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Interview thing here: http://www.rpgcodex.net/content.php?id=9462 quote:For this interview, we turned our inquisitive mind-cannons towards inXile Entertainment, and with our magical questions, managed to hit:
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# ? May 23, 2014 10:32 |
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# ? Apr 23, 2024 10:45 |
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Kevin Saunders and Adam Heine are also answering questions in that interview thread, in particular about the Obsidian/Pillars of Eternity tech they're using and how close they're going to stay to it:Kevin Saunders posted:
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# ? May 23, 2014 18:43 |
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New kickstarter update is out, and to no one's surprise their targeted release date is now Q4 2015.
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# ? Jun 12, 2014 22:11 |
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Zilkin posted:New kickstarter update is out, and to no one's surprise their targeted release date is now Q4 2015. Actually makes me happy for purely logistical reasons. Too many games coming out late this year/early next.
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# ? Jun 12, 2014 22:44 |
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Airfoil posted:Actually makes me happy for purely logistical reasons. Too many games coming out late this year/early next.
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# ? Jun 12, 2014 23:14 |
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Airfoil posted:Actually makes me happy for purely logistical reasons. Too many games coming out late this year/early next. What makes you think even more games won't come out in Q4 2015?
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# ? Jun 12, 2014 23:15 |
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Hakkesshu posted:What makes you think even more games won't come out in Q4 2015? Who knows. All I can think of that I care about are this, PE, WL2, Cyberpunk 2077, and maybe Witcher 3 (if I ever get back to 2). For all this gamechat I barely get to play them anymore. PE and Torment will probably take me forever to get through.
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# ? Jun 12, 2014 23:20 |
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Hakkesshu posted:What makes you think even more games won't come out in Q4 2015? I have a pretty good idea of what's coming up. Games aren't usually announced and released in the space of 18 months.
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# ? Jun 12, 2014 23:21 |
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Is anyone here familiar with Numenera? I heard Cook basically went crazy and made the wizard class even more broken than traditional DnD. Can anyone confirm/deny?
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# ? Jun 12, 2014 23:54 |
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Ataru13 posted:Is anyone here familiar with Numenera? I heard Cook basically went crazy and made the wizard class even more broken than traditional DnD. Can anyone confirm/deny? I've skimmed through the core rules. Never actually played it. I suppose the nano (rough equivalent of wizard class) could potentially be overpowered, but Numenera classes seem much more flexible than D&D, so I'm not sure a direct comparison is really possible. Also not sure exactly what you mean by "broken". Class information is in the Player's Guide if you have $8 to spare: http://www.montecookgames.com/product/numenera-players-guide/
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# ? Jun 13, 2014 02:08 |
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Ataru13 posted:Is anyone here familiar with Numenera? I heard Cook basically went crazy and made the wizard class even more broken than traditional DnD. Can anyone confirm/deny? Compared to the Glaive (fighter) the imbalance is hilarious, as in the wizard gets to do cool wizardry poo poo while the fighter gets to sacrifice health to do an extra point of damage.
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# ? Jun 13, 2014 16:19 |
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Ataru13 posted:Is anyone here familiar with Numenera? I heard Cook basically went crazy and made the wizard class even more broken than traditional DnD. Can anyone confirm/deny?
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# ? Jun 14, 2014 04:26 |
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Ataru13 posted:Is anyone here familiar with Numenera? I heard Cook basically went crazy and made the wizard class even more broken than traditional DnD. Can anyone confirm/deny? I mean, I haven't read the books, but that sounds like exactly what Monte Cook did in all his other games, sooooo... yeah.
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# ? Jun 14, 2014 04:39 |
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minimalist posted:Compared to the Glaive (fighter) the imbalance is hilarious, as in the wizard gets to do cool wizardry poo poo while the fighter gets to sacrifice health to do an extra point of damage. Although that's accurate, it would be more accurate to say the wizard gets the ability to literally move mountains, at the same level that the fighter gets the ability to kick someone as an extra attack in a round. What's particularly dumb is both the fighter and the wizard gain their abilities by shoving technology into their body. So you can choose to shove the tech into your body that lets you teleport anywhere in the universe and shift mountains around OR the tech that lets you kick someone after swinging your weapon. Balance.
