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I've already pointed this issue out in the general beta feedback thread, but probably a separate thread is the best option to discuss this topic.
So, delayed turns: Finally we have them in the game!
I really appreciate the effort, but - honestly - as they work in the beta, delayed turns are fairly useless. When I delay my turn I want to be able to pick a specific place in the initiative queue. Right now I'm forced to delay my turn till the end of the round, which in most situations is a dumb thing to do.
Delayed turns are supposed to be a tactical tool that adds flexibility to the game. Right now they are simply a bad (read detrimental) option to pick. So I hope developers will fix them ASAP. The addition of delayed/interrupt actions would be even better.

PS: don't get me wrong. I'm REALY enjoying the beta, but this is a REALLY sensible topic to me.

Last edited by Baudolino05; 11/04/14 11:23 AM.
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Not quite. I don't really use it that much, but it's a useful way to make enemies come to you and not spend your valuable AP's moving to the opponent.

If you're allowed to move wherever you want in the turn queue it would just be overpowered.

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Originally Posted by Hassat Hunter
Not quite. I don't really use it that much, but it's a useful way to make enemies come to you and not spend your valuable AP's moving to the opponent.

If you're allowed to move wherever you want in the turn queue it would just be overpowered.


Sorry, man, but there are several P&P systems (WHWRPG, D&D, to name a few), and lots of CRPGs inspired by them, that contradict your statement. Being able to move freely (only backward, of course, not forward) in the initiative queue has never been an overpowered option. It's just the kind of flexibility you want in a game with personal initiative. Two of the best tactical games ever made (XCOM and Jagged Alliance) have team initiative (meaning you can move your men in any order you want) and also interrupts: overpowered? Not at all. And how does it work in Knights of Chalice and the Temple of Elemental Evil? Exactly like in D&D: Personal Initiative + fully functional delayed turns + delayed actions. Are they unbalanced games? Not really...They are the best fantasy RPGs out there when it comes to tactical complexity (at least on pc).

In a tactical combat system you want make your characters cooperate in smart ways. Personal initiative (without a fully functional delay system) hinders this kind of complexity, simply because prevents you from moving your characters as you like. Larians know that, and introduced delayed actions to fix this issue. Point is, so far they've given us only the choice between a fixed initiative order and a disadvantageous initiative order. Not really a choice in my book.

Last edited by Baudolino05; 11/04/14 11:18 AM.
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Yeah, I'd like that change as well, although I actually haven't really used delay turns much.


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Originally Posted by Stabbey
Yeah, I'd like that change as well, although I actually haven't really used delay turns much.


Neither did I, but just because they are quite useless at the moment.

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Originally Posted by Baudolino05

Neither did I, but just because they are quite useless at the moment.


I did notice that if my highest-initiative Rogue used Delay turns, then he got the turn at the end of the round, and then goes again immediately again at the start of the next, which could be really powerful, since you don't have to worry about enemies moving after your turn.

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I didn't even respond to interrupts, just the ability to move your teams movement to any free slot you desire instead of only at the end...

The difference between X-Com is there... your teams turn. Opponents turn. Teams turn. Opponents turn.

Obviously, that is NOT the case here, where stats deside your order in a turn, and it could very well be your entire teams actions get intersplit by enemy actions.

It's an entirely different system of setting up 'turns' and you can't just interchange stuff because it works in 1, it might not in the other.

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Originally Posted by Stabbey
Originally Posted by Baudolino05

Neither did I, but just because they are quite useless at the moment.


I did notice that if my highest-initiative Rogue used Delay turns, then he got the turn at the end of the round, and then goes again immediately again at the start of the next, which could be really powerful, since you don't have to worry about enemies moving after your turn.


Well, this is kind of a standard strategy in certain situations. But in other situations could be suicide. Let's say that waiting the whole turn means having your rogue killed, a fairly common occurrence. You can either getting stuck with the standard initiative order or die. Not a compelling choice in my book.

Originally Posted by Hassat Hunter
I didn't even respond to interrupts, just the ability to move your teams movement to any free slot you desire instead of only at the end...

The difference between X-Com is there... your teams turn. Opponents turn. Teams turn. Opponents turn.

Obviously, that is NOT the case here, where stats deside your order in a turn, and it could very well be your entire teams actions get intersplit by enemy actions.

It's an entirely different system of setting up 'turns' and you can't just interchange stuff because it works in 1, it might not in the other.


Yeah, and what about The Temple of Elemental Evil or Knights of the Chalice? And D&D, Warhammer Fantasy RPG, Deathwatch, Numenera and hundreds or other tabletop RPGs out there laugh?

No offense, man, but you are making complete wrong assumptions on dalayed turns. Probably because of your lack of experience with them.

