I just watched the over an hour long video of Swen Vincke doing a bit of a play through and dam this looks good.
Really seems like a passionate and nice dev and the game play along with voice acting is top notch.
Can't wait for this.
I just watched the over an hour long video of Swen Vincke doing a bit of a play through and dam this looks good.
Really seems like a passionate and nice dev and the game play along with voice acting is top notch.
Can't wait for this.
Those who do not stand with the Forsaken stand against them. And those who stand against the Forsaken will not stand long
It sold a million copies in the first TWO MONTHS. It came out in September 2017 and still managed to be the 9th highest grossing PC game that year. You are completely deranged.
If your game switches to a turn based mode as soon as an action is taken that would cause conflict, you don’t program anything to operate in conflict outside of that. You don’t seem to understand even the basics of how software engineering works. Just because a spell can be cast outside of combat does not mean that the entities in The game can completely operate outside of combat. D&D 5e rules are completely incompatible with real time combat. Everything takes 6 seconds. Want to make one attack? That takes six seconds. Want to move, make one attack, and use the hide action as a rogue? That’s six seconds total as well. It doesn’t make any sense in real-time.They already have much of whats needed already inplace to toggle turn based combat off, players can already move around and cast spells out of combat without needing turns and AI already act on thier own.
But a game can use the d&d combat rules, and this does, no matter how much derangement you want to pile on your bizarre argument.A video game is never going to be a true D&D representation no matter what you think.
"stop puting you idiotic liberal words into my mouth"
-ynnady
When a new game releases the first few months is when it sells the most, 1 million i still a niche market considereing the potential 100s of million of players for RPG genre, GTA 5 sold 15 million in 2017 so that proves DOS2 as a niche market.
Its not a true D&D game no matter what spin you put on it, using a D&D ruleset doesnt make it any more different that another RPG.
STAR-J4R9-YYK4 use this for 5000 credits in star citizen
It uses the Dungeons and Dragons rules.
Wizards of the Coast calls it Dungeons and Dragons.
It’s set in a D&D setting.
One million units in two months, generating the 9th most revenue in all of PC gaming that year, and being the highest grossing independently produced game that year, is an example of wild incredible success.
You can keep pretending that that’s what “niche market” looks like, and you will continue looking like a completely deranged lunatic who is detached from reality. DOS 2 was still on the top 20 games on Steam for 2018, the year AFTER it came out and had ALREADY sold a million copies. It still, three years after release, breaks into the top 50 most played games on Steam.
You simply aren’t dealing with reality. You didn’t realize how successful DOSII was and when confronted with the fact that you are incredibly wrong you decided to double down and become completely delusional. You aren’t fooling anyone. You are embarrassing yourself.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Millions of owners of Divinity: Original Sin 2 on Steam only and as much PC revenue as Minecraft in 2018, but yeah, let's keep calling that a niche game.
As for your "It's not a true D&D game but I can't explain why", we have absolutely idea where you're trying to go with this. The only thing you said is "Playing on your own without any other interaction" but if you had read about the game, you would know that you can play it with 5 others friends. Of course, it's not the same as a real life D&D session, but Fifa ain't a real life soccer game. Based on your logic, Fifa is not a soccer game, Gran Turismo not a racing game, etc... No matter how you try to put it, BG3 is setting itself as the best D&D adaptation we've ever had.
Finally, for the "majority likes RTWP", tell that to PoE2 and PK, two RTWP cRPGs that were just doing okay until they released turn based modes. cRPGs have never been more popular than since turn based games started coming back. We would not be getting so many cRPGs now if it weren't for the success of DOS 1&2. Turn based revived cRPGs, RTWP gave it a try, failed, adopted turn based too, and here we are.
Wanting to play RTWP is okay, we can understand that, and I would also like to have the possibility to switch between both but it is important to realize that RTWP is, by today standards, nothing more that a comfort mode that requires less input/effort from the player and lowers the depth of the gameplay. It is great when you want to rush fights or avoid having to make hundreds of choices in a fight versus a horde of ennemies, but choosing it over turn based really limits the gameplay and the potential playerbase, as we've seen during the past years.
That said, I still hope that Larian makes a RTWP mode just for comfort and for the nostalgics.
Last edited by Loeko; 2020-06-25 at 02:12 PM.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Just wanted to clarify in 5e it's a round that takes about 6 seconds and each turn in the initiative order happens within 1 round. So attacks/turns are happening in seconds or milliseconds or whatever.
