i'm slightly surprised how little BT4 talk the internet has.

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thebruce
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Re: i'm slightly surprised how little BT4 talk the internet has.

Post by thebruce » January 22nd, 2018, 6:14 am

Lord of Riva wrote:
January 21st, 2018, 2:28 am
thebruce wrote:
January 20th, 2018, 3:42 pm
Lord of Riva wrote:
January 20th, 2018, 9:54 am
well while i cant say that you are wrong, i can say that the general idea can be done with a lot less than 400 enemies. ;)
Well you put the numbers there :). My point was the difference between high HP on one creature vs low hp on many certainly does have a dramatic effect on combat strategy. How many enemies is entirely arbitrary and subjective to the point. In this case, we're examining the possibility of MANY more enemies than implied is possible with the current setup. So we've yet to see if the engine can support that sort of high creature encounter in some form.
And my point was that it would be possible with actual enemies not abstracted ones. As you say the amount of enemies at this point is arbitrary.You could do what you propose with 2 , 3 or 400 Goblins but the fact remains that due to the abstraction the amount that cant be shown doesnt give any benefit and most likely will make it way harder to convey necessary information.
Oh sure, theoretically, they could plop 496 berserkers on that screen and we could fight them. But we haven't seen any indication that's the case - it's been literal 1-creature-per-spot, with some form of reinforcement as a special event mechanic. Will that turn into the ability for high-count combat encounters from very start? We've seen nothing pointing to that being the case or the intent. Again not that i'm looking for 496 berserkers specifically, but the strategic mechanic that's afforded by groups of creatures far outnumbering 8 or 10 individual enemies with potential 'boss' style reinforcements.
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Re: i'm slightly surprised how little BT4 talk the internet has.

Post by NewlyObsessedFan » January 22nd, 2018, 7:57 am

Gizmo wrote:
January 20th, 2018, 2:52 pm
ZiN wrote:
January 20th, 2018, 9:33 am
Something like this would be pretty cool though:
https://i.imgur.com/UYl2Lnh.png
Image
That morphing image, is the later one an example of an actual game remastered, or is that like a mock-up of how a potential remaster might look?

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Re: i'm slightly surprised how little BT4 talk the internet has.

Post by Gizmo » January 22nd, 2018, 8:01 am

NewlyObsessedFan wrote:
January 22nd, 2018, 7:57 am
That morphing image, is the later one an example of an actual game remastered, or is that like a mock-up of how a potential remaster might look?
It's purely a conceptual mock-up (including the text). It makes use of promotional BT series screenshots. It is not indicative of the remaster, aside from a bit of the stonework shown in the UI. The red headed character (and the first portrait, and UI shown) is from Bard's Tale 2; called the Sage.

The concept illustrates a (recognizable) evolution in a series; as opposed to having three unrelated games using the same IP; as sequels in name only.

___
Has anyone here seen Dawn of War's gameplay? (It's not unique, I know)
It has squads of melee, and ranged fighters, as well as mini-bosses. Each squad is effectively one unit, who's population loosely equates to the number of hitpoints in the unit. One can see it here: https://youtu.be/RUZsQ8tj1k4?t=3m2s

There are only a few units shown on the screen... but each unit is comprised of several soldiers, or a mini-boss. They are effectively stacks—but you see all of the the individuals.

*It's noteworthy that no squad can target a particular enemy squad member in DoW. Squads take damage as a whole, and one member drops dead when the squad takes enough damage to lose one. *Mini-boss units can grab an enemy squad member for a critical attack/ death scene; but it's just a one-hit kill with a different death animation.

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Re: i'm slightly surprised how little BT4 talk the internet has.

Post by thebruce » January 22nd, 2018, 11:00 am

Squads take damage as a whole, and one member drops dead when the squad takes enough damage to lose one.
It's this way as well in some table tops, easier than managing "realistic" attacks from one character to a group. Let the system just assume that effectively the 'weakest' one is always the one to be hit first, thus 100 creatures of 10 HP each would lose 2 creatures if a group attack damaged with 25 points. If the attack was a single strike (1 foe) then 1 enemy would be killed (since 25 > 10, or whatever leftover HP existed). etc. So that's a simple mechanic.

The classics didn't have single-attack-to-group style combat, spells were either 1 foe or 1+ groups, and melee attacks never killed more than 1 enemy, unless indicated that a a weapon effect was a group attack. If a foe attack was insufficient for a kill, I believe that's where the leftover HP came into play.

eg I believe this is how the classics handled group dynamics:
Face 5 foes at 10 HP each: 10, 10, 10, 10, 10
1-foe attack for 12 leaves 10, 10, 10, 10, 0 (killed)
1-foe attack for 6 leaves 10, 10, 10, 4
1-group attack for 7 each (or now 4 attacks by 7 pts) =
10, 10, 7, 0 (killed)
10, 10, 0 (killed)
10, 3
6, 0 (killed)
1-foe attack for 9: group eradicated
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Re: i'm slightly surprised how little BT4 talk the internet has.

Post by Bladesinger » February 16th, 2018, 11:14 pm

Personally I think they have got no reason not to advertise the hell out of this game.

As long as they dont turn the spotlight on the theme of Comedic relief. We all want a cool Bards Tale Sequal not a 'Village Idiot' comedy routine that aggravates from the game play.

Sure a big button (Get the bard to tell a joke) sure thats reasonable.

But forcing a comedic overlay would damage my memories for all time.

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