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Old 04-10-2006, 12:05 PM   #10
Hadoryu
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Join Date: Jan 2006
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But the elements which determine the strategy seem to be fairly static to me. I.e. you look at your opponent's setup and then simply adjust yours after which the fight is fairly linear. Or that's how it looked to me at least. Meaning, you adopt a single strategy from the start of the fight and stick to it unless the opponent's status changes - and that seemed to be the exception rather than the rule. I didn't get too far into the combat system, but that's what I thought I saw in it - there was usually one or two attacks that would be really useful for any particular fight and the rest could be ignored.

So how would that be different from just scripting in the client anyway? If you could manipulate everything (and you need to) then you'd be at the same level of complexity as with just scripting in a client. Worse even, you'd have no choice of client and/or scripting language.
And it does sometimes seem like putting up one piece of code against another, but fights do require a lot of active input as well. There are too many situations to script without going into the depths of complex AI.
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