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Game News Torment Kickstarter Update #13: Animated Screenshot, Final Stretch Goals

Infinitron

I post news
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Messages
99,594
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
She's not reading the forum stop tagging her

Updated my OP. Updated my OP. Updated my OP.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,693
Furthermore I demand the right to kill Rothfuss's companion in my first dialogue with him. Like with Kaelyn.

She's not reading the forum stop tagging her
Oh, you have access to that kind of information? I'm positive she lurks even if she doesn't log in regardless.
 

Tommy Wiseau

Arcane
Joined
Apr 7, 2012
Messages
9,424
*Locked in an epic battle that has thus far lead to the destruction of over half of Sigil.*

"Annah-chan, are you alright? Did he hurt you?!"

"No, I'm fine, Nameless-kun~..."

"Gwahahaha, your immortality and powers over life and death will not save you this time, Nameless One-o! With my new-found powers, none can hope to stand against me!! Gwahahaha~~!!

Featuring Morte as a floating animal-thing, Annah as a tsundere with kitty ears... and lots of comments on the size of Fall-From-Grace's breasts by other characters. :smug:

Surprisingly, Annah wouldn't require many changes to her character appearance to fit into a manga. :troll:
 

maverick

Cipher
Patron
Joined
Nov 27, 2007
Messages
504
Location
Brazil
Codex 2012 MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Going to up my pledge. If someone wants an early bird pledge slot, send me a msg :)
 
Joined
Feb 15, 2013
Messages
30
I'm not into a stronghold, either, however, it's proven to be a strong push, at least, from the experience from PE campaign. Also, in terms of logistic efficiency, it seems to give some tasks to programmers while writers busing themselves with content. So, it's understandable. That said, how differently BG crowds and Planescape ones will react remains to be seen. As a strategic attempt, I can't say it's absolutely ridiculous.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,963
More tides is good, but 11 would be enough. I want them to have real impact on the story, and the more you have, the more work you need for them to be impactful. What would I do as a stretch goal? Maybe new factions, new game modes (like PE).

That will probably be the one possible avenue for modding the game that would make sense: not story or plotline, but harder combat and making the game combat-centric for those who enjoy it (since they basically said combat will be pointless).
 

hiver

Guest
Pretty great interview with Fargo is up on PCgamer

http://www.pcgamer.com/2013/04/03/b...omarkets-and-the-ongoing-war-with-the-clowns/


Game storytelling that is something that’s really still developing, and you guys at inXile are one of the studios kind of on the forefront of using games to tell stories. And you, specifically, have been around for a lot of the landmarks. How do you see the way you tell stories in games as having changed since the old Interplay days?

In many ways, we are trying to re-create some of the positive aspects of that, which are… There’s this incredible reactivity that’s going on that’s meaningful. You always run up against an infinite number of combinations and permutations, so you can’t literally script for every possible thing ever. But if you’re capturing a lot of the main points and things that people are going to try and accounting for them, it gets to be a very satisfying experience. I would say that we are far more sophisticated now versus then, as far as really analyzing the multiple passes we have to take a look at the design to accommodate for.

There will be an entire pass that’s just focused on, “Okay, do we want to consider the makeup of the party? Male versus female and people reacting to that. Do we have a particular NPC in the party? Let’s make an entire pass just if this guy is in the party. What does it mean?” And so we really are digging in deeper. We’re older. We’re more sophisticated than we were. I think about Wasteland 2… This Wasteland 2 will be way better than the Wasteland 2 that would have been created 20 years ago. We’ve all grown up. We’ve gotten smarter and more sophisticated.
 

Trash

Pointing and laughing.
Joined
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Messages
29,683
Location
About 8 meters beneath sea level.
While I absolutely loathe crafting in rpg's I do hope it makes the 4m mark. I really want to see that water bubble town ingame.

A gigantic dome of water shimmers in the middle of a vast desert, seemingly impervious to the cruel rays of the sun's heat. Curved obelisks from another age rise from the sands to cup and surround the bubble like gentle fingers.
This impossible oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same. Indeed, some are immigrants from far away, come to this aquatic utopia through strange pathways in reality.
But humans live here too, mostly for trade or work. They use various numenera to breath underwater – implantable gills, breathing apparatuses, portable air bubbles, and so forth. A town of air-breather buildings has grown up around the outside of the dome. These air-breathers are reliant on the dome, as most of their food (and all of their water) comes from within, but they make a good trade in the unique foods, animals, and textiles grown under the water. And of course visitors can find multiple shops in the air-breather town that will provide the varied numenera they need to enter the dome themselves.
 

hiver

Guest
FV43bFh.jpg
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
This impossible oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same. Indeed, some are immigrants from far away, come to this aquatic utopia through strange pathways in reality.

NEW UPDATE: http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/443427

inXile just releaved how the citizens of that Oasis may look like
jarjar.jpg
 

Cyberarmy

Love fool
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Messages
8,670
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Smyrna - Scalanouva
Divinity: Original Sin 2
This impossible oasis is home to numerous kinds of water-breathing abhumans. Some sport fins for legs like merpeople, some wear flippers for hands, while others appear almost human, being marked with only a dorsal fin from their head to their waist. No two are quite the same. Indeed, some are immigrants from far away, come to this aquatic utopia through strange pathways in reality.

NEW UPDATE: http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/443427

inXile just releaved how the citizens of that Oasis may look like
jarjar.jpg


Well played sir, well played...
 

oldmanpaco

Master of Siestas
Joined
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Messages
13,624
Location
Fall
Everyone is complaining about the stronghold but no one but Trash has said anything about crafting? Crafting is the most overpowered impossible to balance waste of time a developer can put into a single player RPG.

Also I liked the stronghold quests in BG2 so screw you all. Of course if it does not have any content associated with it it's a waste of time.
 

Trash

Pointing and laughing.
Joined
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Messages
29,683
Location
About 8 meters beneath sea level.
Crafting defeats the entire purpose of the rp part in rpg's. It's munchkinism. When I play an rpg I want to go on quests, discover ancient ruins, battle otherwordly foes and take their weapons and armor. Not run around gathering shit so I can make a slightly better sword. In settings where ancient magical weapons are crafted eons ago by legendary smiths it hardly makes sense for me as a player to make stuff that rivals the weapons of legend. I really despise it.

And yeah, strongholds can be done well if they're something more than just player housing and eye candy. If there's no quests or interesting story/setting/lore involved fuck it as well.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I'm really hoping crafting and the stronghold are going to be subversions of the traditional mechanics.

Also, I could imagine really cool crafting in the Numenera setting. There is all this old tech just laying around (I'm picturing). No one knows how most of it works. If you can figure out a couple things maybe you can get some things to interface with one another.
 

oldmanpaco

Master of Siestas
Joined
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Messages
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Location
Fall
Also, I could imagine really cool crafting in the Numenera setting. There is all this old tech just laying around (I'm picturing). No one knows how most of it works. If you can figure out a couple things maybe you can get some things to interface with one another.

That would be like the BG2 crafting which was fine. But it was fine because you weren't playing at being a blacksmith. As a matter of fact you needed to pay the blacksmith to make the items for you and all the items created were unique.
 

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