MULTI Baldur's Gate 3 released - 814K+ peak CCU on PC, Top Selling Pre-Order on US PSN

Necrokiller

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I mean, you can also keep BoTW/ToTK paused indefinitely while you parse the inventory or take forever to aim and think about what to do next. And when the enemies are as brain dead as the ones in those games, the so-called combat becomes trivial and one sided affair at that point :ROFLMAO: :ROFLMAO: :ROFLMAO: :ROFLMAO: :ROFLMAO:
 
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CerebralTiger

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Aiming slows down BOTW/TOTK but doesn't pause them, and pausing either game doesn't stop enemies from attacking you when you do unpause. Try again :ROFLMAO:
 

Necrokiller

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I said "take forever to aim" indicating how slow it gets. Pausing was about inventory. Read again :ROFLMAO:

and pausing either game doesn't stop enemies from attacking you when you do unpause.
Ahahahahahhahahaha wtf is even that statement.

Its "actual combat"....except only the player gets to decide when its their turn to pause and think for as long as they want. Yikes! :ROFLMAO:
 

CerebralTiger

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There's a clear distinction.

You have zero control over when or where the enemy attacks from in BOTW/TOTK. You can pause to think. What does that accomplish exactly? You still won't know what enemies will do next. Pressing the pause button repeatedly will only be detrimental to your success lol.

In a turn-based game, you do control when your turn ends and, therefore, the enemy may attack.
 

CerebralTiger

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lol it doesn't even matter where an enemy attacks from in a turn-based. Not like you gotta use directional input to block their attack or something.

Yes, you don't know what the enemy will do next in a turn-based game. But you do know when they can attack i.e. after your turn. In real-time combat, even if you pause/unpause, you don't accomplish anything and only reduce your own chances of success. The delay that's often there in bringing up the pause/map menu will result in you taking unnecessary damage 🤷‍♂️:LOL:
 

Necrokiller

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lol it doesn't even matter where an enemy attacks from in a turn-based. Not like you gotta use directional input to block their attack or something.

Yes, you don't know what the enemy will do next in a turn-based game. But you do know when they can attack i.e. after your turn. In real-time combat, even if you pause/unpause, you don't accomplish anything and only reduce your own chances of success. The delay that's often there in bringing up the pause/map menu will result in you taking unnecessary damage 🤷‍♂️:LOL:
The actual problem here is that CerebralTiger has been playing poor turn-based combat games where positioning doesn't matter and you have a minuscule fraction of combat options and game systems at your disposal (looking at you Persona 5). I mean, every battle taking place in a disjointed small arena where you are essentially stuck in a single position.... yeah, I can totally understand when CerebralTiger says "turn-based combat ain't combat".

Heck, even Gears Tactics is generations ahead of that archaic approach to turn-based combat :ROFLMAO:

So you see, its impossible for CerebralTiger to know how complex and unpredictable even a seemingly simple encounter can get in games that actually aren't outdated in design as the ones he has been playing 🤷‍♂️ :ROFLMAO:
 
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CerebralTiger

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The actual problem here is that CerebralTiger has been playing poor turn-based combat games where positioning doesn't matter
Lmao not true, I've played S-RPGs like FF Tactics and Fire Emblem Three Houses, and also tried the combat in Larian's previous title, Divinity: OS 2. In these games, positioning matters in an entirely different context (e.g. condition of the terrain, higher ground etc.) from the real-time example I had given. You aren't defending in real-time.

