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Torment Torment: Tides of Numenera Beta Thread [GAME RELEASED, GO TO NEW THREAD]

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
the current early access version features all the companions in the release version of the game
Torment 1999: two half-demon chicks, a rogue AI, a walking suit of armor, a floating skull, a living corpse on fire.
Torment 2017: a bunch of regular humans with weird hairstyles.

Hair styles are very important and defining characteristics for individuals. Plz check your privilege.

I don't think the beta was even out before ksaun left?

Maybe, maybe not, but then, also maybe the first beta release was already done while he was still there and they didn't get to do these changes before releasing it.
Not that I know much about Saunders to believe he was some holy protector of incline, maybe he just smelled things were going bad and bolted and that's it.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,450
Divinity: Original Sin Divinity: Original Sin 2
Sea responds to the KS CE fiasco thread, I proceed to answer/ask him something... I press the submit button... error... his post is no longer there.
Ahem.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,578
Enjoy the Revolution! Another revolution around the sun that is. 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
https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=17049&start=20#p179453

sea said:
Hey everyone, thanks for sharing your thoughts. However, you don't need to be too concerned. You've seen many of our stretch goals so far, and others, like the Ascension, the Labyrinth and its added elements, expanded epilogues, deeper companions, etc. will show up too.

The main one that I haven't seen mentioned, but should address, is crafting. During development, it became very clear that a traditional crafting system wasn't meshing. We had some early design done, but everything ended up feeling like an MMO-style system, and that just didn't fit Torment's gameplay. Instead, we repurposed those resources, adding significantly more and better Cyphers and Artifacts to the game. We also added some elements that are thematically in line with crafting, like surgical procedures, companion armor upgrades, and essences.

I think what this helps illustrate is that game development is never a straight line to the end. Building an RPG this big is a huge endeavor on both creative and technical levels. This sometimes means ideas don't work out the way we expected, and sometimes new ideas will appear and be so compelling we can't help but add them. When content changes, that doesn't mean we're just yanking it out and tossing it on the floor - in all cases it means that we're using those same efforts to improve other parts of the game, or adding brand-new things entirely.

Our focus with Torment has always been on quality, and we know we'd be doing you guys a disservice if it was any other way.
 
Last edited:

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Our focus with Torment has always been on quality, and we know we'd be doing you guys a disservice if it was any other way.

God, this guy. He's making his way fast to the top of the most annoying people.
 

Kev Inkline

(devious)
Patron
Joined
Nov 17, 2015
Messages
5,652
A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
http://wccftech.com/tides-of-numenera-worthy-planescape/

inXile: Tides of Numenera Is “Worthy Companion” to Planescape: Torment, Should Last 45-50 Hours
...
At a recent preview event, we were given the opportunity to sit down with Colin McComb and Gavin Jurgens-Fyhrie, two writers on inXile’s Torment: Tides of Numenera. Check out our interview to hear the latest on inXile’s experiences with Early Access, their stance on DLC and more.


eg, the DLC answer:
Do you expect to release additional content after launch? If so, will it be paid or free?
Colin: The answer is no. We don’t expect to provide additional material necessarily, but if we do it will be free. It is one of the things that as a company inXile are pretty against paid DLC.
Gavin: We patch.
Colin: Depending on how well the game does, we may look into adding more content but that will be in the form of support as opposed to, ‘hey guys, come buy some new shoes for The Last Castoff. $49.95!’.

Probably nothing new there?

He got the price wrong.
:hmmm:

TOR-HT-D01_OutsideR_CC_web.jpg
 
Unwanted

DrDigej

Unwanted
Joined
Jan 16, 2017
Messages
122
Remove the lettering and it looks pretty nice, fine printing, if it doesnt go in a month - prime quality.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
There are many kickstarter campaings that delivered everything they promised, mostly boardgames and stuff like that. There's nothing wrong with Kickstarter, the problem lies with scummy developers. Even among vidya Kickstarters there are people having no problems with delivering what they've promised. Bonus campaign for Shovel Knight (promised in the Kickstarter) arrived years after the game release but was actually polished and on par with the original game. Most devs would charge at least $5 for it. 2 more free campaigns for Shovel Knight are still in production. Shadowrun Hong Kong devs also delivered what they've promised, probably because they actually knew what they were capable of. Stop bashing Kickstarter, the founding project is fine as long as it's not abused by shitty people.