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# ? Jun 14, 2014 06:59 |
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Zilkin posted:New kickstarter update is out, and to no one's surprise their targeted release date is now Q4 2015. Well, at least I should be getting my Wasteland 2 key sometime this year.
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# ? Jun 14, 2014 07:23 |
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Zilkin posted:New kickstarter update is out, and to no one's surprise their targeted release date is now Q4 2015. I generally don't keep track of release dates, even with the games i help fund, so i was surprised to see that the game was originally supposed to come out in December this year. Not that that is too surprising given how sparse the updates are, but as long as the final game is good, i don't really mind.
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# ? Jun 14, 2014 07:34 |
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Pomp posted:Well, at least I should be getting my Wasteland 2 key sometime this year. August, in fact. I suppose a delivery date is required when posting a Kickstarter, but it's pretty meaningless for games. The idea that it's possible to provide a release date before you even have a budget or know the full scope of the project is ridiculous.
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# ? Jun 14, 2014 07:56 |
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I've gotten so few updates about this game, I'd forgotten I'd backed it.
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# ? Jun 14, 2014 08:01 |
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M. Night Skymall posted:Although that's accurate, it would be more accurate to say the wizard gets the ability to literally move mountains, at the same level that the fighter gets the ability to kick someone as an extra attack in a round. What's particularly dumb is both the fighter and the wizard gain their abilities by shoving technology into their body. So you can choose to shove the tech into your body that lets you teleport anywhere in the universe and shift mountains around OR the tech that lets you kick someone after swinging your weapon. Balance. It's that every fighter ability is "do more damage" while the wizard gets unlimited Hold Person spells with no resource cost at level two. And the fighter/wizard is 95%+ copy/pasted abilities from the other two classes. But that's the banal bad part. The painful part is how there ARE some really cool character creation concepts that are so wide open it seems like the game is begging you to make up your own stuff. But then they are completely unbalanced, very crunchy and often a grab bag of loosely-themed powers rather than something tightly designed. That leaves you without appropriate guidelines on how to invent your own and creating them takes a lot of effort given how crunchy they are. And they really are a kitchen sink so the game ends up feeling like RIFTS: Nausicaa of the Valley of the Wind. Fun to look at but you wouldn't want to play it.
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# ? Jun 17, 2014 02:27 |
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MartianAgitator posted:It's that every fighter ability is "do more damage" while the wizard gets unlimited Hold Person spells with no resource cost at level two. And the fighter/wizard is 95%+ copy/pasted abilities from the other two classes. It is presented as a feature, and admittedly we did have some fun and awesome moments adapting cyphers to situations, but with the creeping realization that the characters became uniform and less central. It didn't really matter (besides inter-party banter) that one was a "religious jack cyborg" and the other a "roman soldier styled mercenary glaive", because at the end of the day, their inherent abilities were either too specialized or not evocative enough (or too broken.... "Teleport" got vetoed day one by the *players* as too broken and unfun) that they helped solve the problem du jour. It usually came down to either use a Cypher, or failing that spend enough Effort (and the generous regain rules means you usually have enough between a party of four to make anything at least likely, unless you throw them into combat constantly). Fundamentally I want the characters to use their wits and skills to solve problems the GM throws at them. It is problematic, when the GM also decides what skills they have from session to session. Even if the players get freedom to decide what the 1d6 cyphers they just found do, ultimately the GM still has veto, and an interest to not hand out (too many) one-shot, I-Win buttons (aka massively or very broadly useful cyphers). If the GM decides what the cyphers do, you are faced with the planning problem of avoiding always giving them a suspiciously useful gadget that is perfect for the next problem they face. Another quibble, though this is more a personal preference than a direct flaw, is that the majority of things you can spend long-term XP on, is basically "do what I already do, but better". I prefer character stat growth to be "do something I couldn't do before". Anyway, a lot of this can be solved by making new Focus, Type and Descriptors abilities that are more varied and with more interesting effects than "+1 armor", and toss out the stupid "you may only get one from each tier" rule. Hopefully Torment will do some work in that respect. GhostBoy fucked around with this message at 10:04 on Jun 17, 2014 |
