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No, its not bad at all.
I see nothing but people complaining about it, and it does sound stupid to me. I can't fathom why they do this. I don't know if I'd run into it in the first 2 hours though so not going to risk it. Thanks anyway, but I'm definitely going to pass.
Basically, they made the AI wait some time, to give you a chance to execute queued actions or initiate an attack before they do.
But, it still feels weird for me seeing other players units moving around during "my" turn.
Yeah...that sounds like it's just worse, lol. So now if I don't play my turn fast, in a "turn"-based game, I get punished.
Sorry, not a fan of RTS for a reason. No thanks on this game. :-\
Agreed its total non issue.
There's a huge misunderstanding here.
This game is not frantic at all. No need to do simultaneous actions, or worry about clicks-per-minute or anything about that. Turns are not timed.
This game plays just like the Civilization series. It is not a Real-Time Strategy game. You can take as much time as you want for your decisions, and actions. No time pressure at all.
If AI actions happen at the same time, this means that both the AI and the player decide their plans, and the execution of them is simultaneous. Yet for all practical reasons, this game behaves like the Civs, Endless Space, etc.
Turns ARE timed, though. You have a set amount of time before you make your first move or two every turn. I think that sounds terrible. I quit playing Wakfu for the same reason. I don't think a single-player "turn-based" game (or at least while playing alone) should be timed. At all. If you do, then fine, but I can't call it a turn-based game anymore, I'll call it what it is, an RTS.
The general concept is, to me appealing, but the execution sucks. If you are not focused in the right place or fast with your mouse, the enemy gets the advantage of attack in situations where troop movement reveals information. I don't like that time element at all. War on multiple fronts? Even if you are fast, pick one battlefield to take initiative.
The simultaneous turns could be great, but battle initiative in particular needs heavy rework. How does a giant army in an open field get surprise on a hidden recon squad? (Give me a little slack in meaning, the point remains regardless of what particular corner case might not fit it.) Systems have been proposed to give first attack to a (weighted) random side for example. But for now, we have to creep groups of units a tile at a time to expose dangerous enemies without committing just the tip of the spear to the engagement, which is irksome. Post #11 by b12 has some nice ideas. If the game improves along those lines, the hybrid could be pretty excellent.