That is exactly my reaction to this. My twitch skills, such as they were, are a fond memory, and while I have found through a patient run-through on BGII that real time with pause is manageable if I am really aggressive with the pause, "manageable" is different from "fun."Perfect!
I bought the game a while back, around the time it was released, and never finished it.
This is the perfect opportunity to get back in the story and this new mode will make it easier to play on Steam Deck.
"the game wasn't designed for it"
This is exactly why I do not like RTwP. If, for example, I aim an area effect spell and by the time it goes off half the enemies I was targeting have moved out of the zone I am more annoyed than anything else.I prefer RTwP because it’s way more exciting and unpredictable when everyone can act simultaneously.
This happens just as much in turn based PoE2 though. Spell effects go off turns later and all the mooks have a chance to run out of your aoe. I think I prefer the Owlcat pathfinder games or BG3 turn based modes where all actions are resolved on the individual turn but vary on the amount of action resources they can take up.This is exactly why I do not like RTwP. If, for example, I aim an area effect spell and by the time it goes off half the enemies I was targeting have moved out of the zone I am more annoyed than anything else.
This happens just as much in turn based PoE2 though. Spell effects go off turns later and all the mooks have a chance to run out of your aoe. I think I prefer the Owlcat pathfinder games or BG3 turn based modes where all actions are resolved on the individual turn but vary on the amount of action resources they can take up.
The issue is that if you want real-time play, with decision making, you need characters that can make decisions. Then you get something much closer to real combat.I just think it’s easier to design more intricate combats. I like games with a lot of stats, obviously. (He laughs). But the problem with real time with pause is that it’s honestly very difficult for people to actually parse all of that information, and one of the things I’ve heard a lot from people who’ve played Deadfire in turn based, is that there were things about the game like the affliction and inspiration system that they didn’t really understand very clearly until they played it in turn based.
You place the AoE where you predict them to go. Or use crowd control to lock them in place first. Or knock them back into the AoE afterwards.This is exactly why I do not like RTwP. If, for example, I aim an area effect spell and by the time it goes off half the enemies I was targeting have moved out of the zone I am more annoyed than anything else.
Same. I'm happy they've added it in for those that prefer that, but I much prefer RTWP. Like you, if a fight is particularly challenging then pausing becomes viable, otherwise in normal encounters I don't have to waste time going through turns to wipe the enemy out.Turn-based just takes. So. Much. Longer. I'm glad people who love it are getting what they want, and I hope it helps the PoE games find new fans, but I'm sticking with RTWP for games that have it. Yes, I pause a lot in challenging fights, but it's still way less time than turn-based. And for easy fights I often don't bother pausing.
do you mean Tyranny? the game that runs on the same engine as PoE?I'm with Kevin on RTwP, I absolutely hate it.
I recently finally got around to starting Tyrant. Love the story and atmosphere and choose your own adventure start. Absolutely loathe the combat.
I think it’s the best of both worlds. Pause and you have unlimited time to study the field and issue commands. Unpause and instant action. Pause and reassess. Read the combat log. Issue another round of orders. The more you pause, the more turn based it becomes.I could never get the hang of RTwP in Baldur's Gate 2. My opinion at the time was "worst of both worlds."
Real time gives near instant feedback on your actions and systems are generally simplified to facilitate this. See Diablo 2 as a good example. Turn-based gives as much time as required for learning about abilities, checking out if a character has a likely counter to something, taking all of the info in and finally making a set of decisions.
Baldur's Gate 2 felt like I was being asked to learn a complex system without any time to check out the likely effect of abilities & spells, while managing multiple characters acting like idiots, while being attacked by seemingly overpowered enemies with near-perfect computer control, with not enough practice combat to test stuff out or learn about enemies, all while having no idea if any given combat scenario was even appropriate for my character levels. It left me feeling incredibly frustrated with the combat experience and struggling to enjoy what was otherwise looking like a brilliant game.
You should note that PoE is an overloaded acronym that could also mean “Path of Exile” in addition to “Pillars of Eternity”
I really want apple to ask Tarn Adams what resources he needs to make a Mac port of Dwarf Fortress happen. I played it using crossover wine and it worked great until the adventure mode update introduced some threading call not supported by wine that lead to crashes. I filed a ticket, but it hadnt been attended to last time I checked, and apparently they wont do a mac port becuase.... I guess theres only two coders?This game made me yawn a lot throughout. There was immense exposition and it never felt deserved. It started out pretty good, and was a welcome change for a gaming community starved of CRPGs at the time of its release, but it honestly fell flat.
(Unrelated but why can’t apple push for a port of all turn based games to iOS? I’ve been playing xcom and it’s so so fun, the tablet medium with touch screen controls is so perfect for turn based).