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I wouldn't expect a delay turn option to give the player the mean to choose when exactly he wants to play his turn. It kind of feels like cheating, really... I think that, in Heroes of Might and Magic, you could delay your turn, but it still wasn't giving you the power to choose when to play the unit's turn, it was just... delaying it. Not sure what the maths were though, as it wasn't skipping a WHOLE turn. It was just pushing the unit's turn down a few steps, maybe like half a turn or something.

However I haven't been using the "delay turn" funtion. While my experience from previous turn-based games taught me it's nice to have, I never really used it in previous Alpha builds. Nor did I need it in the current beta build. I've been using the cheated Bullet Spray ability, so the fights were over or almost over in one turn anyway.


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Originally Posted by Dr Koin
I wouldn't expect a delay turn option to give the player the mean to choose when exactly he wants to play his turn. It kind of feels like cheating, really... I think that, in Heroes of Might and Magic, you could delay your turn, but it still wasn't giving you the power to choose when to play the unit's turn, it was just... delaying it. Not sure what the maths were though, as it wasn't skipping a WHOLE turn. It was just pushing the unit's turn down a few steps, maybe like half a turn or something.

However I haven't been using the "delay turn" funtion. While my experience from previous turn-based games taught me it's nice to have, I never really used it in previous Alpha builds. Nor did I need it in the current beta build. I've been using the cheated Bullet Spray ability, so the fights were over or almost over in one turn anyway.


Let's make this clear: Tabletop RPGs used the kind of delayed turns I described in my opening post for DECADES. The best fantasy tactical RPGs on PC use them too. They are NOT a cheat. They are NOT overpowered. They simply add flexibility to the system. The kind of flexibility you usually have in games with team initiative, and usually don't have in games with personal initiative. That's it. End of the story.

The fact that the actual beta build has an awful balanced skill (more than one, actually) doesn't change anything. They need to rebalance all the skills AND to fix the "delay turn" function.

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I will honestly admit I didn't play all those games you mentioned. So I may be a bit narrow-minded, even if I agree a "delay turn" ability should NOT be a "skip turn" ability. "Defend" should skip the turn in exchange for improved defense. Delay should just change the order.

I just have a hard time, coming from turn-based games where you couldn't precisely tell WHEN you wanted your turn to occur, imagining how it works. What I meant by "cheating" is that when you suspect that a long string of foes' actions will kill one of your guys, being able to manually place your healer's turn right in the middle of the foes' actions to heal whoever is about to get killed IS kind of cheating. KIND. Sure, it's strategic : you delay your healer turn so that he can be available to heal at the proper time. But it also counteracts the fact that maybe you could and should have performed better earlier so that the threatened guy wouldn't be in a position to be threatened to begin with.

Or just the opposite : put your big damage dealer's turn just before the enemy healer's so that your guy will kill the healer or damage him, resulting in him having to choose if he should heal himself or his companions. Sure, that's tactics, too. But it's kind of ignoring the whole initiative and speed system. Well "speed" is emulated by AP actually, it's not "same player got multiple occasions to act in-between his opponents' turns".

Maybe "delaying" should place your char action just after the next ally in line, or skip half a turn. I don't really think it should be accurate. Or maybe a bit random, but I don't like randomness.

edit : anyway there are unbalanced skills, which are probably on higher priority, indeed. Then and only then will how a "delay turn" function actually needs to perform occurs to us all.

Last edited by Dr Koin; 11/04/14 04:58 PM.

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Delay turn isn't skip turn, it simply places your character at the end of this turn for his actions instead of the designated time.
And indeed as stated before, this can definitely mean your character goes twice in a row, a very powerful combo in several situations.

I also have not played many of the mentioned games or tabletops, but did dable in some D&D. And I don't know how the OP played it, but for me it was always "heroes act", "opponents act". Sure, we could choose amongst ourselves which of us went first, second etc. but like X-Com it's not the same as here where a turn isn't one side's actions, and the next turn another, but one turn rules everyone.

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Originally Posted by Hassat Hunter
I also have not played many of the mentioned games or tabletops, but did dable in some D&D. And I don't know how the OP played it, but for me it was always "heroes act", "opponents act". Sure, we could choose amongst ourselves which of us went first, second etc. but like X-Com it's not the same as here where a turn isn't one side's actions, and the next turn another, but one turn rules everyone.


What kind of crazy D&D gaming is that? think

Usually a DM makes one initiative check for the monsters, but 1) he can split them into individual checks for the monsters if he wants and 2) depending on how he rolls those monsters turn can end up anywhere between the individual player's turn for that round.

So, you can end up with a turn order that looks like this: Warrior Jane, Rogue Jack, Cleric Bob, 15 orcs, Wizard Tom

It's pretty much just like how Divinity : OS combat turns play out.

