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krellen wrote:It looked okay. But it didn't play okay - the camera moved, there was no more grid, and it was real-time. So no, it wasn't a true sequel.
SDF121 wrote:What differentiates those of us who discussed the option of having a main character from you is that we were not offended when we were finally told that Wasteland 2 would not conform to our particular proposal as it would strictly be a party based game.
Brother None wrote:SDF121 wrote:What differentiates those of us who discussed the option of having a main character from you is that we were not offended when we were finally told that Wasteland 2 would not conform to our particular proposal as it would strictly be a party based game.
Oh no? I must have imagined the multi-page discussion with a person who withdrew her pledge and accused inXile of false advertising once she knew it would not be a main character-having game.
Van Der Muchbetter wrote:Also, i am against phase-oriented combat. It is dull and in W1 there was too much of it, making game quite a grindfest.
Brother None wrote:This isn't a BioWare forum, and the topic of this thread is not Mass Effect. Let's not derail it by discussing the failings and successes of the Mass Effect games.
paultakeda wrote:Interesting. I think phase-based combat is faster than turn-based since you get to provide all commands at the beginning and on action just watch everything play out (I do not see the need for an action interrupt, the turn should not have that many actions per combatant). In turn-based each you will put in far more thought per action per character, deliberating on last-minute adjustments in the turn.
Van Der Muchbetter wrote:paultakeda wrote:Interesting. I think phase-based combat is faster than turn-based since you get to provide all commands at the beginning and on action just watch everything play out (I do not see the need for an action interrupt, the turn should not have that many actions per combatant). In turn-based each you will put in far more thought per action per character, deliberating on last-minute adjustments in the turn.
That is the case. I love taking full control in party actions, down to fine positioning, stances and defining number of AP spent on aiming to parts of enemies' body. This defines my desire for less encounters that are finely tuned to make every one challenging and memorable. I still remember my first X-COM tank action, it ended killing 2 of my men by a stray shot. I've watched let's play video, adn feel of W1 combat is not exactly appealing to me.
Brother None wrote:PS: Paul I split your post into there tho it fits here too. Just figured it'd distract too much, hope you don't mind.
paultakeda wrote:This obsession with the combat aspect of an RPG is weird to me ...
Brother None wrote:You have an extremely narrow definition of sequel, that I think would strangle progress that needs to be made in any genre, including the party-based, turn-based one.
paultakeda wrote:This obsession with the combat aspect of an RPG is weird to me and I'll say it again: overemphasis of one feature at the marginalization of the other features of the game is a major system change and would not be considered a sequel.
krellen wrote:The AMA on Reddit today confirmed that Fargo's pretty sure the camera won't move - that's two.
paultakeda wrote:This obsession with the combat aspect of an RPG is weird to me and I'll say it again: overemphasis of one feature at the marginalization of the other features of the game is a major system change and would not be considered a sequel.
If Van Buren actually got released it would not have the same depth in combat as Fallout: Tactics. Similarly, a Wasteland sequel, by my definition of sequel, will never have as deep a tactical combat system as a tactical RPG nor will it have as detailed a resource management (outfit, plan, deploy) system as a strategy game like X-COM.
RPGs will have more encounters, many of them random. You will be in a lot of combat, so micromanaging down to stances and aiming at enemy parts will take a lot of time if you control 4 and semi-control 3 characters. So I would say prepare to be disappointed and to wait for Wasteland: Tactics.
Van Der Muchbetter wrote:First, it is, like, your opinion.
Van Der Muchbetter wrote:Second, no one ever told that they will abandon some of w1's core features like the world reacting to your actions, so this 'marginalisation' you talk about is non-existant until proven otherwise.
Van Der Muchbetter wrote:About combat derpth. Brian Fargo already stated that considerable portion of fans demands it. Even it won't be on JA2 levels of complexity, it is unlikely that we will have phase-based one.
Van Der Muchbetter wrote:By the way, i consider reliance on random encounters as a evil of RPG design.
That marginalization is called feature creep and it is all over the boards. Each little toggle, each little "I think it would be cool if" has the potential of compromising the resources for the game. We get to hash it out here where it's free, and if even as little as 10% of the things we write influence the devs I would consider that an impressive contribution and be thankful for it.
Did I dispute this? I was noting your preference for micromanaging stance and body part aiming as potentially too deep for party-based CRPG combat.
It's not reliance but it is an aspect of RPGs to have non-quest conflict. Whether or not you can avoid it is your style of play, but it is present.
Van Der Muchbetter wrote:What i want to see is not a total extermination of random encounters, but making them appropriate to situation, varied and fun.
krellen wrote:So you don't want to eliminate random encounters - you just want to make them not random.
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