Not really a game mechanic, but it always breaks the immersion of Assassins Creed games when there's a nice little passage to get round the gate or an alternative route in a chase that goes to the perfect place. Always ruins it a little.
A million times this. There is no way to to make QTE's good.random980 said:Quick Time Events, not sure if they are praised but even so the idea deserves to be killed and forgotten about.
It could be a little more clear that its the games abstract perspect of group scale battles, if it is at all. How about they make it so I issue all the attack moves in one turn, then my whole group runs up and attacks the enemies while the enemies run up and attack me. At least that way its like a real battle or fight. They could even make it slow motion when I pick a new attack or item for a character, so there is some feeling of "I need to hurry!"Deshin said:People seem to be missing the context of turn based games. They're not MEANT to be lining up and running up and taking swings at each other; it's just the game's abstract perspect of a group-scale battles. Saying that the battles are dumb because everyone is lining up is like saying DnD is stupid because monsters won't stand there and wait while I roll a dice. The "assumed" context is they're all on the battlefield in their various points and places and they're fighting all in proper speeds. Think of it like Dragon Age Origins with the constant pausing to issue commands, only they're not zooming all over the place like blue arsed flies once you resolve your action queue. Or like saying Street Fighter is stupid because they don't bother to sidestep. (system limitations above all else tbh)Dimensional Vortex said:Also Snipped
Ehh, as mentioned above, it's the context for the design of turning time in battle into an abstract concept. Let's take it to the extreme for a moment for the sake of argument.Arqus_Zed said:Snip
In XII: Wait time of y seconds y = 1.3
Stab - Wait - Stab - Wait - Stab - Wait - Casting Spell - Cast Resolved - Wait - Stab
In Devil May Cry: Wait time of y seconds y = 0.2
Stab - Wait - Stab - Wait - Shoot - Wait - Begin Combo - Combo Resolved - Wait - Stab
In Dragon Age Origins: Wait time of y seconds y = 0.5
Stab - Wait - Stab - Wait - Stab - Wait - Activate Ability - Ability Resolved - Wait - Stab
The sheer essence of conveying battles are the same for all of them, actions occuring in time relative to the viewer's perception of it (in terms of y). Even in ye olde RPGs no spell ever took "a turn" or "two turns" to activate, they just activated there and then but in that same time the enemy smacked one of your mates in the chops once or twice.
I didn't find it to work overly well in Dragon Age 2, but only through poor implementation, not because its bad. I've never had a problem with it in Mass Effect.Azure-Supernova said:Dialogue wheel -_- It was bad in ME2 and I'm guessing it's just as bad in DA2.
I think you should realize some games have made an attempt at making combat look more hectic. Your suggestion of everyone attacking at once, no offense, would not work at all; the whole point is that attacks are different, and players should be allowed to see what all their different effects were.Dimensional Vortex said:It could be a little more clear that its the games abstract perspect of group scale battles, if it is at all. How about they make it so I issue all the attack moves in one turn, then my whole group runs up and attacks the enemies while the enemies run up and attack me. At least that way its like a real battle or fight. They could even make it slow motion when I pick a new attack or item for a character, so there is some feeling of "I need to hurry!"
In Dragon Age Origins it is actually a necessity so you can beat enemies or fight off an ambush that you don't have the skills attributed to buttons for. And it is not as painfully dull and flow breaking because after you close the menu to cast the spell, all the enemies and allies immediately start moving around and fighting again giving the impression of a realistic battle. Because simply, battles are hectic, bloody, frightening and messy, this is something turn based combat rarely expresses, it mostly seems to be neat and organized like playing Chess (without the use of brain power). I can't comment on Dungeons and Dragons the board game because I have never played, if you are talking about the MMORPG then I can only say that the dice roles are instant with no wait.
I don't have one main reason to dislike Turn Based Combat, I assume its just a composite of the many bad things I don't like about it. But I suppose if I were to chose I would think that I dislike it because in a fight/battle, even a small one, you can only really prepare yourself for the initial attack. In turn based combat if everything goes to shit you can just pop a mass healing potion, be a coward and leg it, or redesign your entire strategy with the infinite time you get given between turns with no or very little ramifications. I would have to say I don't like this because it makes the game boring and often repetitive and when you're in a fight, within the second or third move you can often tell if you're going to win or lose and by how much. Excuse my opinion but when I have a small/medium/large fight I will plan ahead like any rational person, but I want the game to feel like a gritty brutal battle. When my battle ax collides with the giant Ogres patella separating his tibia from his femur, I want him to immediately throw everything he has at me, causing me to rethink my motives and perception of the attitude belonging to the enemy.
