ldonyo wrote on Apr 1, 2016, 13:37:
Being a fan of turn-based RPGs myself, and having played the table top games for 40 years now, I enjoy the combat in any of the Infinity Engine Bioware games.
I have similar background and consider Goldbox series up to this day an unmatched blueprint on how things should be done. However, being mainly a TB fan doesn`t mean I don`t allow for the real time option - it`s just that up till recently, nobody got it right.
The fact that IE is based on real D&D is meaningless - plenty of games had the license and also didn`t make great use out of it. As I said, that engine was made for an RTS game (it`s a fact)and has numerous flaws that make combat at best passable, and at worst keyboard-bashing. Few major ones:
-no indication as to area spells ranges: fancy lobbing a fireball? Pray you won`t wipe out half of your crew.
-sprite orgy: get a few combatants into melee and you`re staring into a mess of pixels and red/green rings trying to figure who`s who
-imprecise timing: yeah, so you can autopause everything but it still is not good enough
-comedy AI: even with autopause and manual control someone will always break rank and do something crazy every now and then.
Add to this lack of real feedback, occasionally way-too-heavy RNG, and ability to cheese off most of encounters with simple strategy: advance slowly and pick off targets while their pals are in the fog, alternatively make a badass enemy chase one of yours in circles while the rest pelts him with ranged.I`m not saying
it`s a bad series - in fact I have a game going on in BG1 Tutu right now. What I am saying
is that we should expect more in 2016. It can be done - PoE and D:OS are best examples. PoE is nearly an ideal IE game - if only area spells were sorted and transparency behind obstacles was better it would be nigh on perfect.