Of course, DM's can do whatever they want, so if yours always did players first and then monsters, then that must have been his preference.

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I'd also like to add, let's add those buttons to the top of the skillbar. I was 2 hours into the game before I even noticed them on the side of the screen.


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Originally Posted by Gyson
Originally Posted by Hassat Hunter
I also have not played many of the mentioned games or tabletops, but did dable in some D&D. And I don't know how the OP played it, but for me it was always "heroes act", "opponents act". Sure, we could choose amongst ourselves which of us went first, second etc. but like X-Com it's not the same as here where a turn isn't one side's actions, and the next turn another, but one turn rules everyone.


What kind of crazy D&D gaming is that? think

Usually a DM makes one initiative check for the monsters, but 1) he can split them into individual checks for the monsters if he wants and 2) depending on how he rolls those monsters turn can end up anywhere between the individual player's turn for that round.

So, you can end up with a turn order that looks like this: Warrior Jane, Rogue Jack, Cleric Bob, 15 orcs, Wizard Tom

It's pretty much just like how Divinity : OS combat turns play out.

Of course, DM's can do whatever they want, so if yours always did players first and then monsters, then that must have been his preference.


Yeah, exactly, and this's just for starters. Once the initiative queue is settled, players can delay their turns and their actions (exactly how I've explained in the opening post).

Last edited by Baudolino05; 12/04/14 03:58 PM.
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Originally Posted by Dr Koin
I will honestly admit I didn't play all those games you mentioned. So I may be a bit narrow-minded, even if I agree a "delay turn" ability should NOT be a "skip turn" ability. "Defend" should skip the turn in exchange for improved defense. Delay should just change the order.

I just have a hard time, coming from turn-based games where you couldn't precisely tell WHEN you wanted your turn to occur, imagining how it works. What I meant by "cheating" is that when you suspect that a long string of foes' actions will kill one of your guys, being able to manually place your healer's turn right in the middle of the foes' actions to heal whoever is about to get killed IS kind of cheating. KIND. Sure, it's strategic : you delay your healer turn so that he can be available to heal at the proper time. But it also counteracts the fact that maybe you could and should have performed better earlier so that the threatened guy wouldn't be in a position to be threatened to begin with.

Or just the opposite : put your big damage dealer's turn just before the enemy healer's so that your guy will kill the healer or damage him, resulting in him having to choose if he should heal himself or his companions. Sure, that's tactics, too. But it's kind of ignoring the whole initiative and speed system. Well "speed" is emulated by AP actually, it's not "same player got multiple occasions to act in-between his opponents' turns".

Maybe "delaying" should place your char action just after the next ally in line, or skip half a turn. I don't really think it should be accurate. Or maybe a bit random, but I don't like randomness.

edit : anyway there are unbalanced skills, which are probably on higher priority, indeed. Then and only then will how a "delay turn" function actually needs to perform occurs to us all.


I can understand your concerns, but these are games specifically designed around the idea of a flexible turn framework. Delaying a turn is a trade-off per se. Usually you WANT to act first in a turn based game, because this way you can hinder, damage or even kill your enemy before he can even react. If you pass on this, it's because you wanna gain something in exchange, nominally the chance to use your party in a smart way. And for doing that, you want to be able to pick your position in the initiative queue.
In a game like Original Sin, with stackable effects, friendly fire and spell combos, the lack of control on the initiative is simply bad design.

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I'd like to add something: Tactically speaking, delayed actions would be even more interesting here than in a D&D-like game. When you use delayed actions in D&D, basically, you set a trigger for a certain action during your turn (e.g. "when the enemy X casts a spell"), if this particular condition occurs before the current round ends, you can interrupt the enemy during his turn, otherwise you've wasted a precious action.
Basically it's a bet. Considering that in Original Sin you can save action points for the next round, it would be an even more interest bet. Will you save your action points for the next round or will you use them for a delayed action in the current round?

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I believe that in The Dark Eye ruleset delayed actions are held until the end of a turn. Since it's one of the most successful RPGs in Germany (which shares a border with Belgium), that may have influenced the developer's decision to implement the tactic the same way in Divinity : OS.

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Originally Posted by Baudolino05
Usually you WANT to act first in a turn based game, because this way you can hinder, damage or even kill your enemy before he can even react.


We already act first in a turn, acting last is a tactical precious position. Especially since very few fights in this game only last 1 turn.... and DoT effects only apply and count down when a turn is starting. This means dispelling (or countering them with regen healing) before the turn ends saves you from a lot of damage.


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I can think at least 20 different situations where you don't want either get stuck with the standard initiative queue or delay your turn till the end of the round. Basically every time you want to try a specific skill combo hindered by the standard initiative order.

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