Leonard Q&A@Hardwired

Odin said:
Gnidrologist said:
I mean, it's TB mode is exactly the same as in F1,F2 and it has real time for those who can't live without it.

No it's not.. FOT was balanced for the CTB mode and not TB mode and hence it was unbalanced.. Read around the various threads in the Fo3 forum and you'll get the idea why it won't work..

Odin is accurate with this. If you played FOT just in turn-based, it was painfully easy. All balancing was aimed towards the CTB model. I know - I was on the testing team at the time. That's why when we were working on F3, we were focusing balance on turn-based combat. The option for CTB was going to be in F3 to satisfy the suits, but the balance was turn-based.
 
Among the other articles I'm writing up now that I covered their basics, I have a very NASTY article involving the crappy publisher practices. Hopefully it will wake up many gamers about the problems with both the game publishers and the game media as well.

I also have some warming things to say about EA, Atari, and our beloved Dipshit Caen.
 
My 2 cents on TB vs RTWP combat.
I don't really care if it's TB or RT, as long as I have time to think and don't have to rush anything.
TB combat has some faults if you think about it.
1.) It's not really realistic. I shoot a guy in the guts 2 or 3 times, and he is just standing there, cause it's not his turn.
2.) It some times takes to much time, especially when fighting easy oponents. That always pissed me off in Fallouts, that even If I want to kill just one dude, that dies after one shot, I have to wait until TB combat kicks in, calculate all ppl on the the map, and then, after the dude is dead, it was "There are still some hostiles in the area" BS, and I had to move out in TB, which took ages.
TB is good for PnP RPGs, cause it's obvious players can't calculate everything simultaniesly. But comp can calculate all to hit, dmg, dodge etc rolls, so why not take advantage of it?
Besides, TB is only good for squad based games. What's the use of TB combat in Fallout, If the only char you have under your command is main char? You just stand there, shoot at ppl, they shoot back at you, and the one with better weapons, armour, and with more HP wins. Ther's no tactics involved. I prefer BG/IWD kind of combat over Fallout combat, because it acullay has some kind of tactics involved. Tanks go up front, spellcaster support tanks, rangeres take out enemy spell casters, priests heal tanks, keep spellcasters out of harms way etc. You always had to be on your toes, cause one mistake, and one or more party members are dead.
In concluson, TB combat only makes sense if you command more then one char. RTWP makes sense both if you command one char, or entire party.
So if future Troikas Post-Apoc cRPG will be RTWP, you wont see me complainig about it.
Besides, it's not a combat system that makes grat RPG.
 
the system might not make a great rpg, but it does have a lot to do with it.

RT = fast finger action & shortcut shit
TB = chill, you got time, poor yerself a beer and enjoy

RTWP might look like an ok option too, but when i see how it was implemented in other games, i say NO THANKS.

PS: i play a lot of FPS games, so yeah i do like RT games too, but not for real old skool RPGs
 
plus, regarding the publishing issue of TB, the whole jap RPG console games are TB'ed and what, they didn't sell?
i basically think the japs and koreans love RPG in all the sorts so thats a great appeal for money if you turn to that crowd.

and as was said the success of recent TB games should hold -something- ... argh troika!make it happen!
 
Roshambo said:
Among the other articles I'm writing up now that I covered their basics, I have a very NASTY article involving the crappy publisher practices.

where?

sorry for double post odin :oops: (no delete option?)
 
Rikus, next time edit your former post and insert the new post. Ie do not double post..
 
Rikus, pay attention to tense. Rosh is writing the article, it is not yet finished, therefore not yet available.
 
Puuk said:
Odin said:
Gnidrologist said:
I mean, it's TB mode is exactly the same as in F1,F2 and it has real time for those who can't live without it.

No it's not.. FOT was balanced for the CTB mode and not TB mode and hence it was unbalanced.. Read around the various threads in the Fo3 forum and you'll get the idea why it won't work..

