Hiver wrote:for the devs:
Just make a visual representation that shows me the movement range i can achieve with a selected character and AP cost - WHICH SHOULD BE LESS for going in any straight line - whether its "diagonal" or not.
The point of combat in games like these is to win by using the rules, not whether or not it follows reality in the least. If it does ~cool; if it does not, then it's simply the rules of the game... you play according to the rules ~the challenge of winning the fight is unaffected by this.
I do agree with that on a theoretical level - provided there is a good reason for such a mechanic or such a design BUT - if there is no real need or reason for a simplification - then it should not exist or be forced upon us.
There is literally no reason at all to have a square grid imposed onto the game. As they said themselves the game does not use the grid for its calculations at all. It was simply tacked on - and then influenced the mechanics of the game in a negative way which we can see for ourselves - because blatantly, this new version we see is worse then the first shown example.
The game is degrading in front of our very eyes.
They are going backwards. Its getting worse instead of better.
In innumerable RPGs the wizard [aka the artillery unit] is vulnerable and near helpless in close melee combat ~it's a function of the game design, not plausibility... A wizard is presumably brilliant, and there is no credible reason they could not train with a sword & shield... but allowing that in the game diminishes the fighter classes whose specialty is combat, not spells. Game rules always trump the fiction and even all semblance of believability if it comes to it.
No it doesnt.
As far as wizards go, in your example we are talking about a rigid class system that is intentionally designed like that from the ground up - for many different reasons, ranging from time and money concerns - to pressures from publishers to increase audience in order to achieve greater profit - to just blindly repeating what was done before to incapability of any design team to do something else.
There is actually no good reason for mages to be incapable of wielding weapons or wearing armor.
It an unnatural, fake, forced conceit to cut corners and simply go down the path of least resistance - and so on.
One natural limitation that can be used instead of this fake conceit is the very time someone needs to spend on training a specific skill - but that has to be woven into the design from the pre production stage onwards.
Such as a character not being able to spend enough time to achieve mastery in both skills.
The simple concepts of fighter-mage and dual classing or multi classing is very well known - isnt it? - even in a class based system.
And it works just fine. - edit- the problem with pure fighters is not that other classes can also fight - but that a pure fighter is not designed to its fullest capabilities - due to limitations of the devs themselves - AND the fact that most RPGs are way too constricted in their gameplay - which in 99% of cases is based solely of combat and almost nothing else.
A game just telling me "hey your mage cannot do this because i say so" is a stupid game.
and irrevocably less then it can be.
Plausibility and believability and yes the dreaded REALISM (which most people dont even understand as a concept) are not there just for their own sake, to be pretty - they have very important and incredibly strong influences on the whole game in every sense.
'Realms of Arkania' also uses a square grid and APs, and it plays just fine like that; so will WL2. They won't release something they are unhappy with.
What they are happy with is the most irrelevant and most obnoxiously false reason or excuse anyone can invent.
I agree with what I've read posted about dev interaction on the forums...but I know at least one forum that must be near magical for the environment... Devs post all the time, answering questions, and even giving suggestions to modders. I've even seen them sit down with a beer and call for feature suggestions, and code them on the spot, and they appeared in the next patch. One guy asked for a UI change and they Dev asked him why, and it was because he only had one serviceable hand... And so they changed it; added mouse-keys to optionally replace the WASD if desired.
Twice I asked for features in their level editor ~and twice those features showed up; Great place, great forum; great crowd on that forum. They made the Legend of Grimrock game.
Good for them. I never liked blobbers, even if they are good since i organically despise FP in RPG games - but if i did i would be throwing heaps of money at them and they would have a supporter for life.
I had hoped and expected at least half of such interaction from these guys and this kind of blatantly false accord Inxile is showing just leaves me disgusted.
Not to mention that some high ranked people in the team have a very negative and down right insulting, sneering mentality towards "people on forums" - which was very visible in that live video feed made for Torment kickstarter.
Which then is very visible in their behaviour during last several months and their flirt with mass market media and almost complete avoidance of direct communication with their backer base and these forums from the start.
there can be none - if the whole game is designed so it leads me, nay - verily pulls and yanks me by my nose ...- or ear, as it were, from one "interesting" situation to the next. Whether by those horrible corridors that the whole map of the area is, or by that bloody radio.
That is a mass market design. Screaming bloody mass market design.
Some thing need to be left unknow, un-pointed to - SO I CAN DISCOVER THEM MYSELF.
otherwise, there is no real exploration, no thing to discover, no mystery, no nothing.