Kuroi Kishin wrote...
@MerinTB :
The programming should involve usage of actual tactical positioning that you can arrange yourself while engaging an enemy, though it would be practically impossible for a processor to take it into account without some serious tweaking. In other words, you can't take advantage of environment or a party positioning that is favorable.
Usage of tactics is available now obviously, and you could possibly arrange a combat sequence based on tactics, but it's quite possible that you're gonna lose battles that you would win otherwise, exactly because the tactical positioning cannot be arranged for you. You could avoid damage or even kite an enemy(wherever available), or use the environment to your advantage. Addityionally, your selection of moves, or micromanaging when you will press an ability, instead of when it's available, can prove better than tactic-usage.
I guess, what you're saying is possible if they include a sub-system where you can arrange your party's position, aka more options than just tactics, usage of skills or consumables available, but i still think it would require more work to be done than make an alternative difficulty setting where you can stream through combat faster.
No, see, the point is that people who'd want to speed past the occasional combat aren't going to be worried about doing the best they could in that combat.
They aren't worried if their characters are using the environment to the best of their ability.
They aren't micromanaging their resources when they choose auto-resolve.
What they want is 1 - the battle to be over with instantaneously, 2 - them not having to deal with all the tactics and time consumption of said battle, 3 - to get on with the game after said battle.
If they ARE concerned whether or not they can win the battle, or about best using the environment, or about best micromanaging their resource use in battle... THEN they actually care about said battle, and will most likely be wanting to fight it themself!
You don't need extra coding. You need to, when set to auto-resolve, remove the combat animation process and remove the code that keeps the player-selected character from doing anything without player input.
It's not to auto-win, or to make fights easier, or another tactic to beat combat. It's for those times when you just don't want to do another filler fight, another random encounter, another "these are the minions blocking your way from getting to the room with the boss and, no, they won't be talked down!"
Kuroi Kishin wrote...
Anyway, i respect your desire to have this option, and fully support you voicing it, i just happen to have a different opinion about it, obviously biased because of my love for combat, maybe i'm just unable to see how someone cannot like combat and still play a party based medieval fantasy RPG, or i just hate simulation/managers so much.
To each his own though :]
The problem here is that you are making a false dichotomy error. It's not "either you love combat or you hate it, therefore if you hate it why do you play games with so much combat?"
There are people who love the combat of RPGs, and almost only the combat, and there are some players who hate fighting and combat, and would rather never have to run a fight in an RPG...
and then there are most people, who fall somewhere along a continuum in-between those two extremes.
And even people who love combat more than most stuff in the RPG can, on occasion, get tired of random encounter fights and want to get past them to the more challenging, more story-important fights.
Kuroi Kishin wrote...
All in all, if you gave me the option to choose, between auto-resolve, and a story like Fallout, where i can have many alternatives to solve a situation, or even Torment, where some fights are happening, but the important ones you can counter-maneuver, i would certainly choose to have options to solves cases differently.
And i would also like a combat system that makes me wanting to play it, real bad. Not one like in Dragon Age 2, where waves and waves just come at you, essentially making all this desire to avoid combat all together.
So, i say no to symptom therapy, go for the cause. Engaging Combat that we will love, and options to solve things another way.
In an ideal game, combat would only happen if story-relevant, each combat would be unique and require strategic thinking, and many combats could be circumvented with other options (stealth, talking, bribing, magic, etc.) -- but most games aren't that, and...
... here's the kicker ...
... there ARE players who like random encounters and like filler combat, because most of what they like is combat, and they don't care if there are ways to deal with situations that aren't combat.
Ideally, I agree with you. I'd rather have the game you outline, where you can skip most combat by means of in-story game choices (a la Fallout series or Wasteland) or where all the fights are really story-relevant (The Walking Dead, Starcraft series single-player) - but most games just aren't going to spend the resources, or even have the game design goals (because of developer or publisher desires, or because of target audience) to make such "ideal" games.
The auto-resolve is an elegant solution to make RPGs more appealing to more people. Filler combat can exist, as those who don't want it can jump over some of it, but those who do love it can fight every single battle without a thing changed for them.