Not true that I don't enjoy certain games that require reflexes. But in stat driven/party based RPGs which don't come down to players reflexes (especially d&d ones) TB is the way to go. As far as skill goes, TB (and RtwP) games are a different kind of skill compared to a pure action game. More a mental game, where you have to come up with a plan. Would you say chess requires 'no skill' involved because you don't need good reflexes or hand to eye coordination ?Gandalf-the-Fabulous wrote...
bussinrounds wrote...
Not saying I expected that. These are the things that really improve the games though.Skelter192 wrote...
bussinrounds wrote...
Wake me up when they 'enhance' it with turn based combat and a proper grid or at least some better friggin pathfinding.
When did the word remaster take on a new meaning? Beamdog has never said they would change existing content or mechanics.
Wait how would making the combat turn based improve the game over being able to pause the game and give orders that get carried out in real time? I mean I get that you dont like to play games that require reflexes or any kind of player skill to play but I am not sure making the combat fully turn based would improve the game?
Anyway as far as TB vs RtwP goes, TB has 2 major things going for it -- control and feedback.
There is MUCH better control over everything that goes down in TB, where in RtwP you have to rely more on the AI. The focus is on making a plan, rather than fighting the game to get your guys to try and carry things out the way you wanted. There is a greater potential for a truly thoughtful experience where each move matters and the difficulty of the battles can be raised MUCH higher.
You can actually split up characters and stll manage everything. (like fighting 2 seperate battles at once in different areas) Plus you get to enjoy each characters/enemies action/animations when they
happen. In Rtwp, after I give commands and unpause, it's so damn chaotic, colors are flashing across the screen, idk what the hell is going on.
I'm constantly scrolling back the battle log when it's paused again just to see what exactly happened. I feel like I'm missing out on so much. In TB you get to watch each characters/enemies actions & animations when they happen, which I enjoy. You notice the details, like how much damage various weapons are doing, the effects of special attacks, and things like when your warrior gets that extra attack per round, say.
Take the Gold Box games for instance, there's a grid so you can actually form defensive formations and protect your magician, say, while in the IE games enemies are slipping through cracks constantly, even when your characters are shoulder to shoulder, so positioning becomes less meaningful, as it often becomes a clusterf**k, or a kiting game of having the enemies chase someone around while you use ranged attacks on them. It gets very 'messy' and it's less tactical compared to the smoothness of TB.
Cyberarmy
I know, this is how I play. It would be nice to have a button on the interface instead of having to go into the option menu though (like the AI on/off one), So you can switch it on during the tougher battles and off when fighting trash mobs, when it's not really necessary."You can turn combat in turn based by selecting "pause after every turn" from the menu.
And i dont think they can improvise pathfinding much, especially in narrow corridors, this thing is like a trade mark of infinity engine sadly."
Modifié par bussinrounds, 28 juillet 2012 - 01:00 .





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