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

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
In the end, I recognized one important companion signpost in Torment lies in characters like Morte and Nordom – one provides humor naturally in irreverence, the other provides humor in being a fish out of water. The companion I’m doing in Torment is another take on adding some levity to the situation, whether intended to or not. I’ve played him in a few Numenera tabletop sessions, and so far, he adds a lot of… energy… to encounters. Plus, he’ll be a lot of fun to write, and I think he’ll lead to some interesting adventure possibilities.
Can anyone be bothered to compile a list of the "funny" characters MCA has written? Morte was obviously awesome but I'm more or less lost regarding who wrote what in the later games.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Can anyone be bothered to compile a list of the "funny" characters MCA has written? Morte was obviously awesome but I'm more or less lost regarding who wrote what in the later games.
I don't know the breakdown exactly, but there was Atton and HK47 in KotOR 2. Myron in Fallout 2 was Avellone.
 

eremita

Savant
Joined
Sep 1, 2013
Messages
797
Can anyone be bothered to compile a list of the "funny" characters MCA has written? Morte was obviously awesome but I'm more or less lost regarding who wrote what in the later games.
I don't know the breakdown exactly, but there was Atton and HK47 in KotOR 2. Myron in Fallout 2 was Avellone.
Gann from MotB is pretty funny, Cass from New Vegas also has some funny lines...
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
Yeah me neither, and while HK47 was quite good the credit for him should mostly go to someone at Bioware *hides*.
 

Zed

Codex Staff
Patron
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Kevin, Adam and Colin are true bros.

Too bad this game is on hold for WL2 because I don't see WL2 being done anytime soon. WL2 being called a beta at this stage is a joke. Maybe it's done near the end of next year, unless Fargo suddenly reels back the quality assurances. In addition to this, Torment will require more than a year to finish, so maybe we'll see Torment in 2016 or something.

I don't know what the deal is with Monte Cooke Games and Torment: Numenera, if they're getting a cut (and how big) or if it's a charity/publicity case. I also don't know to what degree Obsidian can step in and help with their fantastic HD 2D-in-Unity expertise. I think these factors (together) are just as important as getting WL2 out.
 

Infinitron

I post news
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Messages
100,560
Enjoy the Revolution! Another revolution around the sun that is. 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
Well, for now Kevin doesn't believe there will be a delay, but we'll see.

Maybe it's done near the end of next year

The patch today seems to be evidence that they can improve the game fairly quickly, so I doubt it.
 
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hiver

Guest
I had some reservations, doubts and worries about effort mechanic but Adam largely removed those by his explanations.

This update content further adds to the sense of something potentially wonderful and unorthodox might be happening.
At this point im just ... observing things with a sense of positive curiosity.

(levitation, anyone?)

Yes please - BUT as a "magic" effect a nano can produce and so helps the rest of the team. Which means more of team skills playing off against each other, more combining the skills of the team, more team work in full sense of the word - instead of segregation into just individual sequential capabilities.
Additionally an ancient numenera (Higgs adjuster of some kind?) can give this effect - and it would be good if its not something without limits or able to function indefinitely and numerous times.


You might find that, for certain special traps, the nano in your party is just as equipped to disable it as the jack (one being trained in Lore, the other in Quick Fingers), so if one fails, the other can take a shot at it (because each character's first attempt is free, but further attempts will cost you something—assuming your disabling attempt doesn't set off the trap, of course). For some traps, maybe the nano is even better equipped, or at least doesn't have to spend as much Effort to achieve the same chance of success.
Excellent, but be sure to add some negative consequences to just poking around traps. The first attempt may be free of spending effort (if i understand that correctly)... but not free of the consequences. - in any case.

And if we're being true to our philosophies, different solutions can each have reactivity of their own (smashing down the gate might trigger extra defenses, persuading the custodian could mean you've gained a friend or used up a favor for another quest, using the cypher means you won't have it for a later task, etc.), ultimately resulting in more interesting replayability across the board.
Yes, yes and yes again.

Thats exactly right.

mmm-hmm!

:greatjob:
 
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Zed

Codex Staff
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Joined
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Messages
17,068
Codex USB, 2014
Well, for now Kevin doesn't believe there will be a delay, but we'll see.

Maybe it's done near the end of next year

The patch today seems to be evidence that they can improve the game fairly quickly, so I doubt it.
That's good to hear but they probably worked abnormally much on it during this period.
 

hiver

Guest
CMcC
As the Creative Lead on this project, it’s my job to make sure we don’t settle for “good enough” on the story. To that end, we took the original story, examined its component pieces, and reassembled it in a different (and better) configuration. We kept all the elements we described in the Kickstarter—all the characters, all the items, all the *everything* except the fine details of the narrative. This was a reorganization of our elements in a way that is more focused, clearer, and more entertaining.

Yes, yes ok, so... what is it?

:lifts the update and looks under it:
nothing here.
shines a light through it - nope, no invisible ink either.

well? WELL?

and what do you mean no new art?
We should all start the new year of Incline with something nice... riiiight?

whip those artists some more.
 

StaticSpine

So back
Patron
Joined
Dec 14, 2013
Messages
3,292
Location
Balkans
Shadorwun: Hong Kong
I'm totally okay if the game will come out late 2015 or even early 2016 in case both W2 and TToN are well-polishead and ready to play without much bugs. This is the most anticipated game for me, so I'd wait any necessary time till the game is in proper state.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Everytime I see actual game system discussion it's a painful reminder this is a numenderpa video game.
Just following in the tradition of PS:T which used a terrible adaptation of AD&D mechanics (plus pushed them far beyond what AD&D was designed to handle).
 

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