Combat in turn-based games is passive. It ain't possible to use the pause screen to turn real-time combat into passive combat 🤷‍♂️ :LOL:
 

Necrokiller

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Lmao not true, I've played S-RPGs like FF Tactics and Fire Emblem Three Houses
LMAOOOOOOOOOOOOOOOOOOOOOOOO notice how you didn't mention Persona 5. The single highest rated turn based RPG. Also notice how games that handle turn based combat better, atleast compared to Persona 5, are more "tactical" and "strategy" oriented that emphasize movement as well :ROFLMAO:

It ain't possible to use the pause screen to turn real-time combat into passive combat 🤷‍♂️ :LOL:
I mean, yeah, this is where Strikers failed miserably. Its neither a good real time system nor does the abilities to pause time add any meaningful level of depth.:ROFLMAO:
 

CerebralTiger

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Lmao Persona games suck in the combat department. What makes Necrokiller think I'd use them in an argument :ROFLMAO:

Strikers had decent combat tho. The "pause" screen was mainly for using Persona abilities. Could've been handled more efficiently, like having shortcut commands to perform in real-time, like how the superior FFVII Remake did :LOL:🤜
 

Necrokiller

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like having shortcut commands to perform in real-time, like how the superior FFVII Remake did :LOL:🤜
How is it real-time when you have to slow down the game to a point where it borderline freezes to a halt while you navigate menus? That's exactly the limitation shortcuts are trying to avoid...and you have a very limited set of shortcuts because of a controller. Fundamentally, its still real-time w/pause, not real-time all the time 🤜 :ROFLMAO:

It ain't possible to achieve Baldur's Gate 3's level of systemic complexity, strategy, wealth of options/abilities in real-time action combat. The only other possibility is RTS played with isometric view where you aren't engaged in tiny scale encounters in a small arena with limited number of enemies like traditional third person action games tend to be designed around, like FF7 Remake 🤷‍♂️😄
 
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CerebralTiger

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Complex strategy derived from a large selection of menu commands leaves much to be desired, when there's zero complexity in terms of movement and 1:1 interactions. I find turn-based games that at least let you freely move around characters to be a bit more tolerable coz at least they've got that going for themselves.

Most European devs can't even do good real-time combat, anyway 🤷‍♂️ :LOL:
 

Necrokiller

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Complex strategy derived from a large selection of menu commands leaves much to be desired, when there's zero complexity in terms of movement and 1:1 interactions.


I find turn-based games that at least let you freely move around characters to be a bit more tolerable coz at least they've got that going for themselves.
HAHAHAHAHAHAHAHAHAHAH how would you have a damn clue about the complexity in terms of movement? Forgot to Youtube the game or just couldn't understand its mechanics?

Real time action combat sacrifices depth in comparison because of its real time nature and being limited in its control scheme. This is why you see weapon wheels/menu driven command mechanics in real time action games which slow down and/or pause time for the player to pick and choose, or use mode shifting control scheme to map additional actions on the face buttons. These games will never reach the depth and complexity of games like Baldur's Gate 3. Just facts 🤷‍♂️:ROFLMAO:

You're displaying an embarrassing lack of understanding of how the combat works in these games. Its expected though, given how your hopes of the studio being tarnished was tarnished itself and Larian ended up delivering one the best games ever made 🤜:ROFLMAO:
 
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CerebralTiger

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HAHAHAHAHAHAHAHAHAHAH how would you have a damn clue about the complexity in terms of movement?
Maybe by actually playing it for some time, feeling like throwing up, and then turning it off? :ROFLMAO:

Using a UI marker to pinpoint a location, then head in said location and end your turn before picking an action isn't my idea of complexity.

This is why you see weapon wheels/menu driven command mechanics in real time action games which slow down and/or pause time for the player to pick and choose, or use mode shifting control scheme to map additional actions on the face buttons.
Lmao @ using the Witcher 3 and its shitty radial menu for signs as a benchmark for real-time combat. HAHAHAHAHAHAHA :ROFLMAO:

Final Fantasy XVI, DMC, Bayonetta, and many more games have no slow-down, even if a few do use menus for certain things.

These games will never reach the depth and complexity of games like Baldur's Gate 3. Just facts 🤷‍♂️:ROFLMAO:
Maybe for you. You won't be able to pull off a complex combo in DMC, but you may pull off a winning strategy in a game where characters remain stationary in combat and only move from point A to B when it's their turn :ROFLMAO:

You're displaying an embarrassing lack of understanding of how the combat works in these games
On the contrary, you're displaying a lack of understanding of how combat works in games where it is real-time :LOL:🤜
 
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