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Torment Torment: Tides of Numenera Pre-Release Thread [ALPHA RELEASED, GO TO NEW THREAD]

80Maxwell08

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Well right on that page is this.
"We believe our goals for combat design are independent of the specific system used. Soon we will design and present two or three combat systems that we believe will work well with our goals, and we’ll leave it to the backers to decide the specific system."
Why would they leave this of all things up to popular vote?
So basically each combat system should have the same goals and, I think this is the right word I'm going for, playing styles so it's possible for them to design good combat regardless of which one is picked. Unless I misunderstood that. Regardless I still wish they would make that choice themselves.
 

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Koschey

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From the sound of it, it will not merely be a vote between styles like RTwP, PB or TB, but concrete systems done in these styles, so they won't offer something up for the vote they don't have confidence in being able to implement adequately.
 

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https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3751827-turn-based-combat-

We believe our goals for combat design are independent of the specific system used. Soon we will design and present two or three combat systems that we believe will work well with our goals, and we’ll leave it to the backers to decide the specific system.

https://torment.uservoice.com/forum...taneously-executed-turn-based-combat-also-kno

Phase-based is one of the systems we are looking at. The things that are important to us in combat (you can see them in the ideas we WILL DO) can work regardless of which system we use: phase-based, turn-based, or real-time w/ pause. So we plan on designing and presenting two or three combat system options (phase-based probably being among them) and letting the backers decide.

Confirmed - vote between phase-based and real time with pause?
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Yeah it does. I'd be fine with a vote between those two. I just hope the unwashed masses know which one is the correct choice. :obviously:
 

OSK

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Ok, I still don't understand how phase-based combat would work in this game.

I'm familiar with phase-based combat in Frozen Synapse and blobbers. In Frozen Synapse, you plan out the next few seconds moving around your guys taking into consideration facing, crouching, etc, but, other than explosives, you don't have any control over the actual combat. Combat happens automatically as soon an enemy walks into your field of view. In blobbers, you plan out your attacks, but there's no real control over the movement of your individual characters because there isn't any sort of grid or field to position your guys on. How can you reconcile both movement and attacking in a phase-based combat system?
 

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Combat happens automatically as soon an enemy walks into your field of view.

So in Torment, combat happens as soon as you're close enough to an enemy to take a swing at him with your melee weapon?

Or you can just order your character to attack him. They could technically have allowed that in Frozen Synapse too, but there was just no need for it.
 

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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
http://www.kicktraq.com/

dmW6l1i.png


:incline:
 

sea

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The post isn't as bad as it looks on the surface. Of course he must not have played the original Torment, if he has to use Mass Effect as an example of "breaking conversation by performing an action".
I actually like this idea in RPGs. One thing Skyrim did that was neat was letting you cancel out of a conversation at any time if you were simply done with it, or wanted to stab someone in the face - no need for an "I am gonna kill you now!" option. The problem with the Mass Effect/Alpha Protocol approach is you can only take it if the designers manually include every possible interrupt. I don't think players quite understand that "press button to have Shepard badassly shoot someone" is not really any different from picking it in a dialogue option, and also that it does not constitute "real" gameplay.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Yeah that was kind of my point, what's the difference between press renegade option to shoot someone and clicking on "lean in and break his neck"?
 

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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
Yeah that was kind of my point, what's the difference between press renegade option to shoot someone and clicking on "lean in and break his neck"?

What's the difference between clicking on "lean in and break his neck" and exiting dialogue, going behind his back and critical-hitting him with a vorpal blade? :mondblut: :obviously:
 

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evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Don't *Make* Us Play Another Straight-Haired White Person

:hmmm:

What has he got against straight-haired people, anyway?

Oh fuck, they authorized this.

This is something we have talked about a lot. Diversity is something we are striving for, but at the same time many of us are straight-haired white people (well, except Colin…maybe he used to be?). We might need you backers to help catch our blind spots :)

:M
At least Numenera is a setting where playing an asexual hermaphrodite would actually make sense.
 

Dermi

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Yeah, well, apparently they are "considering" it.

RPGs are now about how the character looks, inXile should follow.
Soooo, it looks like there is a place for hairdresser in their vision and they don't need to stray from it :D Not a fan for this approach (they could leave stuff like that to Fable and Witcher), but if it turns out to be some simple customization options, like Baldur's Gate, I can live with that. I don't see a point of putting much of manpower to it, if they could spend it somewhere else. Hope they won't go all Fable with it.
 

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