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stranger
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OP
stranger
Joined: Feb 2014
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Like in Baldur's Gate, Fallout 1-2, and Icewind Dale, will there be an option to speed up the time it takes to do combat?
It feels quite tedious to me as is.
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addict
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addict
Joined: Jun 2013
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Yes, I wish it could be possible to zap animations.
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old hand
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old hand
Joined: Mar 2014
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It feels just right.
Nothing wrong with it.
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stranger
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OP
stranger
Joined: Feb 2014
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It feels just right.
Nothing wrong with it. The combat system is good. I think it's pretty fun. It's just the extended periods of not doing anything with 0 decision making. What I mean is, if I have a 4 man party and the enemy has 8. It might take me 5-10 seconds to click through what I need my party to do, max. While watching everything play out will take 15-20 seconds. Even in Fallout 1-2 you could speed up the combat because they knew it would be difficult to just sit there for extended periods of time doing nothing.
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veteran
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veteran
Joined: Apr 2013
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Watching the combat animations is part of the fun, it's hardly "doing nothing" imo. But to each their own. 
WOOS
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old hand
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old hand
Joined: Mar 2014
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This is a part of specialty of Turn Based combat.
You have a section where you are acting tactically, in short term. Your Turn. And you get to see how characters perform your commands.
And then the enemy gets his Turn, his section of combat where he acts tactically, in short term - while you get to watch and evaluate your long term strategic decisions (how you built your characters, what skills youve chosen for them, what equipment you managed to get for them, etc) and how your characters defend, based on their stats, equipment and consequences of your previous Turn short term tactical decisions.
Of course, you are not just watching and evaluating but you are also already formulating your plans and moves for the next turn. Which is one of the reasons why you get to be finished with yours relatively faster.
Of course, most games add the option to speed up combat, which is useful in different ways like say, for example - when you are playing the same combat encounters or parts of the game over and over again.
And some people just like it all to move faster.
I dont.
But thats beside the point, which is - i am sure Larian devs will add speed up options. Its a very common option.
Its just that i wanted to say that there is nothing wrong with animation speeds as they are now, by default. The rest is a matter of personal taste and preferences and other things.
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stranger
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stranger
Joined: Apr 2014
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I think this argument of liking combat speed faster or normal is very much to personal taste and mood.
For me personally I would welcome the option to adjust combat speed. Sometimes, depending on my mood, I feel like speeding things up, while other times when I'm more relaxed and immersed, I want things to flow at normal speed.
It's almost impossible to argue they should not add it, because it doesn't hurt anything, it simply enhance the game by giving the player more options.
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apprentice
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apprentice
Joined: Apr 2014
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Speed up animations is welcomed for people who have already beaten the game several times. Of course, most games add the option to speed up combat, which is useful in different ways like say, for example - when you are playing the same combat encounters or parts of the game over and over again.
This too.
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old hand
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old hand
Joined: Mar 2014
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Nobody was arguing such an option should not be added, Alcar.
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stranger
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OP
stranger
Joined: Feb 2014
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This is a part of specialty of Turn Based combat.
You have a section where you are acting tactically, in short term. Your Turn. And you get to see how characters perform your commands.
And then the enemy gets his Turn, his section of combat where he acts tactically, in short term - while you get to watch and evaluate your long term strategic decisions (how you built your characters, what skills youve chosen for them, what equipment you managed to get for them, etc) and how your characters defend, based on their stats, equipment and consequences of your previous Turn short term tactical decisions.
Of course, you are not just watching and evaluating but you are also already formulating your plans and moves for the next turn. Which is one of the reasons why you get to be finished with yours relatively faster.
Of course, most games add the option to speed up combat, which is useful in different ways like say, for example - when you are playing the same combat encounters or parts of the game over and over again.
And some people just like it all to move faster.
I dont.
But thats beside the point, which is - i am sure Larian devs will add speed up options. Its a very common option.
Its just that i wanted to say that there is nothing wrong with animation speeds as they are now, by default. The rest is a matter of personal taste and preferences and other things.
Yeah combat animations look pretty organic and make sense. But it's super boring for me to watch play out. I don't feel like I need 3-4 seconds to evaluate my options. Cut that down to half a second and I get all the information I need, they moved, they acted, now it's my turn. I can see how perhaps there may be some suspense to wondering where an enemy is going to move next or who they're going to choose to attack. In my experience, the AI is pretty dumb and predictable. I'm never surprised when the enemy focuses the closest target. There were speedup options in older games, but I haven't played a tactical turnbased RPG in forever. Was there a speedup option in that new X-Com game?
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enthusiast
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enthusiast
Joined: Apr 2013
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There were speedup options in older games, but I haven't played a tactical turnbased RPG in forever. Was there a speedup option in that new X-Com game? Not that I found, though in XCom it is pretty unusual to be facing so many opponents that watching enemy turns became tedious. Dragon Commander (which I started playing recently) does have such an option for the turn based portion and I consider it rather useful.