Odin is accurate with this. If you played FOT just in turn-based, it was painfully easy. All balancing was aimed towards the CTB model. I know - I was on the testing team at the time. That's why when we were working on F3, we were focusing balance on turn-based combat. The option for CTB was going to be in F3 to satisfy the suits, but the balance was turn-based.
I'm not aware of the technical issues so I have no doubt that what you're saying is true, but it's funny that I never really realized that fallout rpg's TB combat system is so different to tactic's one. I felt like it's the same. And also I can't remember the unbalancing factors, maybe I played crap, but FOT was quite challanging for me even on normal. I didn't finish the game though (got bored when the robot's and stuff started to dominate the combat areas). Is there any factual example of how this disbalance shows itself in the game? I really can't remember if I have. And frankly, I thought that F1,F2 combat system is much more unbalanced because there isn't any challenge in terms of combat whatsoever once you've reached level 8-10 or so and got decent firepower. Well, it's not the most important part for those games anyway.
1.) It's not really realistic. I shoot a guy in the guts 2 or 3 times, and he is just standing there, cause it's not his turn.
Well, then you couldn't play eny TB game whatsoever. Civilization for example, it's totally unrealistic compared to real life which you can observe through your eyes, but it doesn't mean it's bad. Chess is turn based too, also very unrealistic:).
 
One thing to remember is that a game isn't supposed to be realistic, it's a game!
 
TB unrealistic?
Bloody hell, CHESS isn't realistic and it's considered one of the most successful strategy games in history.

Tactics are only one benefit of TB and RTWP compared to CTB and RT. The biggest benefit of TB is that you can chill and are not forced into twitch action gameplay. It's a different way of playing, but that doesn't mean it's worse or better.

It's a question of atmosphere. I wouldn't play Fallout if I wanted to go and "frag people fast". It's not an Action RPG. If I want to run around killing things fast, I'd play Diablo, NWN or an FPS or RTS game.
 
1.) It's not really realistic.

Isn't it?

If I had just been shot, there's not a whole lot of time to react. The turns in a turn-based system are representations of increments of time, who goes first depends on the reaction time of the player character. Usually this is represented as Speed, or Dexterity, or what have you.
 
Ashmo said:
TB unrealistic?
Bloody hell, CHESS isn't realistic and it's considered one of the most successful strategy games in history.

Tactics are only one benefit of TB and RTWP compared to CTB and RT. The biggest benefit of TB is that you can chill and are not forced into twitch action gameplay. It's a different way of playing, but that doesn't mean it's worse or better.

It's a question of atmosphere. I wouldn't play Fallout if I wanted to go and "frag people fast". It's not an Action RPG. If I want to run around killing things fast, I'd play Diablo, NWN or an FPS or RTS game.

Chess is BOARD GAME, how can it be real time?
And I'm not talking about "fraging people fast", I've got FPS for that. But if i encounter a really low lvl enemy, I want to take care of him fast and move on.
Aslo you say that in TB you can "chill". That is true, I hate rushing anything, I like to have all the time I want/need. But RTWP DOES give me all the time I want, so it's as good (at least IMO) as TB. And to make one thing clear: I'm not saying TB combat is shit, and I want RTWP. I'm saying RTWP is as good as TB for me, so I don't really care if it's TB or RTWP.

Bradylama said:
If I had just been shot, there's not a whole lot of time to react. The turns in a turn-based system are representations of increments of time, who goes first depends on the reaction time of the player character. Usually this is represented as Speed, or Dexterity, or what have you.

I know how TB system works, I played shitloads of TB games. But all that can also be represented in real time too.
 
I know how TB system works, I played shitloads of TB games. But all that can also be represented in real time too.

So how does that make Turn-Based unrealistic?

If Turn-Based is unrealistic, and this same "unrealistic" approach is incorporated into realtime, then what was the point in mentioning turns as unrealistic?

There's also the fact that no game can create an environment that allows the player instant hand-eye coordination. Unless you're using a first person perspective, a realtime system will get bogged down in a point-and-click environment.
 
