“So then it’s onboarding people, teaching them how to play D&D, which is really complex”

  • Pyr_Pressure@lemmy.ca
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    I’m a different commentor but wanted to reply with my biggest complaint about the combat is that I can’t skip the enemy turns and fast forward through them. It gets real tedious when you get into the encounters with like 20+ enemies. Otherwise I enjoy the combat. Do wish opportunity strikes against me would trigger a warning and ability to cancel my movement though since I often miss the red arrow or I misclick 1mm too far.

    • stopthatgirl7@kbin.socialOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      I fricking haaaaaaate when you’re fighting what feels like twenty-eleven enemies with more spawning in, and you just have to sit there and wait while the AI slowly decides what to do for each and every one of them.

    • sharkfinsoup
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      I personally love the big encounters with 20+ enemies but I do agree that it can really drag out combat and be unfun just waiting 10 minutes to do something again. I would love to see an option, similar to that in civ 6, where you can skip movement and attack animations to really speed up combat.

      • jantin@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        Huh I expected such thing will be handled with group initiative already at beta stage. Owlcat ran into the same problem with Rogue Trader and after feedback from alpha that large groups of goons resolve turns way too slow bundled them in the initiative track. It’s a very common tabletop rpg solution to the issue and I’m surprised Larian didn’t implement it.