Chaseroy wrote...
I don't understand this, at all, though. Plan ahead of what? Do you mean in a given situation? So, basically what the OP (and you i assume) wants is to walk into a situation and be able to sum it up in knowing that what you see is what you get?
To me, that is boring and easy. I've really enjoyed all of the 'oh crap' moments I've had in a new encounter when suddenly a whole bunch of demons spawn that I was not expecting.
I don't get what that has to do with tactics.
Is it not tactical to manage your cooldowns, mana, stamina and pots in preparation for what might be coming?
Yes plan ahead in a given situation based on existing knowledge. It's not as black and white as that of course, well designed surprises can certainly add to the excitement. I don't think people are opposed to reinforcements as such, it's the random nature that we oppose.
A good type of reinforcement:
Party fights a group of enemies, a door opens and 4 new enemies come running out the door towards the party's flanks. Lesson learned, check your six or dont fight with the back against a door.
A bad type of reinforcement:
Party fights a group of enemies with the back towards a small cave that has already been explored. Reinforcements arrive from that cave. No lessons can be learned from this, it's unrealistic and the experience can't be used to avoid the situation in the future.
Random reinforcements can be used quite well with monsters that we expect to be unrealistic. Giant spiders crawling down from the ceiling works better than soldiers suddenly materializing out of nowhere. Spiders are scary stuff and the surprise effect works well with our fear of spiders. Similar effects can be used with undead digging their way up from the ground. In these cases we can predict that spiders and undead are special cases that we somehow need to take into consideration. Being special cases they only work well if the normal case is different.
Another complaint is the lack of variety. If surprises happen every single fight, its not surprising anymore simply annoying. Effects like this should be used sparingly, then the effect works much better.
And finally we need some way to counter special cases. With the spiders we often have time to move before they actually engage. In DA2 assasins are often used, they attack someone and disappear usually with no counter. As players we are left without control resulting in lack of gameplay. Its a pure roll of the dice.
Modifié par Bostur, 14 mars 2011 - 08:55 .