I'd rather they not concentrate on combat much at all and put most of their resources mainly in story, setting/environment and creative quest, world, dialogue and puzzle design for the game. Keep combat to a minimum few required encounters and maybe add a few token ones for those that can't live without.Did you play PS:T because of the amazing combat and game mechanics it offers (like in many other TB games) or primarily because of its story, characters and setting?
This "argument" is not an argument. It's exactly the wrong way of looking at it. Maybe you only played it for the story because it had nothing else going for it?
How about if it had good combat too and played it for both story and combat? Otherwise, again, why have combat in the first place? Sure, it could have been an adventure game, but it was not. And this one will have combat too. So why the fuck wouldn't it be good if it's in? It's fucking absurd.
I don't think there is a danger of this game turning into JA2, no matter the combat system.I'd rather they not concentrate on combat much at all and put most of their resources mainly in story, setting/environment and creative quest, world, dialogue and puzzle design for the game. Keep combat to a minimum few required encounters and maybe add a few token ones for those that can't live without.Did you play PS:T because of the amazing combat and game mechanics it offers (like in many other TB games) or primarily because of its story, characters and setting?
This "argument" is not an argument. It's exactly the wrong way of looking at it. Maybe you only played it for the story because it had nothing else going for it?
How about if it had good combat too and played it for both story and combat? Otherwise, again, why have combat in the first place? Sure, it could have been an adventure game, but it was not. And this one will have combat too. So why the fuck wouldn't it be good if it's in? It's fucking absurd.
Introducing a TB combat system and putting a heavy intricate focus on those gameplay mechanics instead of the others that might escalate into hundreds of combat encounters (if introduced, why not make use of it?) seems to be as far away from what I'm hoping this game turns out to be as I can think.
Introducing a TB combat system and putting a heavy intricate focus on those gameplay mechanics instead of the others that might escalate into hundreds of combat encounters (if introduced, why not make use of it?) seems to be as far away from what I'm hoping this game turns out to be as I can think.
Yeah, get out of here, we all know PS:T should have been a Visual Novel.Redirect Dexter to RPG watch.PS:T could have almost been an isometric Adventure game.
I'd rather they not concentrate on combat much at all and put most of their resources mainly in story, setting/environment and creative quest, world, dialogue and puzzle design for the game. Keep combat to a minimum few required encounters and maybe add a few token ones for those that can't live without.
Introducing a TB combat system and putting a heavy intricate focus on those gameplay mechanics instead of the others that might escalate into hundreds of combat encounters of varying length (if introduced, why not make use of it?) seems to be as far away from what I'm hoping this game turns out to be as I can think.
A great TB combat system and not much else in the sense of game mechanics can carry certain games, but I'm really hoping this won't be one of them.
It may have been neglected in favor of the creative aspects, but combat was one of the core elements of Torment. Those weapons, spells, tattoos-and-other-equippable items and non-int/wis/cha attributes weren't there just for show. The story they wanted (and want) to tell involved a person who could straight up kill people and there must be systems for that. As a wise person said, if you're going to do something, you should do it as well you can.Did you play PS:T because of the amazing combat and game mechanics it offers (like in many other TB games) or primarily because of its story, characters and setting?
Would you have ignored it if it was instead a party-based Adventure game in the style of Sanitarium or STASIS and would it have lost much of its appeal in such a case?
TToEE or Jagged Alliance 2 (or even Icewind Dale I/II for a combat-based RTwP game) it was not.
I'd rather they not concentrate on combat much at all and put most of their resources mainly in story, setting/environment and creative quest, world, dialogue and puzzle design for the game. Keep combat to a minimum few required encounters and maybe add a few token ones for those that can't live without.
Introducing a TB combat system and putting a heavy intricate focus on those gameplay mechanics instead of the others that might escalate into hundreds of combat encounters of varying length (if introduced, why not make use of it?) seems to be as far away from what I'm hoping this game turns out to be as I can think.
A great TB combat system and not much else in the sense of game mechanics can carry certain games, but I'm really hoping this won't be one of them.
