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- Jan 28, 2011
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'Divine' weapon class
???
'Divine' weapon class
Are you trying to tell me with a straight face that combat where you don't have 100% to hit chance but have to rely on a mere chance to hit, like it would be in any decently balanced DnD game for instance, is bad?IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?
I didn't want to get into it, but since it was QFT'ed...It's very different in that game though. You've got a party so more shots during a turn and during an engagement total, so randomity evens out more in the long run.
QFT
It's not uncommon in SS to spread your forces, to solo (temporarily or permanently) with a scout, or to turn a corner, spot an enemy, and face him without any backup. If you have 40-50% chance you know you have a very good chance.
Teleporting is probably the worst decision they've made. The reasoning behind it (if that's really the reasoning) does not mean that it should be mandatory. Quite the opposite actually. As it is right now it's pretty much "yeah, see, we're saving you from forced walking by forced teleporting".
Are you trying to tell me with a straight face that combat where you don't have 100% to hit chance but have to rely on a mere chance to hit, like it would be in any decently balanced DnD game for instance, is bad?IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?
Yes, having 55% THC means you might need 2 tries for a succesful web on average. Ever considered that the effects might be worth it? Maybe it's time to consider it now, now that I tell you that I know they're worth it.
It's pretty obvious that the real reason for teleportation is so that they wouldn't have to write dialogue and scripting for all NPCs when you're in the intermediate stages of quests. You could say it turns the quests into "atomic operations", in programming terms.
You don't reload upon death?You don't need to reload. A good throw will give you some advantage, but won't kill your enemies for you. I don't reload after missing several attacks in a row or taking a critical or bad wound, so I'm not sure I even understand what you're talking about. Throwing a net and failing won't doom you, that's for sure.And if you lose the combat after failing that net throw, what will you do? Retry? If it's a hard enough fight that you actually want to waste a net on it, you'll probably be reloading until it hits regardless if you reload straight away or only after death.
It doesn't really make sense to now say that those risks paying off is not needed.I think that combat should be hard enough to push you to take risks to gain advantage.
It's pretty obvious that the real reason for teleportation is so that they wouldn't have to write dialogue and scripting for all NPCs when you're in the intermediate stages of quests. You could say it turns the quests into "atomic operations", in programming terms.
You mean they lied when they said it's only so you don't have to walk? NOooooooooo
Try playing a campaign when the wizard does nothing but cast magic missile vs one where the wizard casts Flame Weapon, Magic Weapon, Bull's Strength, Improved Invisibility, PfE and so on on your fighters; the difference is just enormous. And the more your fighters hit the tougher and more fun encounters can you throw at them, without having to resort to impossibly-high AC's.
Missing ain't much fun when it becomes the norm. There are other ways to make a game more difficult: increase damage taken, reduce damage inflicted, increase HP or improve enemy AI & skills. Those are all more entertaining than ~55% hit chances.
Define risking. You play a game like XCOM or SS long enough, you get attached to your characters. No fucking way I let one of my characters die, so we aren't talking about risking anything. When I split my forces, I split them to kill people here and over there. Simple as that.Here's the deal, VD. To create interesting tactical scenarios, you really need to provide some form of "strategic depth". Basically that means risking some part of your force so that another part can inflict more damage.
Define risking. You play a game like XCOM or SS long enough, you get attached to your characters. No fucking way I let one of my characters die, so we aren't talking about risking anything. When I split my forces, I split them to kill people here and over there. Simple as that.Here's the deal, VD. To create interesting tactical scenarios, you really need to provide some form of "strategic depth". Basically that means risking some part of your force so that another part can inflict more damage.
