TotS
Novice
- Joined
- Feb 4, 2006
- Messages
- 68
Well, I'd like to see some links to developers quotes (since I'm too lazy to search for myself), but scratch that...
Their track record isn't really that important. If FanPro would be strictly supervising the development - maybe.
A hell lot more important is the track record of Radon Labs, who will be developing Drakensang, which isn't impressive.
Sir_Brennus said:Ausrichtung des Spiels wohl auf ca 50% Kampf, 30% Interaktion, 20% Welterkundung[/qoute]
In plain english: the game will probably feature 50% combat, 30% interaction, 20% exploring.
Depending on the PR-Speak level one translation (and imnsho the likeliest) is:
"You'll be killing things (50% combat), while running around (20% exploring) and selling your phat loot at the local merchant, who might have a giant rat problem in his cellar 30% (interaction)."
Sir_Brennus said:ipe: in combat you will be able to hit different body parts and probably be able to aim at them directly (head, arms, legs...)im Kampf wird man die unterschiedlichen Körperzonen treffen können und wohl auch direkt anzielen (Kopf, Arme, Beine usw.)
It is based on a complex system which features options nonexistend in Dungeon Siege, e.g. disarming, critical hits, armour piercing hits, drops to unconciousness etc.
Targeting your "you can't play without pausing" argument. This smells at best like NWN-style RTwP and in this game I didn't have to pause combat in 99,5% of the time. Hotkeys FTW!!1one
Sir_Brennus said:ipe: the combat is based on the DA turn based combat system.Die Kämpfe basieren auf dem DSA-Kampfrundensystem
BG1/2 IWD1/2 were based on AD&D and NWN was based on D&D 3rd, which didn't prevent the developers from butchering it.
Sir_Brennus said:Ähnlich wie die alten DSA-Spiele oder aber Baldurs Gate, soll das Spiel mit einem rundenbasierten Kampf aufwarten, der jederzeit vom Spieler angehalten werden kann. Da auch hier die DSA-Kampfregeln zur Verfügung verwendet werden, hängt das Ergebnis eines Kampfes nicht von den Action-Fähigkeiten des Spielers sondern von den Fähigkeiten der Charaktere ab. Das Resultat ist daher ein eher taktischer als actionlastiger Kampf.
ipe: Like the old Realms of Arcania games or Baldur's Gate the game will feature a turn based Combat, which can be paused by the player at any time. Because of the DA combat rules being available, the outcome of a battle does not depend on the action abilities of the player but on the skills of the characters. Thus the result is a more tactical than action-heavy combat.
I recommend searching for the terms "turn based" and "phase based" on this forums.
Sir_Brennus said:first: you ignored ALL the evidence I put forward: especially everything that had to do with the track record of the authors and the overall setting and the fact, that the game's visual style is based on concept art for DA:
Their track record isn't really that important. If FanPro would be strictly supervising the development - maybe.
A hell lot more important is the track record of Radon Labs, who will be developing Drakensang, which isn't impressive.