I like both, although RTWP is probably my favorite. Some games are simply too time consuming with pure TB combat.
I like both, although RTWP is probably my favorite. Some games are simply too time consuming with pure TB combat.
Certainly a fair point. What's your opinion of a system like Jagged Alliance 2 then, where non-combat situations are handled in real-time? I've always felt like that was a solid compromise to the problem of tedium that can occur in pure turn-based games.
Perhaps I'm misunderstanding your question, but aren't all non-combat situations handled in real time in the context of this article?
I prefer turn-based with an auto-resolve button. Perfect compromise. Mmmmmm!
Right, those are good because if you come across the umpteenth rat or slime you can quickly dispense with it, but if you try using auto on a boss or key battle you'll get your ass handed to you.
I prefer turn-based with an auto-resolve button. Perfect compromise. Mmmmmm!
Right, those are good because if you come across the umpteenth rat or slime you can quickly dispense with it, but if you try using auto on a boss or key battle you'll get your ass handed to you.
Well I prefer an open world design that leaves the order of exploration up to the player. Given that, you may come across easy mobs, or killer mobs. Not having everything perfectly scaled to your level adds to the excitement, for me.
Not sure how you could do that without removing freedom, or adding level-scaling.
Just thought of a cheesy way, like they did in SoZ. At a high enough level, the random encounters ran away from you, but you could still give chase and fight 'em if you wanted. Now that I think about it, that's a pretty elegant solution.![]()
Just thought of a cheesy way, like they did in SoZ. At a high enough level, the random encounters ran away from you, but you could still give chase and fight 'em if you wanted. Now that I think about it, that's a pretty elegant solution.![]()
Dragon Warrior/Quest didn't have a lvl cap of 50. It was 30. Get it right noob.I remember some old NES RPGs like Dragon Warrior that used to have weak enemies run away from you. Of course you couldn't chase them down since they only appeared once the combat started, not on the world map, but still it kept you from fighting slimes over and over when you were level 50.
Dragon Warrior/Quest didn't have a lvl cap of 50. It was 30. Get it right noob.