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Why Changes were made in 4e
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<blockquote data-quote="AllisterH" data-source="post: 4940516" data-attributes="member: 51325"><p>k, let me try again with an actual example.</p><p></p><p>Let's assume that 4e is designed to mimic a MMORPG. Now, there are 2 types of RPG - turnbased and real time. However, the most common and successful MMoRPG are all real time.</p><p></p><p>There _ARE_ turn based MMoRPG (Atlantica online is the best/most popular turn-based one and it's not grid based) but to my knowledge, it's not even original EQ level of popularity.</p><p></p><p>(Funny thing is that it got hailed as being "Innovative" for being turn based AND it gets rated highly because it is not a twitch game and requires thinking)</p><p></p><p>That said, given that 4e has almost always been compared to WoW and other popular MMoRPGs like Guild Wars, iit would be safe to assume that 4e should make a great real time system.</p><p></p><p>Now, let's take a simple power.</p><p></p><p>The Fighter's "Tide of Iron". The ability to push the target can be done in both real time and turn based. However, in real time, you LOSE the major benefit of the power, namely, the ability to SET UP an advantageous situation for the next character since unless the other character has a twitch finger, the pushed enemy will simply move back into the spot where it was pushed from (Remember, the other character has to choose the right power as well so how fast can you cycle through your options?)</p><p></p><p>Similarly, the problem occurs with interrupt powers. You can code it in both real time and turn based but in real time, you lose the ability to actually choose what interrupt power to use and whether or not you even WANT to use it since you only get 1 immediate reaction per round.</p><p></p><p>Perhaps that explains better why 4e as a real time MMoRPG would be a laughable failure. The best computer combat RPG analogue to 4e is Disgaea IMO. Turn based AND Grid-based</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4940516, member: 51325"] k, let me try again with an actual example. Let's assume that 4e is designed to mimic a MMORPG. Now, there are 2 types of RPG - turnbased and real time. However, the most common and successful MMoRPG are all real time. There _ARE_ turn based MMoRPG (Atlantica online is the best/most popular turn-based one and it's not grid based) but to my knowledge, it's not even original EQ level of popularity. (Funny thing is that it got hailed as being "Innovative" for being turn based AND it gets rated highly because it is not a twitch game and requires thinking) That said, given that 4e has almost always been compared to WoW and other popular MMoRPGs like Guild Wars, iit would be safe to assume that 4e should make a great real time system. Now, let's take a simple power. The Fighter's "Tide of Iron". The ability to push the target can be done in both real time and turn based. However, in real time, you LOSE the major benefit of the power, namely, the ability to SET UP an advantageous situation for the next character since unless the other character has a twitch finger, the pushed enemy will simply move back into the spot where it was pushed from (Remember, the other character has to choose the right power as well so how fast can you cycle through your options?) Similarly, the problem occurs with interrupt powers. You can code it in both real time and turn based but in real time, you lose the ability to actually choose what interrupt power to use and whether or not you even WANT to use it since you only get 1 immediate reaction per round. Perhaps that explains better why 4e as a real time MMoRPG would be a laughable failure. The best computer combat RPG analogue to 4e is Disgaea IMO. Turn based AND Grid-based [/QUOTE]
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