Basically in a good and proper swords and shields fight you will often have to make the best of what you have, and if that means fighting off undead horsemen with a small unprepared group so be it. In MOST turn based combat you can re assess your actions mid game and completely make your group switch to V line formation with spears or whatever to mow down the enemy with out a problem.
I hate how racing games are very inconsistent with how much you slip and slide when braking, turning, e-braking, or doing anything that involves a turn. I find I master a racing game when I get used to it's drifting mechanics (in Mario Kart for the DS, I can literally drift through an entire race, no matter which raceRen3004 said:Oh god, this. I suck at driving games, mostly because of this.Simple Bluff said:I don't know if it's praised per se, but I never heard any criticism for it - realistic drifting mechanics in racing games. The type where, at ANY curve in a road you have to slow down - almost to a crawl - and turn very carefully, otherwise you end up spiralling out of control.
It really breaks the flow for me.
With you 100% on both points and not much more to add on top.. Though I have to say its the console brand of cover mechanic that I particularly dont like, I.e. the stick-to-wall variety. I have no problem with cover per se e.g. its used very well in Brothers in arms road to hill 60, I just hate canned cover moves...I want to duck behind cover and peer round corners myself using a crouch key and a lean key, I don't want to stick to the terrain like I'm some sort of terrain magnet.Daymo said:What game mechanics even though they are highly praised by critics or fans can't for the life of you stand? Mine would be Gears of War's cover based combat and Bioware's dialogue wheel. I don't mind a cover based system if you can survive well enough without using it, like most sandbox games, but with Gears, it is the epitome of stay out of cover for a second and you're dead gaming.
With Bioware's dialogue wheel, I much prefer their older style of unvoiced conversations with more options. Seeing as I'm behind the times, this wasn't because of DA2, it was Mass Effect compared to the older Kotor.
Yes but Skies of Arcadia is one game. Most of the turn based games I have witnessed show all the fighters in one or two line waiting to fight. And while they may have played the other characters fighting with each attack in that game, most other games choose not to use that style and make it each fighter taking it in turns.Katana314 said:I think you should realize some games have made an attempt at making combat look more hectic. Your suggestion of everyone attacking at once, no offense, would not work at all; the whole point is that attacks are different, and players should be allowed to see what all their different effects were.Dimensional Vortex said:It could be a little more clear that its the games abstract perspect of group scale battles, if it is at all. How about they make it so I issue all the attack moves in one turn, then my whole group runs up and attacks the enemies while the enemies run up and attack me. At least that way its like a real battle or fight. They could even make it slow motion when I pick a new attack or item for a character, so there is some feeling of "I need to hurry!"
In Dragon Age Origins it is actually a necessity so you can beat enemies or fight off an ambush that you don't have the skills attributed to buttons for. And it is not as painfully dull and flow breaking because after you close the menu to cast the spell, all the enemies and allies immediately start moving around and fighting again giving the impression of a realistic battle. Because simply, battles are hectic, bloody, frightening and messy, this is something turn based combat rarely expresses, it mostly seems to be neat and organized like playing Chess (without the use of brain power). I can't comment on Dungeons and Dragons the board game because I have never played, if you are talking about the MMORPG then I can only say that the dice roles are instant with no wait.
I don't have one main reason to dislike Turn Based Combat, I assume its just a composite of the many bad things I don't like about it. But I suppose if I were to chose I would think that I dislike it because in a fight/battle, even a small one, you can only really prepare yourself for the initial attack. In turn based combat if everything goes to shit you can just pop a mass healing potion, be a coward and leg it, or redesign your entire strategy with the infinite time you get given between turns with no or very little ramifications. I would have to say I don't like this because it makes the game boring and often repetitive and when you're in a fight, within the second or third move you can often tell if you're going to win or lose and by how much. Excuse my opinion but when I have a small/medium/large fight I will plan ahead like any rational person, but I want the game to feel like a gritty brutal battle. When my battle ax collides with the giant Ogres patella separating his tibia from his femur, I want him to immediately throw everything he has at me, causing me to rethink my motives and perception of the attitude belonging to the enemy.
Basically in a good and proper swords and shields fight you will often have to make the best of what you have, and if that means fighting off undead horsemen with a small unprepared group so be it. In MOST turn based combat you can re assess your actions mid game and completely make your group switch to V line formation with spears or whatever to mow down the enemy with out a problem.
So for example, in Skies of Arcadia...nobody was lined up; people were either in the fray, or at the back doing ranged attacks (usually split by fighting style). Also, while only one person was doing an actual "attack" at any one time, they still played little fighting animations for characters that were next to each other, though it didn't really do anything.