The combat system could indeed be Pathfinder OGL based.
We all agree it needs to be better, but in what way? To make it more like BG (or ToEE), you need more items, more combat options, better designed encounters... Would you "risk it", go all out and assign a big chunk of your team and other resources to making good, tactical combat (and possibly end up with Arcanum's combat) or play it safe and just go for "simple, moderately tactical" combat?The combat just needed to be, well, better. (After all, it's not fundamentally different from BG/IWD combat, which does very well to carry those games.)
If it's supposed to have combat, why not make it good instead of rtwp crap?Playing PS:T for the combat...
That's not true, he is only outsourced for W2 part-time, work on South Park should be about finished as well. What else is there to do ?
Why a need to do the exact same thing again? Also I didn't see, insert actual gameplay this time around.
I'll never understand the fascination emos have with this game, it's PC gamers' equivalent of Final Fantasy VII with no action, an iconic game that meant something when they were suicidal teens.
To me it was a series of convoluted fetch quests and inane find the NPC to talk to situations, under a somewhat gothic and emo atmosphere that tried to sound deep so hard but meant nothing. Just like in Alpha Protocol, it has well written characters, but characters that get lost in their own narcissism, and it is all it has going for it. I'm not a teen, so I'm not looking for another gothic emo fetch quest clickfest to keep myself from suiciding.
This guy keeps talking and talking, but apart from characters, item descriptions and convoluted dialogue trees, whatever great game content has he done? Others don't talk all the time about what their pompous game design and philosophy theories are for some 12 years, and delivered actual games that played like ones.
PS:T would have worked just as well without any combat; that was my point earlier.
If HHR isn't more careful people will catch on to the fact that he's a faggot.
u trollin?Am I the only one who wants the combat to be simple and "toned down"? We all know they (he) are going to fuck it up and/or spend too much time working on combat. Just focus on the story, character, dialogue and make combat simple.
I think combat is a huge part of gameplay in any RPG and prefer well done TB tactical combat (combatfag here), but PS:T is one game where I would treat combat as a necessary evil and just make it good enough to not get in the way of the rest of the game.
I'm thinking really simple combat, something like Warcraft 3, maybe with a couple more stats, skills and equipment slots. If you slow it down a bit (compared to WC3 fastest setting), tweak HP/damage ratio and number of enemies, you wouldn't even need to pause at all. You'd get a Diablo-with-party-and-much-less-loot-and-mobs combat. Would that be a horrible thing?
It would be reasonably tactical and fun, and you'd get it over with quickly, so you could read another wall of text and ponder profound questions about existence and shit. Might even draw some non-inclined crowd (not sure if good).
Good point.He might be only working part time on W2 but he still wont start his own Kickstarter project as long he is working there. The reason is simple, it would look bad for him and W2 as it would look like he is not taking his job in W2 seriously. So even if he does have the time he will wait.
While they could use standard OGL as is, it's a bit hard to balance. Standard OGL has a very narrow range of levels where combat is balanced with regard to opponents. If the monster is a few levels higher, the players might not be able to touch it, and the other way round. You can solve this problem by making the game strictly linear, introduce strict level scaling, or ease the system steepness somewhat (AD&D2E was much more lenient in this regard). Of course, the OGL allows for the latter, but that might also go horribly wrong.The problem is exactly when they try to implement new combat systems.
The thing is... they don't need to invent any new combat now.
They can use OGL.
Why a need to do the exact same thing again? Also I didn't see, insert actual gameplay this time around.
I'll never understand the fascination emos have with this game, it's PC gamers' equivalent of Final Fantasy VII with no action, an iconic game that meant something when they were suicidal teens.
To me it was a series of convoluted fetch quests and inane find the NPC to talk to situations, under a somewhat gothic and emo atmosphere that tried to sound deep so hard but meant nothing. Just like in Alpha Protocol, it has well written characters, but characters that get lost in their own narcissism, and it is all it has going for it. I'm not a teen, so I'm not looking for another gothic emo fetch quest clickfest to keep myself from suiciding.
This guy keeps talking and talking, but apart from characters, item descriptions and convoluted dialogue trees, whatever great game content has he done? Others don't talk all the time about what their pompous game design and philosophy theories are for some 12 years, and delivered actual games that played like ones.
While it is true that Torment is very weak in the gameplay department (it's more a kind of text adventure with graphics), to call it "gothic" or "emo" is complete nonsense, not to mention to compare it to FF7. Hint; "gothic" doesn not mean everything that isn't sword, sorcery, dragons kind of fantasy, and "emo" also does not apply to everything that isn't about upbeat, virtuous people saving the world. Where do you see narcissism in Torment's characters? I'm also at a loss where you find "pompous game design philosophies" in what Avellone said in the article. I really don't see why you need to constantly think in these bizarre generalizing associations.
I also see a lot of whining in this thread. I'll just say that if I get a game that has the same immersive strenght as Torment in writing, story, style, atmosphere and creativity, I don't care if the combat is a mix of a driving sim with a Street Fighter minigame with levels of pop-a-mole cover FPS.
What would I do differently if I was doing Torment today? Today, I would have had more NPC responses be reflected in animation and facial expression rather than just text. I'd also like a lot of dialogue options be represented visually, instead of described.
higher game has risen pretends to be a christian troll but he cannot into themes of guilt & punishment, suffering leading to redemption.
higher game has risen pretends to be a christian troll but he cannot into themes of guilt & punishment, suffering leading to redemption.
Game equivalent to Les Misérables, this is not.
higher game has risen pretends to be a christian troll but he cannot into themes of guilt & punishment, suffering leading to redemption.
Game equivalent to Les Misérables, this is not.