I can appreciate that reply and reasoning; but still believe missing isn't much fun when it becomes the norm. By extension, reloading is not very fun either, when done excessively. It's better to roll with the consequences. But if the consequence is death there isn't much choice. If combat is going to be brutal then care must be taken that most of them can be avoided/talked out of. Perhaps a merchant should be able to hire body guards?Try playing a campaign when the wizard does nothing but cast magic missile vs one where the wizard casts Flame Weapon, Magic Weapon, Bull's Strength, Improved Invisibility, PfE and so on on your fighters; the difference is just enormous. And the more your fighters hit the tougher and more fun encounters can you throw at them, without having to resort to impossibly-high AC's.
Missing ain't much fun when it becomes the norm. There are other ways to make a game more difficult: increase damage taken, reduce damage inflicted, increase HP or improve enemy AI & skills. Those are all more entertaining than ~55% hit chances.
AoD mechanics closely follow the setting and rules and themes of the world and its atmosphere. Thats why a single character doesnt have all those nifty options other games give you.
Besides... if you give some ability to PC you have to give it to NPCs as well, and that wouldnt work in AoD at all. It would clash with the setting.
If your chance is 90%, where is the excitement? I always prefer early levels' combat in RPGs because nothing is guaranteed yet and your victory isn't assured. Combat becomes boring (for me) the moment you become a demigod and start steamrolling over your enemies.IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?
Are you trying to tell me with a straight face that combat where you don't have 100% to hit chance but have to rely on a mere chance to hit, like it would be in any decently balanced DnD game for instance, is bad?IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?
Yes, having 55% THC means you might need 2 tries for a succesful web on average. Ever considered that the effects might be worth it? Maybe it's time to consider it now, now that I tell you that I know they're worth it.
Or he drinks a potion or the equivalent.It's not that simple. When you have one single character in the game, when he dies, it's GAME OVER. That means it's too risky for you to even allow him to get seriously wounded, because what if there's another fight afterwards, or somebody gets a lucky crit at the last moment? Etc, etc.
In a party-based game, again, your risk is spread out. One party member seriously wounded? No problem, he can retreat while his buddies fight on. Or another party member can heal him.
I do and I usually play on Hard. I like party-based games and I prefer them to single-character games. AoD is a single-character game only because the focus isn't on combat and the game's setup doesn't have room for a permanent party. The next two planned games (a quick dungeon crawler and a full-scale RPG) are party-based.Honestly man, the way you describe party-based games (such as in your argument about Baldur's Gate with MMXI), it makes me think you've been playing them on easy mode or something. You don't seem to appreciate their depth at all.
Or he drinks a potion or the equivalent.
me: Here is how I see it (at leas that's how I play games):
- make a balanced build first, enter combat, see what happens.
- if almost beat your opponents (i.e. if you were very close), try again
- if not even close, change stats - see what you can do without. If a charismatic fighter can't win a fight, see if an ugly bastard can't. If he can't, see if a dumb and ugly fighter can.
- simultaneously, start decreasing skills' spread. Start with a balanced distribution, see where it gets you. If nowhere, start decreasing. It's a trial-n-error style approach, but in 3 attempts you should have a very good idea of where you stand and what's required to beat the fight you're stuck on it.
- so, eventually you should lock down the stats and skills and move to weapons and attack types.
So, I do appreciate the depth, but not every party-based game has it. BG was piss-easy. You have to larp to invent depth there.
Yes. Even with 90% THC you can miss ten times in a row. Not very likely but certainly possible.A 55% chance in practice often means that you can have a pretty good chance of four tries with not one result.
I'm not saying that a single-character game can be as tactical as a party-based game. This goes without saying. My comment was about 'risking' your characters, which, I believe, is less a factor than you implied.Which kind of sucks in a single-character turn-based game with highly restricted movement because:
1) While you're drinking potions in the middle of a fight, you're not attacking
2) While you're drinking potions in the middle of a fight, enemies are hitting you
3) Moving away from the fight to drink a potion costs lots of APs, which, again, you could be using for attacking
4) Even if you do move away from the fight to drink a potion, you have no buddies in your party to cover your retreat
There's a million other games to play and I'll check out AoD again once it's released, probably.