Sensuki
Arcane
Yeah well, Anthony Davis I ain't got nothing against you man, I know you love Obsidian, you like the mechanic and you enjoy it. I don't have a problem with that. You asked why we don't like it and several of us are telling you.
I can understand why people like it - some people like the aggro mechanic part of it, some people really want movement in combat to be punished, for whatever reason but usually because they like turn-based games with AoOs or have some vendetta against kiting.
There are lots of us though that don't like it. Can't speak for the actual ones posting in the thread as Grunker dislikes it for different reasons to me and there's a lot of fence sitters in here but I and several others just have a different philosophy about how real-time with pause games should be designed. We enjoyed the IE games because it was crisp and felt like an RTS-RPG and we believe that freeform movement in combat is one of the true strengths of the RTwP genre. I like AoOs in turn-based - they make perfect sense there, but I think they're horrible in real-time games, they are not meant for it.
Most of all, this system is just not Infinity Engine, at all.
The system has had massive implementation issues and bugs over the course of development. I have discovered many exploits and bugs with the system. I did use one of those bugs to try and get it removed (in vain) but ever since, I've merely reported bugs with it. I haven't said jack shit about the mechanic on any forum for a while unless someone else has brought it up. Usually it's when people complain that units weren't sticky in the Infinity Engine games so they need engagement, which I think is simply untrue.
I also included a very comprehensive guide about how to play with engagement on youtube. I believe Shevek has seen it and he likes engagement, and he said it was a good video (from memory).
You were the one who posted the topic, not I.
I can understand why people like it - some people like the aggro mechanic part of it, some people really want movement in combat to be punished, for whatever reason but usually because they like turn-based games with AoOs or have some vendetta against kiting.
There are lots of us though that don't like it. Can't speak for the actual ones posting in the thread as Grunker dislikes it for different reasons to me and there's a lot of fence sitters in here but I and several others just have a different philosophy about how real-time with pause games should be designed. We enjoyed the IE games because it was crisp and felt like an RTS-RPG and we believe that freeform movement in combat is one of the true strengths of the RTwP genre. I like AoOs in turn-based - they make perfect sense there, but I think they're horrible in real-time games, they are not meant for it.
Most of all, this system is just not Infinity Engine, at all.
The system has had massive implementation issues and bugs over the course of development. I have discovered many exploits and bugs with the system. I did use one of those bugs to try and get it removed (in vain) but ever since, I've merely reported bugs with it. I haven't said jack shit about the mechanic on any forum for a while unless someone else has brought it up. Usually it's when people complain that units weren't sticky in the Infinity Engine games so they need engagement, which I think is simply untrue.
I also included a very comprehensive guide about how to play with engagement on youtube. I believe Shevek has seen it and he likes engagement, and he said it was a good video (from memory).
You were the one who posted the topic, not I.