Likewise, also the new Phoenix Point game, honestly the only two games I can't wait for.I can't get over how much in love I'm with everything about this.
Likewise, also the new Phoenix Point game, honestly the only two games I can't wait for.I can't get over how much in love I'm with everything about this.
You misspelled furry.Not many funny jokes in this thread lately.![]()
There is no combat.What kind of RPG mechanics does it have? Is there much combat or is mostly walking around talking to people?
There´s the fabled Story Combat: conflict resolution where the player controls their character through the FELD DEVICE - our dialogue interface et al. So interacting with the world in general - like inspecting things and interfacing with them, talking to characters - or your own neurotic self - or bashing a girl´s tits in, the player´s tool here is the FELD. There is no combat as you know it from the run-of-the-mill cRPGs.What kind of RPG mechanics does it have? Is there much combat or is mostly walking around talking to people?
There are a few things. And no.Are there puzzles and things to solve? It sounds like an Adventure Game.
Are there puzzles and things to solve? It sounds like an Adventure Game.
Are there puzzles and things to solve? It sounds like an Adventure Game.
I believe the main thrust of the game's design and draw for players, if it wasn't made sufficiently clear by Kasparov, is the dialogue system. So if you don't like dialogue, you probably won't like NTwtF.
It all depends on how good the dialogue and story is. If it was the quality of a good novel then it could be great, but games are never that good.
We oughta get ascii boobs at a bare minimum.can i do sex to a hooker and see her bobs and vaguna or is it just in text
They could add little picture cards with bewbs on to bring in the millions of Witcher fans.can i do sex to a hooker and see her bobs and vaguna or is it just in text
Will there be an option to run around clumsily using arrow keys and throw yellow bouncy balls at people?
If they make the dialogue sorter,more to the point and more interactive it will be great. Numenera's writing was shit because there was a endless walls of expeditionary dialogue and not much you know dialogue. For a recent example,Spellforce 3 have really great dialogue system.Are there puzzles and things to solve? It sounds like an Adventure Game.
I believe the main thrust of the game's design and draw for players, if it wasn't made sufficiently clear by Kasparov, is the dialogue system. So if you don't like dialogue, you probably won't like NTwtF.
This is my idea of a perfect RPG. All talk with a very deep “dialogue” system.
As an aside, I just realized part of what made TTON unsatisfying: the dialogue options weren’t fun, just lots of pick your color. Part of what made PS:T and Fallout 2 great was all the funny/interesting dialogue options. I expect No Truce will have some hysterical shit.
If they make the dialogue sorter,more to the point and more interactive it will be great. Numenera's writing was shit because there was a endless walls of expeditionary dialogue and not much you know dialogue. For a recent example,Spellforce 3 have really great dialogue system.Are there puzzles and things to solve? It sounds like an Adventure Game.
I believe the main thrust of the game's design and draw for players, if it wasn't made sufficiently clear by Kasparov, is the dialogue system. So if you don't like dialogue, you probably won't like NTwtF.
This is my idea of a perfect RPG. All talk with a very deep “dialogue” system.
As an aside, I just realized part of what made TTON unsatisfying: the dialogue options weren’t fun, just lots of pick your color. Part of what made PS:T and Fallout 2 great was all the funny/interesting dialogue options. I expect No Truce will have some hysterical shit.
I am talking about the dialogue system of spellforce3 not the quantity of it. I find it great that it is that realistic. You have an action and then reaction from the person talking to you,then you have a contra reaction. It feels like dialogue between two real people,also there is not much bullshit questions that only retard will ask. It is very interactive. I am not saying thet the game should have exact same thing,i am saying that it will be good if there is that interactivity that spellforce have and dialogue is shorter like in the real world. When somebody is asking you something you don't spew 1000 words,you respond with a few words.If they make the dialogue sorter,more to the point and more interactive it will be great. Numenera's writing was shit because there was a endless walls of expeditionary dialogue and not much you know dialogue. For a recent example,Spellforce 3 have really great dialogue system.Are there puzzles and things to solve? It sounds like an Adventure Game.
I believe the main thrust of the game's design and draw for players, if it wasn't made sufficiently clear by Kasparov, is the dialogue system. So if you don't like dialogue, you probably won't like NTwtF.
This is my idea of a perfect RPG. All talk with a very deep “dialogue” system.
As an aside, I just realized part of what made TTON unsatisfying: the dialogue options weren’t fun, just lots of pick your color. Part of what made PS:T and Fallout 2 great was all the funny/interesting dialogue options. I expect No Truce will have some hysterical shit.
Spellforce 3 hardly has any dialogue system. I only just signed up the dwarf, but there’s barely enough depth/options in the dialogue for it to count as an RPG. Nobody considers the conversations, let alone their structure, to be a selling point for this game.
Great dialogue systems are already tactical, where what you say can quickly get you into trouble or earn you unexpected rewards and you need to do some guesswork to get inside the head of whoever it is you’re talking to: see F1,F2, PS:T. This is why I’m excited about No Truce. Sounds like everything in the dialogue box will be tactical. I’ll admit that Spellforce 3 has a little of this (I wonder how this guy will react if I tell him my last name? Probably not well...), but only a little.
There’s absolutely nothing wrong with walls of text. The problem with Numenera (and I liked TTON a lot more than most) was that their conversations were not that interactive, rarely tactical, and there was very little else to the game. Plus, it’s not like Planescape where you could have real stat checks all the time because Numenera’s effort pools don’t work that way and everything has some percentage chance of succeeding. Blech.