We do have a lot of focus on story, and the assets I saw being generated this past week are pretty incredible. We will have a limited number of Crises, and we fully intend to make combat not required. One of our basic goals in this game is to avoid trash mobs - and we can get away with that, because the Numenera rules don't award XP for killing. Instead, we award XP for exploration, for discovery, for knowledge and understanding. This is not to say that we might not include optional combat sites for those who want to play with the system, but our intent is to make our Crises deep, involved, strategic, and tactical.
When I say "Crisis", keep in mind that I don't mean "combat" - these are situations where combat might occur, but if you don't want to fight, you should be able to find a way around it. We outline this in Update 24.
I hope that helps assuage your concerns.
Codexers again really don't know when people are just having fun and joking but I wiill give you a serious argument: Adventure games are totally focused on the stories they are trying to tell not you are trying to make, there are some odd cases like Last Express, Blade Runner and some very few others(you could say that they were more like adventure games adding RPG elements to it) ,most of them don't have a faction system, a morality system , C&C, combat, interesting uses of skills/attributes and non linearity . They are awesome in telling you a specific story, with a specific character and challenging your wits and that is about it. That is why I don't agree with the comparison with an adventure game and saying that is okay to PS:T be like Sanitarium(I loved both but for completely different reasons). In PS:T, you have no specific role, so if I wanted to pick a fork and stabbed someone in the eye, I should be able to do it, even if meant a fight. I could play as a high wisdom guy and fry people with my mind with my awesome dialog but that isn't the only style of play that is correct. If I decided to play as a murderous psycho, I should be rewarded as playing as the high wisdom dude.Oh boy, look at that, arguing against what I said with ridicule instead of an argument of your own.Yeah, get out of here, we all know PS:T should have been a Visual Novel.Redirect Dexter to RPG watch.PS:T could have almost been an isometric Adventure game.
Agreed.We're close to 10000 votes overall and both options are at ~4600 (+500 'whatever' votes). This is actually very interesting, I did not expect the head-to-head race to last that long. If this kept up until the end, it would probably be the best possible thing, as inXile would be justified to choose whatever option they feel is most suitable for the game (they still are, but You know what I mean).
Wasn't it already declared as popamole shit for retards because of the square grid? Dunno how that can be better than popamole RTwP for retards.First, they already have a TB combat system from W2, which they said they can adapt which is one of the reasons they said they'd like to do TB.
If you have a (very big) focus on story and the combat elements are a relatively minor (and possibly skippable) part of the game, what would the advantages of designing a TB combat system be?We do have a lot of focus on story, and the assets I saw being generated this past week are pretty incredible. We will have a limited number of Crises, and we fully intend to make combat not required. One of our basic goals in this game is to avoid trash mobs - and we can get away with that, because the Numenera rules don't award XP for killing. Instead, we award XP for exploration, for discovery, for knowledge and understanding. This is not to say that we might not include optional combat sites for those who want to play with the system, but our intent is to make our Crises deep, involved, strategic, and tactical.
When I say "Crisis", keep in mind that I don't mean "combat" - these are situations where combat might occur, but if you don't want to fight, you should be able to find a way around it. We outline this in Update 24.
I hope that helps assuage your concerns.
Torment: Numenera is not minmaxing and loot tables. Combat should be part of the narrative and serve it, not being the core focus. Difficulty shouldn't be measured by "is my party minmaxed enough to kill boss?", but "is my approach good enough to resolve this encounter?".
Avoiding an encounter, talking through it, using the scenery, using an item, misdirect the attention, charming your way...all of them work better in a real-time fashion rather than turn-based squad tactics.
Heck, hack/slash should be punished if you ask me.
You have PE
So, he needed to watch W2, because he didn't know what a TB combat system in a crpg looked like and behaved. Plus the usual bullshit about breaking immersion etcOP expressed my thoughts exactly. After seeing gameplay footage of Wasteland 2 I can definitely say this is NOT what I ever expected when backing TToN. Looks drawn-out, tedious, unexciting and too "gamey" or immersion breaking.
http://forums.obsidian.net/topic/63536-torment-tides-of-numenera/page-21After reading the update with things like "Please remember that this vote is advisory only. Above all, please remember that our goal is to provide the best possible experience for the game, and if the final decision is not your preferred choice, we ask you trust our ability to deliver a solid game.", it becomes clear that they're gonna go with TB and not care about 51% of the backers who paid 2 mil to make it happen. 2 mil scam.