Why not take combat from War of Vikings?

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delra

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(This is not a rant, more like a legit question, though showing a little regret. And maybe a glimmer of hope and an idea for the future too.)

Why did you go with this nerdy HOMM system, while you could have had people running in third person with proper shields and axes, chopping each others' heads off in realistic and live Viking action?

It would sell so many copies if there was a proper deep singleplayer RPG built on top of the WoV engine and action. WoV doesn't appeal to me as it's a pretty primitive online hack&slash game, which so badly lacks my favourite RPG elements of M&B. With some good RPG content justifying all that violence, WoV could become so much more.

You have a Viking combat game in house, all work on that is done, and judging by trailers and gameplay videos it is very well executed - and you have your own RPG ideas, dreams and aspirations that'd supplement that combat model with what it lacks - depth, story, reasons.

You could have combined the two for some proper Paradoxian Gothic-like Skyrim-like epic experience... Why haven't you? :-|

And how about doing that for Runemaster 2?
 

SolSara

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(This is not a rant, more like a legit question, though showing a little regret. And maybe a glimmer of hope and an idea for the future too.)

Why did you go with this nerdy HOMM system, while you could have had people running in third person with proper shields and axes, chopping each others' heads off in realistic and live Viking action?

It would sell so many copies if there was a proper deep singleplayer RPG built on top of the WoV engine and action. WoV doesn't appeal to me as it's a pretty primitive online hack&slash game, which so badly lacks my favourite RPG elements of M&B. With some good RPG content justifying all that violence, WoV could become so much more.

You have a Viking combat game in house, all work on that is done, and judging by trailers and gameplay videos it is very well executed - and you have your own RPG ideas, dreams and aspirations that'd supplement that combat model with what it lacks - depth, story, reasons.

You could have combined the two for some proper Paradoxian Gothic-like Skyrim-like epic experience... Why haven't you? :-|

And how about doing that for Runemaster 2?

I think there's several different answers to this: harder to make good graphics as it takes longer to create content for War of the Vikings than Runemaster as it is now (Aerie, please correct me if I am wrong), WoV uses a different engine than ours (they use Bitsquid, we use Clausewitz 4), we want to do something of our own and we like how the battles are now. We have worked hard on making the battles in Runemaster fun and engaging, you'll have to see for yourself :)
 

delra

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you'll have to see for yourself

Oh, I certainly will be looking at it pretty thoroughly. Don't worry about that, though you better coordinate that with podcat so there's no (or little) overlap, since he has a lot of combat to show to me as well. :)

Senior Lore Developer - Runemaster

You're such a darn good writer, by the way. You aren't credited for that even nearly enough.
 

SolSara

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Oh, I certainly will be looking at it pretty thoroughly. Don't worry about that, though you better coordinate that with podcat so there's no (or little) overlap, since he has a lot of combat to show to me as well. :)



You're such a darn good writer, by the way. You aren't credited for that even nearly enough.

:blush:
 

Jia Xu

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(they use Bitsquid, we use Clausewitz 4))

Slightly off-topic: Can anyone provide a brief history of the progression of Clausewitz? If Runemaster is on version 4, what version was EU4 developed on? Is there a big difference between Clausewitz 4 and previous incarnations of the engine, or is it mostly just optimization improvements?
 

wolfing

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guess I'm a 'nerd' as I much prefer the HoMM approach to combat... more strategy and tactics, less button smashing, it's the character the one with 20 dexterity in an RPG, not the player.
 

Mauer

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This is like asking why EU4 doesn't have barracks that you can click to train different types of infantry that have special abilities or commander powers that activate once you kill enough enemy units, like those epic Command and Conquer games.

Totally different genres that appeal to different players that both implement 'strategy' in some form or another, same as with the 'RPG' descriptor.
 

Birken

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I think your WoV thoughts are valid and I think it would've been great to do an rpg with those elements. You have to remember that WoV was developed by another studio (not sure exactly who did what, but Fatshark played a big role in the process iirc ). The whole process of developing Runemaster started at the other extreme though, we had a grand strategy mindset but really wanted to do an rpg and tactical combat.

Slightly off-topic: Can anyone provide a brief history of the progression of Clausewitz? If Runemaster is on version 4, what version was EU4 developed on? Is there a big difference between Clausewitz 4 and previous incarnations of the engine, or is it mostly just optimization improvements?

EU4 was done using 3. Runemaster branched off to 4 in order to keep EU stable after release. We've added a lot off stuff to 4 mainly in the graphics code, some of it was done before branching and some has been backported to 3. The camera and detail levels of Runemaster has forced us to push a lot off stuff that really wasn't needed for the map views. Newer projects like Hoi4 will still benefit from it though.
 

Sir Pellew

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guess I'm a 'nerd' as I much prefer the HoMM approach to combat... more strategy and tactics, less button smashing, it's the character the one with 20 dexterity in an RPG, not the player.

+1

me, too

:)
 

delra

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Go away. Me and Sara are trying to have a moment in here.
 
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General Baker

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EU4 was done using 3. Runemaster branched off to 4 in order to keep EU stable after release. We've added a lot off stuff to 4 mainly in the graphics code, some of it was done before branching and some has been backported to 3. The camera and detail levels of Runemaster has forced us to push a lot off stuff that really wasn't needed for the map views. Newer projects like Hoi4 will still benefit from it though.
So HOI4 and Runemaster will use identical engines? (CW4)
 

Jamey

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Combat from WoV would make this much more like Mount and Blade. I'd potentially enjoy that game, but it would be a very different game. :)
 

delra

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Imagine the fun of hex-based combat in HoI4... Panzer General series reborn. :)
 

Cake_of_doom

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Am i the only one who also thinks that doing this would be somewhat of an attack on Mount and Blade, it's kinda assholeish to be like "Hey, you guys don't want to be published by paradox anymore, now we'll just make a clone of your game!"
Also, as stated before, WoV was made by Fatshark, this is made by Paradox.

P.S. Turn based combat <3
 

podcat

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Imagine the fun of hex-based combat in HoI4... Panzer General series reborn. :)

We put a Tiger tank from HOI into Svartalfheim and drove around just for kicks :)
 
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