Zajcew said:
My 2 cents on TB vs RTWP combat.
1.) It's not really realistic. I shoot a guy in the guts 2 or 3 times, and he is just standing there, cause it's not his turn.

And realtime combat is realistic? How many real life opponents have you seen standing in their place trading shots until one falls?

2.) It some times takes to much time, especially when fighting easy oponents. That always pissed me off in Fallouts, that even If I want to kill just one dude, that dies after one shot, I have to wait until TB combat kicks in, calculate all {It's "people". You can write legibly. Don't bother crying about it.} on the the map, and then, after the dude is dead, it was "There are still some hostiles in the area" BS, and I had to move out in TB, which took ages.

Things like combat speed sliders, concurrent turns and better designed areas fix most - if not all - of those so-called problems.
 
Zajcew said:
I know how TB system works, I played shitloads of TB games. But all that can also be represented in real time too.

No, it's not represented the same. It would be like comparing Project: Overkill to Jagged Alliance 2.

Funny, combat in Baldur's Gate seems to go on forever due to six seconds being the combat round.

I take three seconds to decide where to shoot and my character shoots. The animation doesn't take much more time.
The enemy moves and attacks, and if I don't want to wait, I can use the speed adjustment to make them go faster. Hey, sometimes each one takes about 1/2 a second to move and act! Five enemies, taking less than five seconds total (about the max I've ever had a combat round take was about 10 seconds, even in New Reno, this also assumes that you knew which magical key to get into the options screen.), and maybe 2-3 rounds to kill each, if that. One-hit kills are quite common after a while. Just like in many other TB games, such as JA2 and X-COM. You just need to know how to do something other than equip a sword or bow or mash a quick key for a spell. Then there's also the fact that the whole town doesn't have to be involved, and that could be fixed, or have uninvolved characters move out of the way at the same time. Simple solutions are for simple minds.

It usually takes about twenty tries to kill anything in Baldur's Gate in the six-second rounds, unless you're magic-heavy and rest between each battle. This also includes time to pause and issue commands, about three seconds as well. Let's also not forget that most of the time when you pause and reissue commands, it often needs to wait until the next combat round before anything will happen.

Can you guess which of these per combat is under two minutes, and which one takes over two minutes? I say "guess", because you obviously haven't debunked the RT w/ Pause myth yet. The reason why RT w/ Pause takes longer is to prevent your character from being chewed alive, because TB is inherently more tactical and RT is more twitch yet they don't offer much to support twitch play (so it's all pause and watch), and then there's the consideration of how the AI can function. AI tends to be SHIT in RT games because of one important fact, can you guess why? Control in Baldur's Gate and many other games with similar combat systems also have the same issues unless the combat system is a la Warcraft. At that point, it really isn't an RPG anymore.

BG/IWD is more tactical? Where did you pull this bit of flamebait from? You just set up their positions and run the same damn combat scenario over and over, all in the same contrived automation as before. It plays like a boring Punch and Judy act because it is often uninvolving.

Maybe you need to learn how to do targeted shots in Fallout, because that is of importance unless you're taking Fast Shot. Maybe you need to watch the throwing knife scene in Starship Troopers, oddly enough that movie would have some importance in this discussion. But then I realise that I'm talking to a kid that likely has never seen anything remotely akin to real combat outside of recess.

In other words, instead of just exchanging shots, don't be such a complete fuckwit - learn how to wound the other person so they can't as easily hit you. I know that never occured to you since you seem to be fellating the BioWare company line, but damn...have some respect for others of the same phyla.

Come up with a better excuse for having forgotten your Ritalin. Because Saint is very good at the topic, I'll let him take care of the rest. I also have to chuckle because this same argument has been debunked many times over and it has been pointed out that in order to avoid having to fight many weak enemies in TB gameplay, there's something called MAP DESIGN to take into account. Which, might I add, BIS fucked up pretty well in Fo2 due to the areas under Broken Hills and others. So then it was ironic that they later tried to say that is why RT option should be used, to avoid that. Funny, I thought the point would be to make a map that doesn't require you to fight a lot of small inconsequential enemies mid to late game. Frankly, I'd also like a game where I have involvement, rather than have my eyes glaze over as I watch the same fucking combat animation run over and over and over and over and then magically see damage come from somewhere. Whereas in Fallout, I get to see the fuckers flinch when the bullet hits their skull, or slide back a few feet as they receive a kiss ftom a sledge. That can't really be done in RT as it would lead to a very simplistic and cheap gameplay (especially if it happened to the player character), and thusly it wasn't in FOT.

