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Expectations

This forum is to be used for all discussions pertaining to Stormfront Studios' Pool of Radiance: Ruins of Myth Drannor.
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Flagg
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Expectations

Post by Flagg »

Hey guys,

I thought that I would start a new topic concerning the expectations that people have about Pool of Radiance: Ruins of Myth Drannor.

So let me know what you think of the game so far. What interests you in the game? Why is the game going to be a hit? What is keeping the game from becoming a hit?


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Fihnakis
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Post by Fihnakis »

Interests: Damn near everything about the game Image

Why a hit: As much as people liked IWD they will find PoR2 just as entertaining providing they can come to grips with the turn-based combat as opposed to the pausable real time of the infinity engine.

What could hold it back: Missing the NPC personalities fans of the BIO / BIS games have come to know. Other than that possibly some of the missing classes and no gnomes.
-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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Weasel
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Post by Weasel »

When you say 'turn-based' are you meaning like in the game Panzer General...each side sets there moves and attacks then the other side does the same and the round begins?
"Vile and evil, yes. But, That's Weasel" From BS's book, MD 20/20: Fine Wines of Rocky Flop.
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Flagg
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Post by Flagg »

Weasel,

I don't know whether you are familiar with the D&D rules considering initiative. It basically comes down to the point where everyone roles for initiative at the beginning of combat. This determines the order in which everyone gets to fight. This could mean that one of your characters gets to go first and then three opponents. So it is not side by side, but per individual.

Are you familiar with games such as Jagged Alliance. They use a similar system.

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Weasel
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Post by Weasel »

@Flagg I believe I know what you mean...Final Fantasy Tactics I believe played on initiative. I have played more console games than computer.


Thanks.
"Vile and evil, yes. But, That's Weasel" From BS's book, MD 20/20: Fine Wines of Rocky Flop.
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Fihnakis
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Post by Fihnakis »

Well then if you liked FFT way of doing things then PoR2 will be somewhat similar to you.
-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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Post by Fihnakis »

The game is a lot of fun. I actually enjoy it more than BGII but equally as BG. If you read into that as I like BG better than BGII then you are correct. BG was the better of the two regardless of all the newer features in BGII. Included features don't always make a game, they can only add to it and PoR2 has enough 'features' to make it a very kick ass game.

If you are really curious I'll soon have a very long preview of the game posted on my website in the coming week or so that will answer just about any question anyone would want to know about the game.

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-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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fable
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Post by fable »

I suspect whether PoR succeeds will largely depend upon engaging the imagination of players, and maintaining effective game balance. These two factors were brillantly achieved in BG2; we'll see about PoR.
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Post by Fihnakis »

I'd agree that they were achieved in BG but only one was achieved in BGII and that was game balance.
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[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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Fof
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Post by Fof »

I think the games sucess is going to swing on the combat system. With RT w/pause and all the other RT games out there most gamers have got used to the fast fluidity that such combat systems provide. TB could be great but I fear it might be slow, boring and stodgy. I've heard that you can make turns last for only a very short time which might solve the problem. I just hope I don't have to keep giving the same commands (eg an archer away from the coal face) every time, it could become very dull.
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TheDeacon
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Post by TheDeacon »

@Fof: There are also a lot of advantages in turn-based playing. You can rethink your strategy after every turn. In BG/BGII you set your archer somewhere in the back and let him fire missiles randomly. In PoR you can decide after every turn if your actions were indeed effective or that a change of strategy is necessary. This makes combat, in my opinion, much more challeging.

In BG2, after a while you can sit back and let your characters finish a fit without you having to give any orders. For me, this is the reason why I did not finish BG2 (yet). The fights become boring after a while. Although I have tried to set the autopauses to turnbased, it did not work. I became to accustomed to the RT-style of BG.

But then again I'm an AD&D pen-and-paper player, where the turn based aspect is real important for the fun of the game.
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Post by Fof »

Deac, I really hope you're right, as I want POR2 to be a sucess. I guess I worry that all the TB fans are yesterdays people who have been overtaken by RT w/pause but don't yet realize it. It's been a very long time since there was a TB crpg, maybe the memories won't be as good as the reality.

[This message has been edited by Fof (edited 03-17-2001).]
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