* as usual this is imho (unless stated otherwise); feel free to disagree, ignore or try to change my mind. Agreeing with me is ofc also allowed, but makes for much worse flamewarsarguments.
It is a full moon night and ... bèèè! ... the Weresheep are out...
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stranger
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stranger
Joined: May 2014
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I feel the delays between each enemies are to long. 5 enemies and after each action it takes almost 7 seconds for the next enemy to act. Now im not speaking on how long their animations take im talking purely the waiting from the end of one enemies actions to the start of the next enemies there is a delay and its pretty long and takes up alot of time over a long fight. Dont know if this is just for the beta and maybe it will be fixed for official release but its the only issue I have with the "speed" of combat.
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veteran
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veteran
Joined: Jan 2014
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I don't feel like I need 3-4 seconds to evaluate my options. Cut that down to half a second and I get all the information I need, they moved, they acted, now it's my turn.
How is the game supposed to display an opponent moving, triggering attacks of opportunity from nearby party members, and then casting a spell on an opponent in "half a second"? I was willing to take that as an exaggeration, but you're saying 3-4 seconds is too long.. which in reality is probably the minimum amount of time it takes to display that sequence. To answer someone's question, XCOM : EU didn't have an option to speed up combat. In fact, player and enemy actions were often played out in a cinematic style that actually lengthened the time of each turn (a feature I really wish Divinity : OS had). example: http://www.youtube.com/watch?v=SFdwgtW91-k(Note, that is a conceptual video.. it didn't turn out to be quite that extensive with the turn-cinematics, but the basic idea is there.)
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stranger
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OP
stranger
Joined: Feb 2014
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I don't feel like I need 3-4 seconds to evaluate my options. Cut that down to half a second and I get all the information I need, they moved, they acted, now it's my turn.
How is the game supposed to display an opponent moving, triggering attacks of opportunity from nearby party members, and then casting a spell on an opponent in "half a second"? I was willing to take that as an exaggeration, but you're saying 3-4 seconds is too long.. which in reality is probably the minimum amount of time it takes to display that sequence. you're saying 3-4 seconds is too long.. which in reality is probably the minimum amount of time it takes to display that sequence. I don't understand what you mean. Let me put it this way, if I'm watching a cartoon drawn at 60fps. And a character walks across a room in the course of 5 seconds. If I watch that scene at 120fps won't that animation only take 2.5 seconds to complete? Similarly, if an animation in DOS takes 3-4 seconds to complete, if the animation is sped up by 3-400% won't that animation therefore take less time to complete? Quite a few of the older tactical turn-based RPGs had this feature. Baldur's Gate 2 used a slider bar with quite a few speed settings(pretty sure all the infinity engine games allowed for this BG2 and IWD2 are the only ones I specifically remember.) Fallout 1-2 had only 2-3 additional speed settings for combat. In any event, what I was trying to express was it only takes a half a second for me to understand an enemy moved and what action they took during their turn.
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veteran
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veteran
Joined: Jan 2014
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So, you basically want to watch your opponents turns happen at fast-forward speeds. Is that even practical? How long before you find yourself saying "Wait, what just happened.. why did half my party just drop dead? Is there a rewind on this thing?".
Don't get me wrong, I was playing Blackguards yesterday and my characters had to progress through a lengthy maze to reach a location that was spawning an unlimited supply of opponents. You can imagine how snooze-worthy it was every time their turn came up and I had to wait for each opponent to take their movements through the maze in an effort to reach me.
So, I'm not doubting that it can be useful. It's just.. it's useful right up until that "what just happened" moment, when suddenly it isn't.
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stranger
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OP
stranger
Joined: Feb 2014
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So, you basically want to watch your opponents turns happen at fast-forward speeds. Is that even practical? How long before you find yourself saying "Wait, what just happened.. why did half my party just drop dead? Is there a rewind on this thing?".
Don't get me wrong, I was playing Blackguards yesterday and my characters had to progress through a lengthy maze to reach a location that was spawning an unlimited supply of opponents. You can imagine how snooze-worthy it was every time their turn came up and I had to wait for each opponent to take their movements through the maze in an effort to reach me.
So, I'm not doubting that it can be useful. It's just.. it's useful right up until that "what just happened" moment, when suddenly it isn't. In the event I don't understand what killed my party I would look at the dialogue box that essentially narrates what happens in combat. The situation is unlikely since I've never felt that way in any other RPG that has the feature I'm asking for in it. Edit: for clarity.
Last edited by Sonnington; 16/05/14 11:04 PM.
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apprentice
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apprentice
Joined: Jan 2014
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Wasteland 2 has this, a slider that adjusts speed from 0.5x to 3x. I think it would be a nice feature in D:OS for people who don't want to sit there watching all the animations.
Last edited by randir14; 17/05/14 12:09 AM.
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apprentice
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apprentice
Joined: May 2014
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Wasteland 2 has this, a slider that adjusts speed from 0.5x to 3x. I think it would be a nice feature in D:OS for people who don't want to sit there watching all the animations. The rate you said is reasonable. The very fast speeding up may make us ingore some important infomation in the combat.
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