Flawed combat system
The issue is strategy on the players side. In combat, yes, we want move to optimal areas to do whatever damage or effect that we want however it is difficult to plan because even though we visually have a line to measure our AP movement and how much AP it costs, how do we measure the distance that our preferred attack can hit, or if our AOE attacks can reach the enemy?
For example, I move once, then select a line of sight ranged attack, can't reach the enemy. Then move one more AP, still my attack can't reach the enemy. Then by the time my attack reach the enemy, I'm in a weak position!
I am playing tactician level now and I noticed the enemy almost ALWAYS seem to finish off in a position so easily defended that it is difficult to defend or attack against.
So that's the problem, if the enemy can move in great positions because of the script, surely players should have a much better way to gauge distances in combat?
And also, just thought about it but I would love to see much more of the details of combat. Right now, in the info box, there's only basic details. Also, there should be an option to increase font size because fonts are too small!
Inventory system is crap!
I love to hoard, so surely I can select and drag MULTIPLE items at the same time to sell or buy or just move, or hold shit and select each item but no. Right now I select one item and move by mouse which is crazily frustrating. Selecting one item and right click and add to wares is still annoying because imagining doing that for 50 items. That's silly. Complete time waster.
Overall the game is a lot of fun apart from the points I made. So many combinations in the story mode that I really surprised about so there is that.
I know there is nothing that can be done for DOS 2 but maybe going forward your team can think about it if you are carrying on with type of game?
Last edited by vometia; 11/05/18 08:21 PM. Reason: formatting