We are talking about kickstarter and complex cRPGs. My point is that the platform induce developers to overpromise in order to have funds and induce players to throw their money based on the hype train. You are saying that the platform is good, but your counter-examples involve a boardgame, an adventure game and an iPhone game that some people here decided to call a cRPG. If this are the examples of success, you are just proving my point. I don’t know what is more depressing. The fact that the more “professional” cRPGs on kickstarter are ultra-generic shit made with checklist design or the fact that some people still bother to defend them. Seriously, how many disgusting games do you guys need until you understand that this fucking platform doesn’t work? The fact that the best games in the past years were not made in kickstarter should tell you that something is wrong, but who cares about facts, right? Let’s keep throwing money at studios, helping them lower the standards of the genre while we feel good about ourselves for being involved in the process.
 

Fairfax

Arcane
Joined
Jun 17, 2015
Messages
3,518
I wonder what they'll say if people who've used their keys for the backer beta start asking for refunds. :cool:
That's my case. They offered a partial refund where they downgrade the pledge to the most basic one and you keep the game, or a full refund and they revoke it.
which did you choose. I'm leaning on revoking mine.
I went with partial.
 

Fairfax

Arcane
Joined
Jun 17, 2015
Messages
3,518
did they let you do the early bird (20 I believe) or the 25?
$25:
I would be able to either do a partial refund down to the $25 Scholar level and you could keep that key, or I could refund the full amount if you don't want to keep the game, but I would need to revoke it on Steam if you choose that.
 

Rev

Arcane
Joined
Feb 13, 2016
Messages
1,180
T:ToN wasn't inXile's first Kickstarter. They should have known better.
True, but you should keep in mind that T:ToN's KS started less than a year after the WL2 one, so they were still in production and were yet to face the many problems they later had.
Not that I want to defend them, mind you. Making one campaign after another without even caring of releasing what you already promised always smelled fishy to me, I'm just pointing out the fact that they had no time to learn anything even if they wanted, although that too is interely their fault for choosing that crappy business model (at least crappy in regards to us backers/consumers, not for their scams).
 
Joined
Apr 27, 2015
Messages
872
Location
Isometric realm
Man, I have to say that InXile is looking pretty lame right now, do hope people won't forget everything they have done here.
I know the majority of people won't know the details, and critics will praise the game , but I am pretty confident that The Codex will treat the game as it deserves.
 
Joined
Feb 19, 2005
Messages
4,656
Strap Yourselves In Codex+ Now Streaming!
Does anyone remember how to switch your redeemed steam key for the Beta for a GOG key? Do I Need to contact that faggot sea for that?
 
Joined
Mar 28, 2014
Messages
4,243
RPG Wokedex Strap Yourselves In
There are many kickstarter campaings that delivered everything they promised, mostly boardgames and stuff like that. There's nothing wrong with Kickstarter, the problem lies with scummy developers. Even among vidya Kickstarters there are people having no problems with delivering what they've promised. Bonus campaign for Shovel Knight (promised in the Kickstarter) arrived years after the game release but was actually polished and on par with the original game. Most devs would charge at least $5 for it. 2 more free campaigns for Shovel Knight are still in production. Shadowrun Hong Kong devs also delivered what they've promised, probably because they actually knew what they were capable of. Stop bashing Kickstarter, the founding project is fine as long as it's not abused by shitty people.

We are talking about kickstarter and complex cRPGs. My point is that the platform induce developers to overpromise in order to have funds and induce players to throw their money based on the hype train. You are saying that the platform is good, but your counter-examples involve a boardgame, an adventure game and an iPhone game that some people here decided to call a cRPG. If this are the examples of success, you are just proving my point. I don’t know what is more depressing. The fact that the more “professional” cRPGs on kickstarter are ultra-generic shit made with checklist design or the fact that some people still bother to defend them. Seriously, how many disgusting games do you guys need until you understand that this fucking platform doesn’t work? The fact that the best games in the past years were not made in kickstarter should tell you that something is wrong, but who cares about facts, right? Let’s keep throwing money at studios, helping them lower the standards of the genre while we feel good about ourselves for being involved in the process.

Yes Kickstarter is not good for funding ambitious projects made by retards who have no workable game, no idea how exactly are they going to make game and how much would it cost. It's good for smaller projects with reasonable goals, where it works perfectly. Just because you didn't like these games doesn't mean they are bad. All these failed, and half-baked Kickstarters doesn't prove that the model is flawed in any way, it just proves that when an "industry veteran" starts a campaign for an AA quality game while not having anything substantial to show to people you should better not back that campaign.

