It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
So just your usual self. :-)
You should have tried suggesting it. It would be interesting to see how many support it would gather.
I really think it should be a real-time with pause system. I don't get why so many people think that turn-based is superior. Both systems have their merits. But for this to be a true spiritual successor to Planescape Torment, it should have at the very least a very similar battle mechanic, with most everything else optional. I was addicted to the infinity engine games due to the real-time with pause system. If they were turn-based, I might not have played them as much. It almost makes it feel more realistic in a sense, but still with a huge amount of strategic possibility. It almost forced you to think quicker than in a turn-based system, where you might have a few seconds before attacking or getting attacked. After a while though turn-based is predictable. In real-time, flexibility and probability is lot more varied, which is what I adored about Baldurs Gate, Planescape, and so on. Sometimes it got a bit messy...that's what I loved :)

I'll play it regardless of what system comes out on top, but I'd rather it just evolve the system that helped, for me, make Planescape Torment so great.
Post edited November 21, 2013 by JinseiNGC224
People like turn based because its more tactical. Real time feels like clickathon at times ;)
Post edited November 21, 2013 by nijuu
I don't understand why a spiritual successor should emulate its predecessor in every way. Surely this principle taken to its logical conclusion is clearly absurd; TTON would be AD&D 3.5 and Planescape-campaign-setting instead of Numenera.

Neither is "more realistic" in the context of RTwP where the simplifying abstraction of frozen time, zero-latency communication with party members is "more realistic" than some other abstraction?

Similarly, "immersive" doesn't hold water if RTwP is to have pausing at any frequency equal to and possibly greater than the equivalent intervals between turns.
I voted RTwP. I just prefer it for the reasons mentioned by others, but I will still play the game if it becomes Turn-Based. Though, be prepared for the gripes to begin from me in the TToN forum that the game would have been better with RTwP. I don't understand why TB-combat aficionados have a problem with RTwP, just pause the game after each turn and it's the same thing. Where as us RTwP fanatics would be screwed if it was TB.
avatar
jjsimp: I don't understand why TB-combat aficionados have a problem with RTwP, just pause the game after each turn and it's the same thing.
There is a difference between "Ok, Party Member A attacks enemy 1, and that should kill him. Then Party Member B can safely disarm enemy 2. If enemy 1 is still alive, Party Member B can finish him off instead of disarming enemy 2" and "Ok, do both party members attack enemy 1 or does one attack him and the other disarms enemy 2?"
Not to mention the option of "Party member 1 opens door, party member 2 throws fireball inside room, party member 1 closes the door and readies weapon to attack any enemy going through the door".

I'm not saying RTwP is a bad system, but both offer different tactical options. Some prefer one system, some prefer the other.
RtWP is much better for a game based on good story, where combat is not so important part of the game.

TB is good for a game, where combat is one of the most important part.

I think they wanted to to a game that will follow Planescape, that is, it will be a great story with great world.

Now, I see they want to do it TB, probably because it will cost them less to adapt Wasteland 2 combat system than to develope a new one.

I'm fine with TB (TOEE for example), but there is a reason that Planescape is a legend, and that is it's story, not it's combat. I doubt they will do it well, and so I think they will fail to deliver. I really wanted a game that will be as great as Planescape, but I'm afraid they'll make just very good and interesting crpg with boring combar system.
Actually the Infinity Engine games were simulating real time with quick turns. So in a way it was turn based, but without the actual need to click END TURN :)
avatar
blotunga: So in a way it was turn based, but without the actual need to click END TURN :)
As I recall, you did have the option to cancel that fireball you were casting because your target was dead or you came under attack. Not sure if that is considered turn based or not.
avatar
JMich: As I recall, you did have the option to cancel that fireball you were casting because your target was dead or you came under attack. Not sure if that is considered turn based or not.
There were turns simulating D&D turns. For example you could have a fighter attack 2x in a turn. Or some mage spells would take several turns to be cast etc. etc. Also the duration of the spells was in turns. I.E. to cast "Time Stop" in BG2 you needed normally 9 turns. But having the Robe of Vecna and something else (which right now I don't remember) you could reduce the time to 5 turns. And it would last 9 turns so you could cast a 4 turn spell (like Abi Dalzim's Horrid Wilting) and still have time to cast another Time Stop :D. Fun times.
My main cringe with turn based was with myself not being able to stop exploiting the "get up, shoot, lie down, repeat next turn without the enemy retaliating" in Fallout tactics. But hey, I'll be playing it for the story anyway, so whatever.
avatar
jjsimp: I don't understand why TB-combat aficionados have a problem with RTwP, just pause the game after each turn and it's the same thing.
It isn't. If you really want to understand why, here.
avatar
SLP2000: RtWP is much better for a game based on good story, where combat is not so important part of the game.

TB is good for a game, where combat is one of the most important part.
Of all the arguments I've heard, this is the most illogical, because if you think that TB is good for a combat-focused game (your 2nd statement), it sounds like "this game isn't about combat, so let's make the combat system bad".

Everyone wants the game's "storyline" to be good, but combat is part of telling that story, it's you the player being told by the game the consequences of your choices. If you think "storyline" is merely the cutscenes and the written text and dialog, then a game becomes nothing more than a visual novel where you press a button to move to the next scene.
Post edited November 22, 2013 by oasis789
Personally I think Real Time is more conducive to the atmosphere they're going for. Pardon this comparison, but PS: T was a lot like Diablo in the way it portrayed its atmosphere. Of course, not exactly in the same way. Planescape gave me the impression that combat was visceral and to be avoided when possible. It was all up to you whether or not to ignore that though.

I just personally assume that turn based combat is going to make a game about learning intricacies even slower. I look at Divinty: OS, which I'm really excited for the TBC, but looking at Torment I am most certainly not seeing it. Call it colored perceptions or whatever, but it just doesn't seem like it would fit. My explanation's probably not adequate for those who are firmly on other side of the fence, but there it is.
avatar
oasis789: Of all the arguments I've heard, this is the most illogical, because if you think that TB is good for a combat-focused game (your 2nd statement), it sounds like "this game isn't about combat, so let's make the combat system bad".

Everyone wants the game's "storyline" to be good, but combat is part of telling that story, it's you the player being told by the game the consequences of your choices. If you think "storyline" is merely the cutscenes and the written text and dialog, then a game becomes nothing more than a visual novel where you press a button to move to the next scene.
What I said, is that when game is about deep story and interesting world, combat should not be considered as important part of it. And that means, it should be short, action type fight, which is RTwP.

I don't want to play Torment and be immersed into it's world and story, and then bang - everything stops and we have a 30 minutes of combat.

Combat should be fast, as it is in reality. Pause is a compromise, and I'm fine with it.

Turns are for board games and stategy games, I am a roleplayer, and I prefer storytelling.
I wonder what they'll do if the vote results in a tie...