hiver
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Perhaps. So far, it seems to be a sort of a physical trait. Connected to your Might, Speed or Intellect attributes (which are the only attributes in the game, imagine that) and ... regenerating.
But IIRC, the three main attributes will have lot of sub-attributes.Perhaps. So far, it seems to be a sort of a physical trait. Connected to your Might, Speed or Intellect attributes (which are the only attributes in the game, imagine that) and ... regenerating.
OK, I've got a link for Numenera: Player's Guide in my mail yesterday. So my question would be: is the campaign guide supposed to come later or am I missing something (before you ask, it was a part of my tier)? Brother None
Do not put in annoying mechanics because it sounds interesting in theory, but suck in actual play for must of us.
It was this thread https://torment.uservoice.com/forum...uggestions/4226215-rechargeable-one-use-items
That prompted this. Mreed mentioned that he thinks some devs mentioned that some of the one shot consumables will have a shelf life that will disappear if not used in your inventory. This is to prevent hording items and force them to be used. Honestly, I hope this is just unfounded rumor because this is a horrible idea. Your basically putting a TIME LIMIT that FORCES people to RUSH through the game and use their temporary item or sell it or it magically goes bad. All that effort to collect stuff? Down the drain.
Ok, I see this a lot. People play games a certain way and some people feel they are playing it wrong or cheating some how because they do not play it THEIR way. So devs are starting to put artificial restrictions(annoyances) in the game to force them to play a way that is often annoying and not fun. This also includes "features" that seem good in theory, but sucks bad when implemented.
Here is a list. Some are debatable, some only the most hardcore people will defend.
Annoyances:
Mandatory eating/hunger - There is a reason its rarely been put in, it is a horrible design and only the most extreme gamer really wants it.
Weapon/Armour degradation - few people like this. A few games implemented it as a way to force people to spend money on upkeep. I personally cannot think of any game this was "fun" and when project eternity tried to implement it and mentioned it in an update. The backlash was fierce and they dropped it.
Degrading items in inventory - If people hated armour/wepon degradation, I really doubt they will like their items wearing out just sitting in their inventory.
Time limits - this is the SECOND HIGHEST request feature to be request to NOT to be in the game here: https://torment.uservoice.com/forum...uggestions/3753667-no-time-limit-on-the-game- . This is a debatable one. Some like it, but many like me hate it and thinks it takes away from the fun of the game. Sadly, the lawyer speak (We will not have time limits, just pressure mechanics..*wink*..*wink*..) in the reply sadly seems to heavily imply it will be in.
Checkpoints/limited saves/save points/preventative save scumming..etc. Ok, this one has me scratching my head. The old games were great because you could save anywhere/anywhen usually. Sure you could save in front of a fight/important scene and try a different path than the one they choose. Some view this as 'cheating'. I could understand why someone would care in a multiplayer game, but in a singleplayer game? Who cares how other people play? I just like saving the game whenever/wherever I like because I have a busy scheduled and don't have time to find the save point/checkpoint. I definitely do not want to have to cut off the game in the middle of something and have to replay the WHOLE area again from the last save point (looking at you shadowrun returns!). As for saving in front of an important event. Again, so what, its a SINGLEPLAYER game, what someone does with their game does not affect anybody else.
Mandatory sleeping - this is debatable. Often the only way to heal cheaply in the game. I just do not like how it interrupts the flow. It is not bad if you can rest anywhere, the problem arises when you have to go ALL THE WAY BACK to a rest area/inn to heal after a battle because its the only areas you can rest (at least safely). A lot of people do not like characters to regenerate health, but I will take it over mandatory sleeping any day.
I am sure there are more, but those are the ones that stick out. I think nobody would have a problem if these were in, but can be turned on and off in the settings so people can play like they want. Something like the ironman mode in Xcom EU.
RPS: Yeah. But on a project like Hunted: Demon’s Forge, I imagine writing wasn’t as valued.
Fargo: Well, lots of things were undervalued on that one. [laughter] That’s not a good example, because I didn’t have control of the process.
RPS: Yeah. But on a project like Hunted: Demon’s Forge, I imagine writing wasn’t as valued.
Fargo: Well, lots of things were undervalued on that one. [laughter] That’s not a good example, because I didn’t have control of the process.
Interesting. Fargo dodging responsibility or publisher being retarded?
Yes, but KotOR2 itself had many PS:T vibes so it's kind of the same thing. PS:T, KOTOR2, and MOTB all followed more or less the same formula and had the same strenghsWhen the companions and companion relationships to the PC are explained, is anyone else getting KoTOR2 vibes?
I guess I have to play Kotor 2 then, if its writing is anywhere comparable to MotB or PST.Yes, but KotOR2 itself had many PS:T vibes so it's kind of the same thing. PS:T, KOTOR2, and MOTB all followed more or less the same formula and had the same strenghsWhen the companions and companion relationships to the PC are explained, is anyone else getting KoTOR2 vibes?
KoTOR2 companion interaction seemed more complex to me. Like always being nice wasn't necessarily the best course of action.Yes, but KotOR2 itself had many PS:T vibes so it's kind of the same thing. PS:T, KOTOR2, and MOTB all followed more or less the same formula and had the same strenghsWhen the companions and companion relationships to the PC are explained, is anyone else getting KoTOR2 vibes?
Yes the Force is magic, no one has claimed otherwise. http://en.wikipedia.org/wiki/Science_fantasyI guess I have to play Kotor 2 then, if its writing is anywhere comparable to MotB or PST.
I avoided KOTOR & its sequel cause I fucking hate Star Wars. The best weapons in the future, in a galaxy far away are fucking tubelights? And "the force". Totally not magic.
I guess I have to play Kotor 2 then, if its writing is anywhere comparable to MotB or PST.Yes, but KotOR2 itself had many PS:T vibes so it's kind of the same thing. PS:T, KOTOR2, and MOTB all followed more or less the same formula and had the same strenghsWhen the companions and companion relationships to the PC are explained, is anyone else getting KoTOR2 vibes?
I avoided KOTOR & its sequel cause I fucking hate Star Wars. The best weapons in the future, in a galaxy far away are fucking tubelights? And "the force". Totally not magic.
Yeah, if you treat force as magic, its kinda unique but not that intriguing, and I hate the binary dark/light stuff. I am more into Cyberpunk and Hard Sci-fi. So this could easily be a personal bias.Yes the Force is magic, no one has claimed otherwise. http://en.wikipedia.org/wiki/Science_fantasyI guess I have to play Kotor 2 then, if its writing is anywhere comparable to MotB or PST.
I avoided KOTOR & its sequel cause I fucking hate Star Wars. The best weapons in the future, in a galaxy far away are fucking tubelights? And "the force". Totally not magic.
As far as magic systems go, it's one of the most interesting.
Don't forget the TSLRCM.
It's probably one of the least consistent systems of magic. In the movies, it's some telekinesis, limited ESP, and lighting from showoffs. In the EU, it's whatever makes the villain of the day look super awesome.As far as magic systems go, it's one of the most interesting.