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Raportează o problemă de traducere
The combat is 100% turnbased, but you move around in real time, then fight in turnbased (ala the old fallout 1/2/tactics games, where you walk around in real time then when there is fights you figh ton the spotin turnbased combat).
The coop is well done, you get a friend to play the whole game with and you just load the game when you two want to play.
fighting system = temple of the elemental evil
It one story with two full main character with theirs own stats and personalities (based on player decisions).
In Single player you control both main characters in coop you control only your character.
The system goes so far as that both players can disagree with a decision and verbally fight each other (simulated thru rock paper succors).
The savegame and both characters are only saved on the host computer.
The game is meant to be played either alone or with someone you know.
Think of the Baldurs Gate multiplayer but with two main characters.
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For the combat and the big how does it play.
https://www.youtube.com/watch?v=u68GJZY4eOM
This is a 16min lp that gores from character creation until the end of the optional tutorial.
So it pretty much spoiler free but it shows some of the main components of the game.
Oh okay, a bit awkward but I can see why they did it that way.
Disgea is closer but Disgea is grid based when DoS not at all. XCOM not really either, it is grid based, it two phases with AP it design is for modern long range combats.
DoS use the area but no grid, there's a speed+length mechanism that replace the grid. It uses AP. You can delay start use AP in a turn. Once you start use AP for a character you finish or can keep unused AP for nex turn. The game use many synergy element, as oil on ground and fire makes it burn, or water on ground plus ice spell makes ground ice and slippery. Also any aiming is using the precise physic so there's no cover system but you can definitely exploit natural covers. There's an attack of opportunity system. There's also a great backstabbing system, I'll skip describe in detail. There's a surrounding mechanism. And more.
EDIT: Looks like you like turn based combats, and even if DoS isn't very focused on combats and tend have less combats than most RPG, it's a great Turn Based combat system, many good mechanism, plenty tricks to use, quite good depth. And the uncommon AP+speed system is very handy and well implemented by the game. You have quite good reason to play it. It's combats are better than the recents other PC Turn Based RPG as Blackguards, Dragonfall, The Banner Saga, Heroes of Steel Tactic RPG, Eschalon Book 3, Avadon 2, and even Might & Magic X despite in my opinion MMX has surprising deep combats.
I disagree. I feel like it's important to keep these things seperate of each other. Pillars of Eternity is not focused on combat. Mainly it's appeal is interaction with the story and companions, much like the older games like Baldur's Gate. They actually use a combat system that I prefer, though I think Divinity Original Sin is a breath of fresh air and I think their system fits the game very well.
When I read you it's like if DoS is a tactic RPG but it isn't at all. I didn't knew Pillar was already plyable, but I agree no need they copy each other, diversity is good. But the DoS combat system has many great elements, and for example the Backstabbing is working very well.