Man you really just don't want to make any kind of point do you?
Are we just observing that people have different tastes in games? Cool. Or are we dismissing Grunker's criticism as him just wanting a party based game and AoD isn't for him? Meh.
No, nobody claimed its because you were not able to win - in the first place.You still think we bitch about the lack of tactical options because we can't win without them. DURR GET BETTER OR FUCK OFF HURR
Since I've completed the demo twice and finished the combat demo you should be able to put 2 and 2 together and conclude that's not the case.
But whatever, you seem more interested in raging than in a discussion.
yeah, it's not like I've repeatedly stated that I don't require AoD to be party-based or argued against Infinitron when he says what I want is only available in a party-based game
keep on trucking, Helton
WHAT?Grunker's criticism as him just wanting a party based game
yeah, it's not like I've repeatedly stated that I don't require AoD to be party-based or argued against Infinitron when he says what I want is only available in a party-based game
keep on trucking, Helton
Its a great game. But frankly not a popular one. People I have asked to try, told me its too difficult. Even when you create a character focused on a skill, you do not have guarantee that 5 tries later you will succeed. In my opinion that is not a bad thing. But its your head under the axe.AoD got mixed reaction on the Codex. Some people liked it and praised it, saw people disliked it and ranted endlessly. Business as usual, I suppose. Still, I'd like to know what the locals think about the game.
So, what do you think about the game (good, bad, meh) and why (what's the main reason why you liked or disliked it)?
Oh, I know. Hordes of the Underdark could be considered a single-character game with significant tactical possibilities. It's not incredibly difficult, although it does have some killer boss fights near the end.
However, you always have a (non-controllable) party in HOTU, which you're able to equip and give limited orders to.
Oh, I know. Hordes of the Underdark could be considered a single-character game with significant tactical possibilities. It's not incredibly difficult, although it does have some killer boss fights near the end.
However, you always have a (non-controllable) party in HOTU, which you're able to equip and give limited orders to.
Look. Lets do this. Lets DEFINE Party based games as those where you can CONTROL the members of the party as much as you can control your character in a single player game. Is that now solid?
Its a great game. But frankly not a popular one. People I have asked to try, told me its too difficult. Even when you create a character focused on a skill, you do not have guarantee that 5 tries later you will succeed. In my opinion that is not a bad thing. But its your head under the axe.
catastrophic reading failure
Grunker said:Though I would always argue for party-based play, plenty SC cRPGs have had enough tactical variety.
Grunker said:You should have done either of these things (the two first would be ideal in my opinion):
a) Fleshed out the maneuvers like Power Attack or Fast Attack, and given more active choices in combat that were all valid. More maneuvers (unlocked at different levels of weapon skill, even), different ways to use each maneuver. I wouldn't mind if these things came at the exclusion of some weapons, since immediate tactical variety for me is more important than being able to replay with another type of character - especially when the game has so much replay value in other areas anyway. Not that you should include magic, but magic is a good example of what I mean; with spells a character always has different options for different situations.
b) Made the game party-based, so that we could use more of the options presented at the character-selection screen that we never get to see again while playing.
c) Made some alternative mechanic that could make up for the lack of variety inherent in the system. Utilities that everybody could use? Focus more on movement-mechanics? Anything, really, that added immediate tactical variety.
d) Made the game is easier (which I would actively oppose ).
Infinitron: Please note that the following games are not examples of games with GOOD combat, they are examples of solo character games with more tactical variety DURING PLAY (i.e. not in character generation) than AoD:
Soloing Baldur's Gate
The Witcher
Fallout
Infinitron: Please note that the following games are not examples of games with GOOD combat, they are examples of solo character games with more tactical variety DURING PLAY (i.e. not in character generation) than AoD:
Soloing Baldur's Gate
The Witcher
Fallout
(Soloing Baldur's Gate with a magic user perhaps)
Helton, you act as if everyone who complains about the combat here does so because they don't get how to play it.
Redemption
Please make a case for The Witcher having less tactical options DURING play than AoD, I'd love to hear it.
Please make a case for The Witcher having less tactical options DURING play than AoD, I'd love to hear it.
I suppose you could say that is has roughly the same amount of tactical options as AOD.
They're just easier and quicker to pull off because the game is a fairly simple real time clickfest.
Are you kidding me? The differences between stances and using signs might amount to roughly the same as switching weapons and attack types, but there are a fuckton of different potions that do very different things. Are they somehow excluded from tactical variance in your eyes?