



No it was not. Encounter mechanics were not 99% of the encounter. There was many things to take care of, namely the things we have lost along the way.
This is not a call to return to the gLoRiOuS dAyS of HW/SB.




Ok, so you think the fights did not used to be scripted... you can literally play those fights now. They are still scripted/rehearsals. The scripts are online in guides and wikis. The mechanics happen in a certain order mostly.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560




You're putting words in my mouth and being disingenuous on purpose. I'm not interested.
edit: for the purpose of trying one last time conveying the point, I never stated anywhere that nothing was scripted or not rehearsed, especially in savage. I've only mentioned that fights were not EXCLUSIVELY about dance dance revolution and nothing else. There was resources to manage, and a lot of other scarcity based elements to take care of, and while it eventually became more and more rehearsed as well once you had a fight cleared and cleaned up, it was still part of playing those fights besides pure encounter mechanics. During prog though, or when a run went pear shaped, those elements suddenly took a considerable importance to juggle with. Obviously, it was a lot more prevalent in casual content where nothing was truly rehearsed and randoms would just be random variables. I'm not asking to make savage like this, even though I'm a huge proponent of adding the most chaos possible to generate player agency and tactical choices on the spot everywhere possible.
Last edited by Valence; 02-09-2024 at 01:52 AM.
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