Simply pointing out that initiative systems can vary quite dramatically in a number of different games and genres. If you can't see that, I can't help you.
Allow me to apologize, because if I came on too strong, it is only because I do care, and that was essentially the point I was trying to make too - that they can vary dramatically in a number of games and genres, and they don't necessarily relate to eachother very well. What I argue is that in
this genre and
this game, the current system works poorly - to say the least.
Other systems work great in other contexts. For example, I haven't played Imperial Assault, but I've played it's conceptual predecessor, Descent 2nd Edition, and it's system works great for it's format (although the turn order sounds different, based on your description). XCOM 2, while it may have flaws in other regards (I would argue), I can't see the turns working any other way, without breaking the game.
If XCOM 2 changed it's system to a system of first-inititative-first-move (which I will henceforth refer to as "initiative-based", because the D:OS2 system isn't actually
based on initiative, it's "round robin" primarily), odds are that (if I were so into XCOM 2 as I am D:OS) I'd be over on their forums, arguing that this would be a terrible change.
Different systems work, like you imply, for different things.
I'd personally prefer the initiative system from DOS1, not to mention the armor and save system too, but getting all worked up over it isn't going to fix it.
Well, part of it is because of my personality type, for sure - I enjoy the de/construction of things, understanding the underlying systems, piecing things together, and taking them apart, especially conceptually. Call me deranged, but I derive both enjoyments and ulcers from it, and get worked up over it.
Another part of it is because I genuinely care about the quality of the game, because I actually like the game, and I want to love it, and it feels like the game wants to love me too. Larian really pieced together a great game, overall, but I think that it's important to examine the issues that it
does actually have, so while I seem to be focusing a lot of negativity, it's because I perceive certain things to be problematic or broken; make no mistake, I love the game, and my incessant bitching is part of that. Sometimes that gets lost, and I relentlessly shit on the undeserving developers. It's not fair, especially when Larian deserves this win, but there it is.
And finally, like you say, getting worked up over it won't change anything, but the fact is that if we don't discuss these things, voice the issues, and discuss solutions, Larian will live on in the belief that there are no flaws, and they may stick to this for the next game - after all, the game is successful. I also believe that Larian is not beyond hope in regards to actually changing things in D:OS2. If not now, then possibly in a future Enhanced Edition. Or, again, in a potential, eventual, sequel.
I remain hopeful that they will come to their senses, at some point, especially regarding the armor system/binary predictability and the asinine nature of the initiative issues/round-robin turn-orders.
I think, to a large extent, that we all need to step back and realize that DOS 2 is its own system (it's not D&D or any other RPG or tactical game), and we need to accept that. Obviously, they aren't going to scrap the initiative system or the armor/save system, so anything we can't change via the editor we are going to have to adapt to if we're going to use this game.
I disagree. I don't see it as obvious at all, and I suspect that Larian themselves are not entirely happy with how it works currently, but are also unsure what to do about it.
I personally find it incredibly doubtful that the armor system is going to bite it and simply be patched out - it may be revamped for an Enhanced Edition - but the round-robin turn-orders are another matter entirely, and I don't consider it impossible that Larian would actually fix that in a patch, considering how badly it works, and how easy it would be to fix, even if they make any such fix optional (I hope they don't - it's generally a bad idea to design for a variety of subsystems at once; but at the same time, it's obvious that the game isn't actually designed to use the round-robin turn-orders, as evidenced by the prevalence of initiative as an intended - meaningful - character stat).
I agree completely that the new system is a mess. I understand that it is a result of the new combat design philosophy.
Here is the philosophy for D:OS2 combat design:
"EVERY combat encounter MUST have screen-wide multiple poison explosions on turn one and every turn thereafter, alternating with turns of screen-wide smoke. Combat = environmental effects"
This is hard to balance if you allow the tame old initiative system because it allows you to kill most anything on turn 1 given that environmental effects can be chained so easily an so powerfully.
So I understand the decision, though I abhor it and the whole new imagining of combat. It was perfect in the original form of D:OS1
Yes, combat is a lot messier than in D:OS1, and it's actually quite annoying. I think they tried to capitalize on that aspect - the interaction with the environment and layered effects (and by layered effects I mean such things as poison->explosion, water->steam, steam->blessed steam, or blood->electrified blood, and so forth) but they overshot the goal. By a lot.
A lot.
All of combat seems to revolve around this now, and with round-robin turn-order rather than initiative-based turn-order, it's a
constantly changing landscape to the point where it's hard to actually determine what is going on, or make any plans.
A common concept that I would consider
foundational to the very concept of turn-based as an enjoyable way to play out key resolution mechanics is the ability to think ahead and act upon the perceived development of the landscape as it is (and by landscape, I don't just mean environment, I mean it in the widest possible meaning of the word).
In D:OS2, that's.. really not there. Or at least it seems to have been lost as a key source of enjoyment, because it is
practically impossible to plan ahead, because one turn on, the landscape may be completely different than from when you ended your turn. And then it changes during your turn, but is immediately undone the next.
Furthermore, you may not even WANT to put down water (just as an example) because the next turn, there's a guarantee that you won't be the one taking action, so you
might actually be shooting yourself in the foot -
but there's no way for you to know if you are.
You don't
want to throw out a barrel, because there's almost a guarantee that it will blow up in your face - if there's even barrels around at that point (which is a big difference from D:OS1, where barrels sometimes would not even get used in combat, or simply not get hit by environmental or AoE effects, which is almost a guarantee in D:OS2).
And this goes both ways. The AI doesn't want to do these things either - unless there's a significant number of enemies, meaning that they
do get to do several consecutive turns at the end of the round. The end result is that the idea of planning ahead or predicting the actions of your opponents are absent from the considerations in D:OS2 combat. The kind of set-ups that were so common and so integral to the enjoyment of the combat in D:OS1 is entirely absent in D:OS2, and combat in D:OS2 often devolves into "playing catch-up" and reactionary decisions on a turn-to-turn basis; and because of the armor system, the actions taken within those turns are entirely predictable and essentially binary, meaning that you know exactly what to do and what will happen at any one time within any given turn, removing any feeling of suspense or momentary hopefulness.
There are no moments of "YES!" or "Aaaah, noooo!" in D:OS2 that isn't caused entirely by your own fault, or that comes unexpected, and there is no enjoyment in the procession of consecutive turns because there is no way to fulfil even a short-term plan. And
both of those things are absolutely essential to practically all turn-based systems.