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It would be really nice if this would be included in the description of games like this when you look them up.

I run into this problem while looking up other games like this as well.

And by turn-based, I mean like Fallout, Temple of Elemental Evil, or Divinity:Original Sin.
Not that 'pause' game thing like Baldurs Gate.
This question / problem has been solved by triockimage
From official wiki - "Pillars of Eternity uses a tactical real-time with pause system"
http://pillarsofeternity.gamepedia.com/Combat
Pause & play.
Personally I much prefer to be able to puase the game, rather than actual turns, in RPG.
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kmh12177: It would be really nice if this would be included in the description of games like this when you look them up.

I run into this problem while looking up other games like this as well.

And by turn-based, I mean like Fallout, Temple of Elemental Evil, or Divinity:Original Sin.
Not that 'pause' game thing like Baldurs Gate.
It's real time with pause like Baldur's Gate.
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Aran_Linvail: Personally I much prefer to be able to puase the game, rather than actual turns, in RPG.
Agreed, I'm annoyed that indie developers keep on inflicting turnbased on RPG gamers.
Post edited January 19, 2015 by Punkoinyc
according to the official wiki it would seem slow-time is available too
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Punkoinyc: Agreed, I'm annoyed that indie developers keep on inflicting turnbased on RPG gamers.
Forced turn based allows for different gameplay. If a game punishes tactical mistakes with heavy damage then it would feel pretty brutal to watch your characters' heads explode quickly in real time. Not every has the speed, mentally and physically, to constantly keep 6 characters in check. In Fallout or Divinity it wasn't that hard or unlikely to get one shotted and lose an arm or otherwise be crippled. Fallout tactics was a good example of how quickly things can go wrong in real time in such a punishing game. BG combat was just a slower pace.

Hah just the idea of juggling all my characters and their abilities in real time in Divinity during one of the harder fights gives me a headache. Even the fighters/tanks require micromanagement, unlike pure fighters in BG.
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GRV: according to the official wiki it would seem slow-time is available too
And acceleration too! That's pretty great, as it reduces the time massively needed for backtracking! :)
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Punkoinyc: Agreed, I'm annoyed that indie developers keep on inflicting turnbased on RPG gamers.
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pwntronix: Forced turn based allows for different gameplay. If a game punishes tactical mistakes with heavy damage then it would feel pretty brutal to watch your characters' heads explode quickly in real time. Not every has the speed, mentally and physically, to constantly keep 6 characters in check. In Fallout or Divinity it wasn't that hard or unlikely to get one shotted and lose an arm or otherwise be crippled. Fallout tactics was a good example of how quickly things can go wrong in real time in such a punishing game. BG combat was just a slower pace.

Hah just the idea of juggling all my characters and their abilities in real time in Divinity during one of the harder fights gives me a headache. Even the fighters/tanks require micromanagement, unlike pure fighters in BG.
Exactly. they are two different types of gameplay/RPGs. Just because once in a while games have been made that allow you to switch between RTwP and TB or are aRPGs, doesn't mean all RPGs play the same way, obviously! There are just many sub-categories of the RPG, and you may or may prefer one over the other, just as some people don't prefer them at all and stick to their sims and FPS games. One style is not necessarily better than another, it is on a case by case basis on how good the system is implemented, no matter what it is, and if that then appeals to you to play or not. They just require to be played differently, just as a FPS, RTS, Point and Click adventure, and every other different genre there is.

I find TB to be a harder game-style to execute more effectively than RTwP RPGs and of course even more-so aRPGs, those latter two allow you to make more a mess of everything and get away alive. If you are having trouble with RTwP in games, I suggest maybe either taking more time in the PAUSE mode (both by extending individual pauses, and pausing more often to re-assign your party to update their tasks, it does take a lot of that in some RTwP games, a LOT) orc hoose an easier main character to play, or have more fighters altogether so you can spend more time on the necessary time-consuming deployments, OR, turn down the difficulty, really, unless a game punishes you with less XP and you don't progress as much character-wise, there is no reason not to do this if you want to enjoy a great RPG but can't quite manage its combat system or other complexities/things you find difficult.

This extends even more-so to other genres that are great games but not be what you're used to/have trouble executing the required game-play style, just turn down the difficulty, turn on some cheats if you have to, and enjoy it how you can enjoy it.
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GRV: according to the official wiki it would seem slow-time is available too
I like this sort of gameplay a lot depending on the game, it's like an MMO almost (I miss DAoC type combat!), or a slower-action FPS-type (like stealth games) with slower attacks/timed hits that unfold slower and give you time to make your moves.
Post edited March 25, 2015 by drealmer7