aleph
Arcane
- Joined
- Jul 24, 2008
- Messages
- 1,778
Here, I summarized your post... RTwP does not play exactly like TB and is therefore bad because ... just because!
Here, I summarized your post... RTwP does not play exactly like TB and is therefore bad because ... just because!
E.Y.E.
Friend, you and I seem to be reading different posts.Here, I summarized your post... RTwP does not play exactly like TB and is therefore bad because ... just because!
E.Y.E.
fuck you
If the best way of fixing it would be making it even more elaborate by adding locational damage, then it isn't *too* elaborate, is it?Though not 100% ontopic but many 1st or 3rd Person RPGs feature elaborated weapon combat but don't deliver appropriate area-specific impact on the opponent. Ultimately worthless after you realize that no matter how you swing your weapon it doesn't change a fuck on the damage being made, e.g. Morrowind, Oblivion, Gothic3, Two Worlds...
The amount of work going into this is huge, using motion capturing systems etc. More recent games though show more impact or specific damage receiving areas, but a lot of games would work just without displaying weapons at all, like e.g. Lands of Lore III, Might Magic X, Grimrock... where you only see silhouettes.
Here, I fixed yours.Here, I summarized your postRTwP is complexity!
Here, I summarized your post... RTwP does not play exactly like TB and is therefore bad because ... just because!
I liken RTWP to driving my Bimmer in auto sport mode with all the driving aids on. Yes it is viable and efficient, but it will never give the feel or control I get if I turn stability and traction control off and shift manually. Never.
In auto mode, your party will never be as performant. The difference between the two is amplified exponentially when you are tracking 6 party members and 10 mobs.
Any real time with pause game.
No matter how deep the system you start out with is, it's just a giant clusterfuck as soon as combat starts.
You are one of those guys who never figured out what the space bar does in Baldur's Gate, aren't you?
You have no real control over movement, which kills 99% of tactical options. Being able to pause to tell someone to run away does jack shit when they take the longest path possible and the enemy moves at the same time. In combat movement in a RTWP game, movement is either pure cheese (ranged attack kiting enemies without the AI to realize trying to melee you is pointless) or completely pointless. Rarely, if ever, is there a medium between the two.
In addition, for a system supposed to be faster than turn based as its main selling point, RTWP games run SLOWER than turn based combat that doesn't have animations that are slow as shit. No matter what order I issue, it will always take 6 seconds to execute, meaning even the lowest trash mob my group can mindlessly kill (which tend to be EVERYWHERE in RtwP games) will always take a minimum of 6 seconds, often longer if there are more than I have attackers.
So it's either annoying or boring and meaningless? Great combat system, I completely agree .Sure, you need to babysit your characters carefully in large or complex battles, which can be annoying, but for easy combats, once you have given you characters their optimal combat scripts, you can just turn on the the AI and the battle will be over in a few seconds.
So it's either annoying or boring and meaningless? Great combat system, I completely agree .Sure, you need to babysit your characters carefully in large or complex battles, which can be annoying, but for easy combats, once you have given you characters their optimal combat scripts, you can just turn on the the AI and the battle will be over in a few seconds.
I am not sure here Octavius so please help me. As I see it, the objections raised deuxhero all sound correct. To paraphrase what he says clearly,
a) RTwP is an alternative to Turn Based as it claims to be less time consuming.
b) But since AI and Pathfinding do not work well, you require more time to plan, while having to pause consistently. Thus, it actually does not deliver on the "speedier than thou" argument.
c) Tactical positioning is compromised in such a system, simply because there is not fine control over movement.
d) Real Time can be exploited for degenerate running around hit and run.
All of these as I see are quite valid points. Would you have something constructive to say about RTwP? I am curious to hear what makes it so favored by some.
E.Y.E.
fuck you
E.Y.E.'s gameplay is buried beneath a terrible interface, an opaque game world, vaguely defined game mechanics, led by a bizarre story that has the structure of a community-written fanfic, and it all takes place in a first-person perspective.
I was always under the impression that ridiculous and equally obfuscated world and game mechanics was a core of E.Y.E.'s appeal for a lot of people, as well as the crux of much of its criticism.
b) But since AI and Pathfinding do not work well, you require more time to plan, while having to pause consistently. Thus, it actually does not deliver on the "speedier than thou" argument.
So wouldn't it be better to actually make that meaningful choice by further elaborating the combat mechanics?Called shots in Fallout were great when you were a kid and thought "oh man, I'll aim for the crotch! I'll aim for the legs to cripple him! I'll aim for the hands to disarm him!" Then you become wise and find out it's just aim for the eyes, every time. It would have been neat with proper implementation but instead it was kind of a meaningless choice.
Actually, I can't agree with that.Your not caring to have complete control over combat does not mean that RTWP and TB offer the same experience. It means the difference is unimportant to you or lost on you.
I liken RTWP to driving my Bimmer in auto sport mode with all the driving aids on. Yes it is viable and efficient, but it will never give the feel or control I get if I turn stability and traction control off and shift manually. Never.
Auto mode doesn't quite reflect what you can do with a system, though.In auto mode, your party will never be as performant. The difference between the two is amplified exponentially when you are tracking 6 party members and 10 mobs.
I can agree with that and phase based is generally superior to normal TB, though Wiz8 badly needed ability to speed up execution phase by making actions simultaneous, to fully capitalize on this difference. It would also be neat to have blobber with ability to split off party members or entire sub-parties, combining flexibility of non-blob combat system, with relative simplicity and reliability of blob.Wiz8 got it right in this respect. Phased with the ability to go on auto to mop up is the cat's ass.
So wouldn't it be better to actually make that meaningful choice by further elaborating the combat mechanics?Called shots in Fallout were great when you were a kid and thought "oh man, I'll aim for the crotch! I'll aim for the legs to cripple him! I'll aim for the hands to disarm him!" Then you become wise and find out it's just aim for the eyes, every time. It would have been neat with proper implementation but instead it was kind of a meaningless choice.
Or are you arguing that FO already had too much tactical complexity as it was?
IE games failed hard at both fronts - being effectively TB emulators running in RT they obviously didn't benefit from fine timing control, and the AI, including pathfinding was an absolute clusterfuck.
I liken RTWP to driving my Bimmer in auto sport mode with all the driving aids on. Yes it is viable and efficient, but it will never give the feel or control I get if I turn stability and traction control off and shift manually. Never.
In auto mode, your party will never be as performant. The difference between the two is amplified exponentially when you are tracking 6 party members and 10 mobs.
The problem with this analogy, and most critiques of RTwP, is that it doesn't take into account the biggest advantage of adopting real time with pause into your game systems: the fact that it has simultaneous resolution of actions. That's a big deal because in certain systems it can be the difference between winning or losing an encounter.