters are generally given a reasonable number of attacks. Magic likewise can be assumed to be a little more reasonable given that it doesn't required an excessive amount of components. The issue is that there are things like 6 seconds to drink a potion or 6 seconds to fire an unreasonable amount of shots from a crossbow where the consistency breaks. If anything, it's not the idea of interpreting things in longer time frames that's the problem. It's that archers and crossbowmen are generally allowed to do too much.twitch fighting at that point.
In Original Dungeons & Dragons, Advanced Dungeons & Dragons, and AD&D 2nd edition, each round lasts an entire minute.Round = 6 seconds of time in AD&D and D&D. Actions were decided on the level of rounds."Turns" are still broken up into 10 rounds in the older system and combat is still broken up into rounds and actions are taken by the round not the turn. Actions likewise in the rules were decided within a round, not the turn. A turn was just a timekeeping device.
Either way yes, sure and if a turn or round is about 1 whole minute, then the actions possible within that timeframe can be such they depend on your skill. A skilled marksman can take twice as many useful shots during the same timeframe as one who isn't as skilled. If it is 6 seconds then skill doesn't matter as much, since it's almost twitch fighting at that point.