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Roundscape Ecplise - Combat Poll

🕑 Added 2024-05-31 01:26:56 +0000 UTC

Comments

Skylar Corvinus

it's more like the Baywatch effect...just a guess

Dyamonde

Like what i'm seeing so far. The automated combat system looks very promising, i'd much rather have that than action combat. I do think you overdid it quite a bit with the Breast Physics though. Goes straight into weird/uncanny valley territory.

Mattrimion

While I was hoping for another turn based game like Roundscape 1 and Arenus, I voted for Plan B with the hopes that it can be tuned into something enjoyable.

Lune Nighdaar

Ah okay thanks, makes sense that you want to try something new and more creative. Was thinking about it a bit more my Selfe. With the new combat system, you could try making some battles that function like tower defense games. For story events or some quests, where you have to defend a building or something. Just a suggestion. when you could switch between the party members in the fight and control their abilities you would have somewhat more to do in the fight. Biggest complain of mine is that the combat is way to passive. And for how passive it is, they take too long. Just to clarify my problem with it. wish all of you reading this a great weekend.

El Crackhead

I voted for Plan B, but more keen on the Female MC coming in.

Kaliyo

That is the idea from the beginning, the game is just not big enough yet for it to be visible. We have lots of different skills, enemies and mechanis planned.

Kaliyo

Classic Turn Based Combat is (sadly) out of the question. Our last three games are turn based and I'm a bit burned out on it, I want to make sure every part of the game comes from passion and creative ideas.

Phil Mjölnir

As i said before, i think Option A could work better with a reactionary ability system and would be somewhat similar to option B, without the selfcontrol of free movement. Let the player abilities be used to reacted to enemy patterns, for example enemy does a big swing, have some kind of block, enemy spawns a wave of adds, have a strong AoE to deal with this threat quickly.

Lune Nighdaar

as more as i think about it, a round base system like that from FF10 would be more interesting and would be more a line with the old RPG Maker fighting style

Lune Nighdaar

you really need to work on the current system. i like grinding and thinking about that you have to watch your team wipe the floor 1:30 mins every single time gets old really fast... i fought against wolfs 7 times (=10:30) for not a lot of exp. sitting there and waiting to use a ability again, not such great experience so far. maybe go with a time set up for difficult or story events and use a number system for normal fights, for people who like grinding a button to spawn monsters faster. besides the combat system, already had a great time and for 0.2 already voice acted… I love it… I hate reading xD

Skylar Corvinus

combat may not be the bread and butter of the game. However, I've seen a lot of good game ideas completely abandoned due to bad combat...the story and characters have to be amazing though if you have to cut corners on combat

Kaliyo

The offset timer is a good idea. And yeah, we would add more agency to the current system if it wins. Maybe even remove the timer and go to "Defeat X enemies" to win.

Kaliyo

I feel that, always liked creating a good group synergy in games like pillars of eternity 2 and see how they perform in auto mode.

Lee Thompson

I voted for path B, but, I'm not against pursing path A. It's just currently I feel like I don't really have any agency. I also think it's odd that combat ends even when there's still fighting going on so if Path A is used maybe have enemies stop spawning at a certain offset from the timer?

Coup

AS i'm a full fervent fan of theori-crafting, mini-maxing, munchkining i love much more the actual system than an action rpg one


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