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We recently had a discussion over here on the topic of how combat is best handled in a role playing game. As you know, Divine Divinity took the action approach and much as it may surprise you, this wasn't necessarily the preferred approach of several developers over here, me included. Personally, when it came to combat, Fallout was the game where I had the most fun but of course, Fallout combat was also turnbased. So the question is - which in your opinion was the RPG that had the best combat system ?

Lar



Strategy should be priority whether in turnbased or not. And I mean much more than what we had in divinty like a warrior drinking potions and using limb leads or mage doing some combo of spells is strategy but I am up to more than that. I mean when someone attacks you from the behind your armor and defense should be drastically decreased your shield should not count etc. And some way fr you when you attack from behind you should be more likely to hit and do more damage. You should be able to fire from roof tops or behind walls (but this requires that artifical intelligence should be very high so that instead of waiting as victims when a monster is not able to reach you it should run away or it should be able to turn over walls to reach you <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Even if you implement 10000s of skills in the game if there is no strategy involved afterwhile it will get boring constantly doing the same stuff over and over.

Besides please don't add frost it is lame <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> And potions should not instantly heal but rather like be in diablo II heal you over 1-2 scs otherwise with a a stock of 1500 lb of potions you are almost invulnerable (that is until you run out of potions)


''''He who fights with monsters should look to he him-self does not become a monster. And if you gaze long into the abyss, the abyss also gazes into you.'' -Friedrich Nietzsche