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

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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
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.
 

hiver

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and i even restrained myself - a lot, for the good of the cause... guess that teaches me a lesson.
 

winterraptor

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Divinity: Original Sin Torment: Tides of Numenera
Yeesh, that's almost as bad a topic title as 'Let's Be Gay'.

So does someone have a counter suggestion: 'Let's Have Tasteful Rape'?
 

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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
Here's a suggestion that might be worthwhile: https://torment.uservoice.com/forum...ions/3779110-subvert-character-slots-mechanic

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.
 

LeStryfe79

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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.
 

Zed

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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, 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.

These things are not mutually exclusive.
 

Zed

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s/he suggests companions left behind should travel alongside your party, as to not miss out on their bullshit.
 

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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
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
 

FeelTheRads

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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!!"
 

Zed

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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.
I hear bioshock infinite has great NPC hand-holding if that's what people are into.
 

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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
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.
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?
 

hiver

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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!!"

its the "game is penalizing meeeee, mwaaaahhh, i waaant it alll in one playthrough mwwwaahh" mentality.
 

Zed

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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.
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?
no I don't remember yeslick from baldur's gate.
just have party members left behind teleport to somewhere safe or have them disappear from the game.
 

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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
just have party members left behind teleport to somewhere safe

Vault Dweller brofisted this!

However, sometimes it wouldn't make sense for them to "teleport", because the area is too unsafe for them to survive alone, or whatever.

In short, this is an issue that I'd like to see addressed in some manner, if possible.
 
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Which game is this Balders Gate this 'tard keeps mentioning on the ToN forums?
 

LeStryfe79

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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.
Fucking no. Go play Final Fantasy or something.
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.
 
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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.
Fucking no. Go play Final Fantasy or something.
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.
ToEE is shit except for its implementation of 3.5 rules. Nocturne has p. solid systems. What a retard comparison.

Blob is inferior and there is no argument on this. Maneuvering around the enviroment is very important, blob combat is a self-inflicted limitation of CRPGs.
 

LeStryfe79

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No, the best PNP games I ever played lacked miniatures. Sorry, but environmental hazards often make for a worse gaming experience.
 
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You didn't use miniatures because you probably had the most patient GM ever, but I doubt you didn't take distance and the enviroment into account. Otherwise what the fuck were you playing? Some crazy game set in a supernatural plane where space and time are meaningless?

Sorry, but environmental hazards often make for a worse gaming experience.
No.
 

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