Wraith_Magus
Regular
Doing things at night is not "avoidable" by any reasonable measure - no more so than having to walk all the way into town, into a shop, then back out of town to get to a world map would be avoidable without a quick exit key. Sure, I could avoid going into shops entirely, but that just means the annoyance of things taking too long is keeping me from doing something that could be simple and routine.
Maybe if the game had a fatigue or day/night cycle where you actually had to sleep and time skipped by quickly, it might make sense, but not in the case of the game as-is.
However, this is not at all the point that I am trying to make...
The problem is not "it's hard", as you seem so keen on insisting, I beat those missions, it just took another, completely different unrealistic tactic to do it. The problem is that this game has completely unrealistic physics that involve three enemy units occupying the exact same point in space at the same time, while being capable of attacking through the bodies of their own allies.
So then, if three physical bodies can completely defy the electromagnetic force, and portions of their bodies start occupying the same point in space as each other, why can't my mace also be "touching" all three of them when it enters that same point in space? Why can't I at least have a little knockback on those enemies, at least to interrupt them?
If we want to use your satiric example, then flying chairs make sense if the game already has flying tables and flying tea trays, and the game expects us to sit at those tables and chat with others over tea. It's ultimately the only logical response to an already far more crazy situation already in the game.
The real problem at the root of it, though, is that this game routinely puts you into battles against large numbers of enemies (which can really only be avoided by playing another game) and then gives you set of combat controls that seem more suited to one-on-one duels while blocking your attacks if you hit anything in the way, but letting enemy attacks go through each other to hit you. In other words, this game needs some nod towards the crowd-control abilities it forces the player to need because it lacks any way to make the game hard other than to throw 8 people at you at once.
Let me give an example:
I was doing a prison break mission at Reyvadin. My choices in this situation are basically to either set a fire that magically makes all the guards take a bathroom break at the same time only at the exact moment that you are freeing the prisoners so that I only have to kill two guards, or I fight through a half dozen all at the same time. Just fighting just two is too easy and makes the whole thing boring, but considering how close many of those guards are, it turned out to be rather frustrating fighting the whole gang.
Knowing that I would get jumped as soon as I released the prisoner, and that the guy I was rescuing was too weak, I scoped out the battlefield beforehand, and figured that the little area with the awning near the prison door would be a good place to stage a fight. I made the mistake of assuming that this fight would behave like any nearly realistic battle, and occupying a narrow chokepoint that was barely wide enough for one would force the enemies to come at me one or at least no more than two at a time. I was wrong.
The enemies flowed through each other to get to me. When I tried to attack, my (very short) hammer hit the ceiling of the awning, and was canceled out. When they tried to attack, they could attack through their own allies, through the awning's ceiling with a two-handed axe that was much longer than my own weapon, and walked through my shield (which occupied nearly all of the narrow area) to be able to get behind me. They did just about everything short of walking through walls in order to swarm me, and I could not actually hit them with any attacks because MY attacks were stopped by the geometry, while their attacks were not.
That's not "challenge" and it's certainly not "realism", it's just bad game physics that breaks combat in close quarters. There is no reason I shouldn't be able to clearly occupy a space, and prevent enemies from walking inside my own shield to attack me from behind it.
The things people talk about - shield bashes, enemy AI that isn't set to "suicidal lemming attack", the ability to just wave your sword around enough to threaten enemies not to get into reach, or just plain knocking one enemy into another, these are all things that could help lessen that unrealism.
Once again, I don't see how "knock one enemy into another" is so radically unrealistic in the first place...
Maybe if the game had a fatigue or day/night cycle where you actually had to sleep and time skipped by quickly, it might make sense, but not in the case of the game as-is.
However, this is not at all the point that I am trying to make...
The problem is not "it's hard", as you seem so keen on insisting, I beat those missions, it just took another, completely different unrealistic tactic to do it. The problem is that this game has completely unrealistic physics that involve three enemy units occupying the exact same point in space at the same time, while being capable of attacking through the bodies of their own allies.
So then, if three physical bodies can completely defy the electromagnetic force, and portions of their bodies start occupying the same point in space as each other, why can't my mace also be "touching" all three of them when it enters that same point in space? Why can't I at least have a little knockback on those enemies, at least to interrupt them?
If we want to use your satiric example, then flying chairs make sense if the game already has flying tables and flying tea trays, and the game expects us to sit at those tables and chat with others over tea. It's ultimately the only logical response to an already far more crazy situation already in the game.
The real problem at the root of it, though, is that this game routinely puts you into battles against large numbers of enemies (which can really only be avoided by playing another game) and then gives you set of combat controls that seem more suited to one-on-one duels while blocking your attacks if you hit anything in the way, but letting enemy attacks go through each other to hit you. In other words, this game needs some nod towards the crowd-control abilities it forces the player to need because it lacks any way to make the game hard other than to throw 8 people at you at once.
Let me give an example:
I was doing a prison break mission at Reyvadin. My choices in this situation are basically to either set a fire that magically makes all the guards take a bathroom break at the same time only at the exact moment that you are freeing the prisoners so that I only have to kill two guards, or I fight through a half dozen all at the same time. Just fighting just two is too easy and makes the whole thing boring, but considering how close many of those guards are, it turned out to be rather frustrating fighting the whole gang.
Knowing that I would get jumped as soon as I released the prisoner, and that the guy I was rescuing was too weak, I scoped out the battlefield beforehand, and figured that the little area with the awning near the prison door would be a good place to stage a fight. I made the mistake of assuming that this fight would behave like any nearly realistic battle, and occupying a narrow chokepoint that was barely wide enough for one would force the enemies to come at me one or at least no more than two at a time. I was wrong.
The enemies flowed through each other to get to me. When I tried to attack, my (very short) hammer hit the ceiling of the awning, and was canceled out. When they tried to attack, they could attack through their own allies, through the awning's ceiling with a two-handed axe that was much longer than my own weapon, and walked through my shield (which occupied nearly all of the narrow area) to be able to get behind me. They did just about everything short of walking through walls in order to swarm me, and I could not actually hit them with any attacks because MY attacks were stopped by the geometry, while their attacks were not.
That's not "challenge" and it's certainly not "realism", it's just bad game physics that breaks combat in close quarters. There is no reason I shouldn't be able to clearly occupy a space, and prevent enemies from walking inside my own shield to attack me from behind it.
The things people talk about - shield bashes, enemy AI that isn't set to "suicidal lemming attack", the ability to just wave your sword around enough to threaten enemies not to get into reach, or just plain knocking one enemy into another, these are all things that could help lessen that unrealism.
Once again, I don't see how "knock one enemy into another" is so radically unrealistic in the first place...