Versus...watching people do the same moves over and over until they fall down dead. Hmmm...which is better for presentation? It's obvious to anyone who has any sense of presentation.

Remember, you made your bed in this topic, enjoy!

One last thing.

TB is good for PnP RPGs, cause it's obvious players can't calculate everything simultaniesly. But comp can calculate all to hit, dmg, dodge etc rolls, so why not take advantage of it?

Because many people here are aware what CRPG stands for, and not in the meaning of "D'hurr, it has STATS! It are RPG!!!!" It might be because the genre was labeled after the P&P games of the same name.

Amazing coincidence, isn't it?

Besides, it's not a combat system that makes grat RPG.

Obviously you've not heard the one gripe about Planescape: Torment that would have given it a extra few more points than it received in ratings. Good RPG, shitty combat. In fact, you must have not heard about the main problem for Arcanum, either. It wasn't because of the setting. It was because the character system got fucked over in lieu for the crackheads that want to buy something titled "RPG" but not have to be burdoned with trying to get their heads around the depth.

Well, I know I've wasted my time, mainly because with the ignorant garbage you've posted previously has proven to me that you're likely some kid who really doesn't know quality when they see it, instead it has to seem "Actioney" to appease their lacking attention span.
 
I agree with Gnidrologist wrt Fallout Tactics. I really enjoyed the combat in the game, the vehicles, the squad-based aspects. It wasn't as refined as it could have been on the turn-based side, but that didn't kill it for me, and as Puuk mentioned-- one could just balance it towards that side instead of the RT.

Real-time was very much welcomed in Tactics during random or simple encounters were micromanaging your troops was a chore. During the endgame, if I came across a rainbow death claw brood, I'd just switch on real-time and let my guys blast them into ground round.
 
I love TB! Scratch that... I worship it! It gives combat some meaning, makes it somewhat challenging, not OMG I can click sooo fast and shoot at anything that moves. Even in FOT it was extremely useful, in several situations. For example that shitty cathedral full of ghouls and a nuke that you had to defend... it had three gates and the muties attacked the all at the same time so you needed TB. TB means you can shoot and run around the corner, pick the best target etc. so it rules!
Real time has *some* advantages... If you have a party of many and gang up on one enemy, especially with melee, then the enemy might not have a chance to fight back because of all the interruptions, but then again you could be surrounded by enemies.... just imagine being in the enclave, in one of the 2 rooms in the puzzle and fighting all those guys at once in real time.... Actually FO real time is pointless; end of story!
So troika should put in a real good TB, or the ratings are going to go down; I mean one flaw is going to be more obvious then a shit load of qualities and that flaw will severely influence the rating it gets, no matter how small....
Maybe you need to learn how to do targeted shots in Fallout, because that is of importance
Some real sweet shots there, with the right luck and a decent gun you can cause a critical hit that kills a lot of opponents. Plus the groin shot that has decent chance of knocking them unconscious. :twisted:
 
Quinn said:
and as Puuk mentioned-- one could just balance it towards that side instead of the RT.
One *could*, but it would inevitably drain resources. Even if you didn't balance it properly, you'd still have to implement two completely different combat systems.

RT and TB needs different amount, placement and strength of enemies. If they're too strong, you fuck over RT. If they're too weak, you make TB a cake-walk. So you'll either have to favor one of them, breaking the other, or dilute both. You could of course apply measures to make them both balanced in some way, but that means draining those resources again. And it still wouldn't be good. Compare: Fallout - Arcanum. X-Com: Ufo Defense - X-Com: Apocalypse.
 
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