They eliminated quick-time events for TW3. There are quite a few cutscenes, but they're generally excellent for the most part.
Good to know, thanks.
They eliminated quick-time events for TW3. There are quite a few cutscenes, but they're generally excellent for the most part.
But 4 sounds like it won't be a wide enough spectrum of choice.
I'll have to wait and see.
From what I understood the idea is to allow more action per turns without bogging the player down in maths.
In D:OS, you have between 7 and 10ish starting AP depending on your stats (and without using the exploit to max all the stats). Your abilities cost between 3 and 10 AP (5/6 AP is the most common, 10 is for Resurrect only). I looked at the numbers over the wiki.
That means that you either move a little and attack in a turn, do two (or three) low cost actions in a turn or wait to get more AP to be able to use a "big one" in the next turn. It is basically a two actions system.
In the new proposed system, you have 4 starting AP with ability cost reduced to 1 and 2 AP (one previewer mentioned these values). That means a possible 4 actions per turn .
I fully understand the intention.
But, you see, let's say we have a game and you have 7 action points left:
Action 1 costs 3 AP
Action 2 costs 4 AP
Under that system, you could either do:
2x Action 1 and save 2
1x action 1 and save 4
1x action 2, and save 3
1x action 1x and action 2
or nothing at all.
Then you have a system where you have 2 AP left.
Action 1 costs 1 AP
Action 2 costs 2 AP
Under that system, you could either do:
2x action 1 and save nothing
1x action 1 and save 1
1x action 2 and save nothing
Nothing at all.
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That's WITHOUT movement.
That's just an example of how such a system doesn't allow you to "fine-tune" your tactical approach, and how there are fewer considerations when it comes to saving points.
I'm not saying that's how they'll do it, I'm just saying I'm worried it could be something like that.
I tend to enjoy "optimising" my performance, so long as it's not bogged down in trivial calculations.
I actually found D:OS very appealing and I didn't feel it was too complicated or hard. I certainly had fun messing around with combats.
You can't use the same ability twice in a turn in D:OS unless it's a basic attack. Also, your aren't comparing the same ability cost in your examples.
In the old system, a 3 or 4AP ability was a low cost one, both become 1AP cost abilities in the new systems. A high cost ability will cost 2 AP in the new system (example, Blazing Bolt cost 2AP in D:OS2, when it cost 6AP in D:OS. I saw the tooltip in the D:OS2 video linked below). In other word, you are comparing two low cost abilities vs one low cost and one high cost abilities. Either change you 4 AP into 6 AP or use two 1AP.
It was a hypothetical example, not necessarily about D:OS vs D:OS 2 as I don't remember ability costs - though I think it serves as a demonstration of the potential complexity differences all the same.
That explain so much. I'm trying to explain to you that the new system will allow you to do more in a turn regardless if you reserve AP or not because everything cost less than in D.:OS using facts, but you make crap in your mind instead to try to prove that D:OS is more complex.
WoW!