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Re: Two Worlds 2: Technical advantages
I'm particularly pleased with the picture of the arrows sticking in the trees. There's a distinct implication that they now allow the player to AIM a bow instead of manually targeting a specific enemy and having the game engine do the aiming for you.
Of course, whether or not that's true remains to be seen, but it would be (in my opinion) a big technical advantage over the predecessor if I could actually manually lead a target instead of having the game engine constantly shoot at where a moving target used to be!
Another disadvantage of having a targeting system instead of an aiming system is that the computer must try to figure out what you're targeting instead of just releasing the arrow and calculating where it goes. Things which the game engine doesn't recognize as valid targets (like trees, crates, etc) it simply refused to allow the player to target, and was therefore incapable of aiming at. If those arrows were in the tree because the player shot them there intentionally, then it looks like one of the bigger annoyances with TW1 has been solved.
Of course, they didn't say if the player could recover those arrows... but then, that would imply keeping track of how many arrows the player is holding. That would be a good change in some ways and a bad change in others. Overall, I think I prefer handling the situation with having various quivers instead of having quantities of specific arrows. It would certainly make the whole merging of items work better - assuming that feature is still in TW2.
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"I do seem to remember a process where you people ask me questions and I give you answers, and then I ask you questions and you give me answers, and that's the way we find out things. I think I read that in a manual somewhere." - Dr. Heywood Floyd
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