Gabochido wrote...
We did consider the option of queued actions, a long, long time ago and we actually had it implemented, but we found a big issue with playability that conflicted with our combat and ability system:
What happens to an action in the queue if you have run out of the resources necessary or where somehow disabled from being able to execute the action. At first it seems that its obvious, you just cancel the action and problem solved. However, we found that gameplay became very annoying since actions were being cancelled all the time: you run out of mana/stamina, you get a spell that drains mana/stamina, the previous action changes your mana/stamina, someone stuns/knocks/grabs you, your target dies, etc. This was even worse since you could queue up actions that depended on each other. For example, paralyze someone, then throw some stone fists at them to shatter them.. but what if the paralyze failed, the fists were kind of wasted.
It actually felt much better to know that you have to specify your next action every time than to see your action queue constantly cancelled out or not quite working because the ability system was so reactive. There were alos other minor issues, like the GUI getting too crowded when we tried to indicate what each of your party members had queued up.
When we realized this, we started to look for other options and thats when development began on the tactics system. It seemed like a natural fit to our ability system since tactics are reactive to the game state. After trying it out with an initial tactics system we were quite convinced that that was the way to go.
I think you came up with a very interesting and unique system with the 'tactics'. I'm still playing with it and come up with new and interesting combinations all the time. It has added to my enjoyment of the game immeasurably.
/sycophantism off.





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