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- Jan 28, 2011
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Has inXile ever closed a topic? I'm sure their forums will be moderated but they don't seem to be bothering with uservoice.
They reopened it because closing the topic just closes it to voting, not to comments.
Has inXile ever closed a topic? I'm sure their forums will be moderated but they don't seem to be bothering with uservoice.
How 'bout sex?
What would Morte do?
PS:T had sex and MANY sexual references in it. I believe they added realism and maturity rather then detract quality from the game.
Subvert "character slots" mechanic
The toughest decisions I had to make in the original PS:T (also Balder's Gate and similar games) were which companions to dismiss when I have a full roster and encounter a new potential party member -- and where I am when I do it. If I abandon a friend somewhere dangerous I may be leaving them to die (in Balder's Gate they tended to disappear in a rather worrying fashion). Any time I dismiss someone, I miss out on the rest of their story, and I don't get the benefit of their skills any more.
The problem with this is that the decision was forced on me by some arbitrary limitation rather than a simulation of a real situation. If I rescue someone in the wilderness, WHY CAN'T I take them back to safety without leaving one of my friends behind? If I'm going somewhere I know to be dangerous, WHY CAN'T I bring an army of friends instead of a handful?
Obviously there needs to be a limit on party size to keep things manageable and balanced, but let's make it feel organic somehow. Perhaps if we're rescuing someone from the wilderness they can follow us around without being a controllable character. Perhaps the characters are so fundamentally incompatible that the party size cannot practically grow beyond a certain limit without egos exploding and people leaving for the nearest town on their own. Perhaps other ideas that I'm not smart enough to dream up.
that's the dumbest shit I've read today.Here's a suggestion that might be worthwhile: https://torment.uservoice.com/forum...ions/3779110-subvert-character-slots-mechanic
yeah, waste time making party management 'feel organic'. pgspfsffht.
you choose a set amount of companions, and you should miss out on the others. that's what multiple playthroughs are for. choices and consequences, bitch.
s/he suggests companions left behind should travel alongside your party, as to not miss out on their bullshit.
Perhaps if we're rescuing someone from the wilderness they can follow us around without being a controllable character.
Obviously there needs to be a limit on party size to keep things manageable and balanced
you choose a set amount of companions, and you should miss out on the others. that's what multiple playthroughs are for.
his/her suggestion, overall, adds up to a waste of time. adds nothing to the game.s/he suggests companions left behind should travel alongside your party, as to not miss out on their bullshit.
Only to take them out of an unsafe area to somewhere where you can gather them later.
Perhaps if we're rescuing someone from the wilderness they can follow us around without being a controllable character.
Obviously there needs to be a limit on party size to keep things manageable and balanced
his/her suggestion, overall, adds up to a waste of time. adds nothing to the game.s/he suggests companions left behind should travel alongside your party, as to not miss out on their bullshit.
Only to take them out of an unsafe area to somewhere where you can gather them later.
Perhaps if we're rescuing someone from the wilderness they can follow us around without being a controllable character.
Obviously there needs to be a limit on party size to keep things manageable and balanced
I hear bioshock infinite has great NPC hand-holding if that's what people are into.
you choose a set amount of companions, and you should miss out on the others. that's what multiple playthroughs are for.
But now it's about "not missing content". Didn't you see the comments on this Kickstarter, which is supposed to be a game that's not going for mass appeal, where all kinds of marketing "experts" give their very valuable advice on how to market the game, including "PLZ I DONT WANT TO MISS CONTENT LET ME ACCESS LABYRINTH BY PRESSING LEFT SHOULDER BUTTAN!!"
no I don't remember yeslick from baldur's gate.his/her suggestion, overall, adds up to a waste of time. adds nothing to the game.s/he suggests companions left behind should travel alongside your party, as to not miss out on their bullshit.
Only to take them out of an unsafe area to somewhere where you can gather them later.
Perhaps if we're rescuing someone from the wilderness they can follow us around without being a controllable character.
Obviously there needs to be a limit on party size to keep things manageable and balanced
I hear bioshock infinite has great NPC hand-holding if that's what people are into.
Remember Yeslick from Baldur's Gate? You didn't think leaving him to drown in the Cloakwood mines just because your party was full was kind of retarded?
just have party members left behind teleport to somewhere safe
Fucking no. Go play Final Fantasy or something.Blobber phase based with 10 character slots. Character interactions and combat should go first person.This will never happen, but that's all I gotta say about the subject.
Which game is this Balders Gate this 'tard keeps mentioning on the ToN forums?
Already did. What's your point? TB games are all easy as shit because everything is extremely predictable and follows a preset path. You know what? A good tactical game is SMT: Nocturne, which is blobber and is difficult. A bad tactical game is ToEE where I completely predicted everything and soloed St. Cuthburt with a 10th level rogue. I've played several demanding PB games, but not a single demanding TB one. They all stink at what they try to do and have far too many holes. It's not my fault that many of the Codexian high and mighty take pride in figuring out shit easy formations and AI and therefore conclude that their own excellence is a sign of a game's quality. In other words, go solo a badass blobber and tell me how that goes. Dude.Fucking no. Go play Final Fantasy or something.Blobber phase based with 10 character slots. Character interactions and combat should go first person.This will never happen, but that's all I gotta say about the subject.
ToEE is shit except for its implementation of 3.5 rules. Nocturne has p. solid systems. What a retard comparison.Already did. What's your point? TB games are all easy as shit because everything is extremely predictable and follows a preset path. You know what? A good tactical game is SMT: Nocturne, which is blobber and is difficult. A bad tactical game is ToEE where I completely predicted everything and soloed St. Cuthburt with a 10th level rogue. I've played several demanding PB games, but not a single demanding TB one. They all stink at what they try to do and have far too many holes. It's not my fault that many of the Codexian high and mighty take pride in figuring out shit easy formations and AI and therefore conclude that there own excellence is a sign of a game's quality. In other words, go solo a badass blobber and tellme how that goes. Dude.Fucking no. Go play Final Fantasy or something.Blobber phase based with 10 character slots. Character interactions and combat should go first person.This will never happen, but that's all I gotta say about the subject.
No.Sorry, but environmental hazards often make for a worse gaming experience.