A timer for every action
Ingwarr23
Member Posts: 27
A timer for every action , to know how much will last a spell , how much time need a spellcaster to cast a spell, to know when to command your mage to cast a fireball and when to command your warrior to leave the respective area, and so on.
It would improve very, very much tactical aspects of the game.
Sorry for my bad English.
It would improve very, very much tactical aspects of the game.
Sorry for my bad English.
1
Comments
Would you like to be more explicit ? (Baldur's Gate means for me tactics and a good story)
I think there is a timer for AI , why to not show it and for players.
Players will have the same weapons as AI (computer inteligence). I am referring at knowing what, when ,where are you doing something.
That's why BG is still one (or the one) of the greatest RPG of all time.
Don't change too many things in this game, keep the old mechanic
I think players want something better especially now when there is a lot of technological potential.
EE means also patching bugs, not necessary add content, like The Witcher 1 and 2
I would like to know when a player controlled creature/character has an action queued, like using a potion or casting a spell. Even if it just popped onto the console when they're selected. Like "CHARNAME is going to cast Draw Upon Holy Might"
That's another good suggestion. Sometimes combat can get hectic and I might not see if the previous command I gave has been carried out already or not.
It usually happens a lot with spells too, since (I believe) you can only cast one spell per round.
I thought BG is a game of tactics and management, a game which requires thinking and calculating , a game where you know exactly what you are doing.
For me is very annoying to not know when a mage will finish to cast a spell , how much time remains until my druid will summon something, when will disappear those clouds.
I think in a easy battle that aspects aren't very important, but in hard one they are. You cannot elaborate complex tactics without such details.
Sometimes a second can be very important.
Maybe I am wrong,maybe I demand such things from a game that is more an arkade one , a poker game (as you describe it)
I don't agree that "knowing when a spell goes off by intuition" is part of what makes fighting fun, but I also don't think we need a timer for everything.
However I can also understand the argument that a character would know when they have enough magic/whatever to fire off another spell, but would rather the system were not changed due to personal preferences, and would argue that this is (one of many) abstractions of the imagined circumstances which may seem a little silly, but makes combat enjoyable. @Iansounet I think Conphantus would also like an indicator that a character is ready to cast a spell again (maybe their portrait could flash).
@Ingwarr23 I agree that this is a tactical game that requires some thinking and calculation, but so is a real battlefield, and mastering your forces in the midst of the chaos (although you have the option of pausing) calculating the right spell distances (so that the fireball only gently warms your toes rather than frying your mage as well), getting the timers right so no potential casting time is lost, and using the right items, can make (to coin a loading screen phrase) an impossible fight merely challenging, and is very satisfying when you get it right. Complex tactics are perfectly doable, but might require a little practice to get timings right.
I am sorry but I don't understand your arcade/poker reference.
TLDR: In this case I think more infomation would lead to less fun.
@Conphantus You want better visibility of action timers to reduce downtime but you don't like auto-pause because it does exactly that and would rather pause at random times to issue new actions? I'm sorry that doesn't really make sense to me.
Auto-pausing after a spell is cast can get pretty annoying when you're healing/buffing up your party though.
A "timer" can be and the movements of characters, the position of mage fingers when he is casting a spell, the intensity of colour or some animations when we speak about spells....But for implementing all these things there are necessary a lot of work , very detailed animations, modern graphics...
smeagolheart ,no offence, but that this feature can be implemented in smarter ways than you think , imagine.
In fact where you get a 'string' of icons, you can dock it in different places: alongside the quickbar (shows only when the relevent character is selected) or around the portrait where it surrounds all four sides as per the amount of icons.