So yes if your point is that funding these veteran developers and their dreams (since you can't reasonably call an idea and a couple of sketches a game) is flawed then I wholeheartedly agree. No good game will ever come out from these kind of projects, Codex should abandon hope that they will somehow Kickstart the new golden age of games. Wasteland 3 and PoE 2 will most probably deliver everything they promised, simply because they are much less ambitious than the original projects. Doesn't mean they'll be any good of course.

On the other hand I disagree with a notion that somehow the Kickstarter system is inciting them to make bullshit stretchgoals. I've brought up other campaigns for a reason. Sure, they are not what an average Codexer would love to play but the fact is that's besides the point. The point is that they also got a lot of money, got overfunded and developers could easily start making bullshit stretchgoals in order to get more money from hyped players but didn't. They knew they could get more money by overpromising, but resisted the temptation. Whatever they were making AAA turn-based RPGs or farting simulators for Iphone is irrelevant. Fargo's responsible, not the platform. If you really want to blame someone besides Inxile, blame Tim Schafer. He was the one who showed Fargo how easy it is to milk players using nostalgia and wild promises.
 

Deleted member 7219

Guest
I don't think there's any point in anyone trying to excuse inXile by saying "Kickstarters are hard, yo!".

They have challenges, yes, but that didn't stop Obsidian from delivering Pillars of Eternity with everything that was promised (even a fucking megadungeon, which ended up being brilliant), nor small studios like Harebrained Schemes delivering the Shadowrun games.

These games were complete at release and didn't need director's cuts. Dragonfall got one but it wasn't actually a Kickstarter, and started life as a DLC. The Hong Kong "Extended Edition" was simply the promised epilogue DLC from the Kickstarter. All these games were feature complete at launch.

Yes, Kickstarters are challenging for some (Tim Schafer), but they shouldn't be for experienced game developers who claimed they had spent a long time in pre-production before they even came to Kickstarter.

And that should be that, really. No point discussing it any more. Not until the game is released, anyway. I'm still hoping it will be great. If it isn't, we know why - poor management, over-promising, under-delivering.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
I think a fair number of people would be prepared to argue that Pillars Of Eternity would have benefited from cutting some promised features.
 

Prime Junta

Guest
I think a fair number of people would be prepared to argue that Pillars Of Eternity would have benefited from cutting some promised features.

Yes, it would have. That doesn't mean that doing that would have been the right thing to do.

1. "We made a careless promise and now we regret it" isn't an acceptable reason to renege.
2. "We thought we could do this but it turned out to be prohibitively difficult" is an acceptable reason to renege.
3. "We fucked up the development process and had to cut shit drastically to be able to release at all" is definitely an acceptable reason to renege.

In either case, if you do renege on a promise, you are ethically beholden to your customers to explain the what and the why. Since inXile didn't, I'm assuming it's 1 rather than 2, 3, or some other ethically acceptable reason to do so. And here I'm not even counting possibilities like "we knowingly lied to you from the start, neener neener."
 

Prime Junta

Guest
I think a fair number of people would be prepared to argue that Pillars Of Eternity would have benefited from cutting some promised features.

That's the thing, isn't it? Pillars delivered everything, but it's highly debatable whether the game was actually better for it.

Yup. I hope they've learned their lessons for Pillars 2.

Even though I think Pillars would've been better without the stronghold, with Od Nua spread out over a bunch of locations and integrated into the story, with fewer classes, and definitely without those godawful backer NPCs, I think they made the right call: they owned their mistakes from the start, delivered what they promised, and resolved to do better next time.

(Oh, and, delivered a pretty good game even with those flaws. Mustn't forget about that...)
 

Deleted Member 16721

Guest
Even though I think Pillars would've been better without the stronghold, with Od Nua spread out over a bunch of locations and integrated into the story, with fewer classes, and definitely without those godawful backer NPCs, I think they made the right call: they owned their mistakes from the start, delivered what they promised, and resolved to do better next time.

Big disagree.

A mega dungeon in an RPG like that shouldn't be "spread out" nor should it be "integrated into the story". The purpose of the dungeon is to be a place where there is great exploration, a chance to flex your party's muscle in combat and be a side venture, i.e. an "optional" mega-dungeon to explore that isn't story-related.

And fewer classes? Why on Earth would anyone want that?
 

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