"The Order of Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other."
https://www.dndbeyond.com/sources/ph...eOrderofCombat
But yeah it really doesn't make sense in real-time.
If you can make this argument for DOS2 to BG3, you can make the same argument for DOS 1 from BG 2/TOB. DOS and Pillars of Eternity were both simultaneous attempts to recapture the isometric RPGs of the past, particularly Baldur's Gate. The similarities were baked in from the beginning.
So, exactly like BG 1 and 2, then.
Yeah, it all breaks down when you consider that every character is capable of a large number of things in one turn if they are discreet. Movement, action, bonus action, and reaction... but in most cases everyone just takes an action. This would make for really bizarre outcomes when made real time.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Just the existence of Reactions alone almost warrants a turn-based approach. 2e didn't have them at all, from what I remember, but 3.X did, and 5e's retained it (adjusted considerably). Something happens when it's not your turn, and you can react to that in that moment. Enemy casts a spell? Cast Counterspell! Enemy hits you in the face? Cast Shield! Enemy tries to run away? Opportunity attack!
You can't automate these things because they all use resources. If nothing else, they use your Reaction; you generally can only make one Reaction before your next turn comes around. So maybe you don't want to Opportunity Attack the minion that runs away, you want to save it to spank the Big Bad. Or maybe hold onto it in case you need to use Shield or something. It's a choice you have to make in the context of that moment, and trying to handle that in real-time would basically not be feasible or practical.
Maybe I didn't word what I was trying to say correctly.
Most of what I have seen so far looks like it is cut and paste straight out of DOS2. It could be the same game. Just with a few different areas and assets.
They need to make the art style, models etc more distinct.
I'm not complaining. Just nitpicking. I'm a long time Forgotten Realms fan. BG1 and 2 fan. DOS2 was one of, if not, the best RPG I've ever played.
I disagree with that. In Act 1 maybe, but come Act 2 and beyond a lot of non-boss fights become quite easy and formulaic IMO, while boss fights only become cheesier and cheesier. And that's without running a build that destroys the game's balance. Act 3 in particular was bad about this, I very easily creamed everything that wasn't a story boss and even the final fight was easy.
Not that I disagree with the premise, but balancing the game so that every fight is meaningful is very hard, and while turn-based offers a lot of advantages the mop-up once you've basically won the fight is not one of them, and is also a bit of an issue in games like XCOM which I otherwise love to death.
You’re not wrong. I just would rather this than difference for the sake of difference. This style works and looks good. Don’t fix what isn’t broken.
- - - Updated - - -
I should have been clearer maybe. It’s not that every fight is hard or complex. It’s that you don’t go to old areas to grind out levels by fighting respawning trivial encounters. Every fight happens exactly one time per play through in DOS2.
The issue I was responding to is the idea that there should be an automated mode for when you are blasting through trivial fights like that. While the fights at many points in DOS2 may be easy, they are still unique encounters and not trivial, Grindy, repeating content.
"stop puting you idiotic liberal words into my mouth"
-ynnady
It's not exactly Dungeons and Dragons or even Forgotten Realms though.
The character models etc all look very "Divinty".
I just think if they had done more to differentiate the world, UI, art style and general samey gameplay then they wouldn't have got as much backlash from the initial reveal.
Oh sure, I can agree with that, but that can happen with any combat system. For instance I don't think Doom Eternal has many filler or insignificant fights (the platforming is something else...) and it's an entirely different genre of game.
I'm fine with BG3 being turn-based despite the previous games not being, because Larian is good at it. I'm less fine with the art style and what I've seen of the writing, because I don't think Larian are good at those. Just my two cents.
3.5 started to put in a system that I think ended up more of a variant rule, if I remember 3.5 was more about AoO than spells being reactionary. 3.5 had other things you can do like readying an action that was much better than 5th's readying an action to use as your reaction but with limited things you can do mess. 4th edition was big in having reactions and 5th continued that trend for sure just with a twist for ease of play.
Dungeons and Dragons has a vastly wide art palette to pick and choose from.
Let's be clear; this is canonical, official D&D design;
So is this;
D&D art runs the entire gamut, and some of it is truly terrible. There is not one canonical "look" for D&D, not even for the Forgotten Realms specifically. As long as they put class D&D monsters into the game, like beholders and mind flayers (and we KNOW the latter are gonna be in there), it's gonna look like D&D.