That being said, I still think it's an unwise choice. Especially since this was a stretch goal in their kickstarter. I'm not mad at Owlcat for including both modes. Yeah, just gonna double down on what BPM said above. For my own preference, I would want it to only have one mode - but I'm not going to be at all upset at the developers for spending time trying to make both modes work. If you can only play the PF games in TB mode because you hate the RtwP, then I'm glad that's there for you. I will 100% be playing WotR in RTwP.Įdit - I also just want to clarify: I'm not trying to gatekeep in anyways shape or form. Obviously i have no idea how WotR will end up, but based off of PR:KM and what I've seen, it seems like the combat design and encounter design is again much more of a RtwP approach and not a TB approach. All for mod support, but official dev resources are better spent (in my opinion) optimizing the experience for the core expected gameplay. If some intrepid mod maker comes through and can translate one system to the next: Sure - great. My preferred approach would be that a game is developed with only one mode in mind. There things that RtwP do better than TB (large scale combat, and dungeons/encounters with a high density of enemies) and things TB do better than RtwP (Tactical combat, resource management). My experience with the TB mode in PF KM show me that the game wasnt designed with this in mind, and nor should it have been. And in the later stages of the game there are several battles against enormous numbers of enemies, and I just don't see how it's a more fun experience to play those turn-based. I know there are a handful of fans that prefer Kingmaker turn-based, but it wasn't designed with that in mind. Instead of prioritizing bug fixes and fine tuning. I think it was a bad choice to pursue this post-release in Kingmaker too. Just gonna add my two cents here, but I think the options between turn-based and RtwP for WotR are a bad decision. Screen shoot demonstrating the in-game turn-base-mode setting, player can change the setting any time, any soon, no game restarting, no new profiling needed:Ī link to the thread I previously mentioned: And the question is, how can Baldur's Game 3(or Larian Studios) learn from them? Pathfinder:WoTR even allow player switch combat style in-game, I mean in-game, no restarting, no new profiling, what a great achievement. Some people still arguing that real-time-combat wasn't a choice for Laria Studios, wasn't really they? Why not just take a look on their siblings, Pathfinder: Wrath of The Righteous, and see how well they did. Last year, I post a thread(look below) questing Larian Studios' work on their new title Baldur's Gate 3 with their turn-base-combat-system, and debating that they should provide a real-time-combat-system for all the traditional combat style fans, the topic did arouse some controversies.
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