# ? Jun 17, 2014 09:48 |
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RPS has put the first part of a long interview with the Torment guys online, it is a good read : http://www.rockpapershotgun.com/2014/06/17/torment-tides-of-numenera-interview-1/
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# ? Jun 18, 2014 08:57 |
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The second half of the RPS interview is up: http://www.rockpapershotgun.com/2014/06/19/torment-tides-of-numenera-interview-2/#more-213929 They talk about the first two possible companions and they are pretty funky: 'A fallen Aeon Priest whose arms are covered with intricate, living tattoos. He can pull these tattoos from his body and siphon their energies to create a blazing wall of force or a spray of acid. The other companion is a brash nano, a mad-scientist type whose recklessness has turned her into a series of quantum shadows echoed through multiple realities.'
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# ? Jun 19, 2014 22:57 |
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UrbicaMortis posted:The second half of the RPS interview is up: http://www.rockpapershotgun.com/2014/06/19/torment-tides-of-numenera-interview-2/#more-213929 Welp. I know which one I'm going with for the first run, if only so I can hum "Me and my Shadow" all the way through the tutorial.
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# ? Jun 19, 2014 23:30 |
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Hey so people who backed this with the backer reward that also gave Wasteland 2 might have a Wasteland 2 key in their donations page of their inXile account, at least I did. Yay!
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# ? Jun 20, 2014 16:30 |
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Reason posted:Hey so people who backed this with the backer reward that also gave Wasteland 2 might have a Wasteland 2 key in their donations page of their inXile account, at least I did. Yay! Yeah, but apparently it's being rolled out slowly. I'm a bit worried, actually, since while I remember backing it for the Wasteland 2 tier, I don't see anything referencing that on my donation page. Just that I've made a fifty dollar pledge. I'd email them, but I'm pretty sure that I'm probably worried over nothing, right?
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# ? Jun 26, 2014 21:08 |
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Open Source Idiom posted:Yeah, but apparently it's being rolled out slowly. Depends what tier you backed. The $50 digital tier did not actually include Wasteland 2: http://tormentrpg.tumblr.com/thekstiers
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# ? Jun 26, 2014 23:14 |
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Gry-online got a pretty indepth interview with Kevin Saunders, Adam Heine and Jeremy Kopman (crisis designer) covering a bunch of topics and digging pretty deep into systems and combat/crisis details. Available in English: http://www.gry-online.pl/S022.asp?ID=9849&STR=8
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# ? Jul 22, 2014 19:16 |
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That sounds great. Every interview for this game has been sounding all the right notes. The idea of 10 really detailed scenarios being the core of the games combat just makes me stupidly excited. That sounds infinitely better than 100 thrown together encounters just to pad it out.
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# ? Jul 23, 2014 20:44 |
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Torment features Quantum WWI. That is gloriously odd.
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# ? Sep 17, 2014 15:01 |
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OK so now it lets you go to the updated Torment site and mess around with your pledges and... for some reason I've got a bunch of points they've granted me, and there are certain physical rewards they seem prepared to give me without charging for shipping. This seems weird. EDIT: OK so now I'm apparently getting a free T-shirt for no apparent reason. Wheeeeee. Chairchucker fucked around with this message at 15:24 on Sep 17, 2014 |
# ? Sep 17, 2014 15:16 |
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You get one point for each $0.1 you pledged. I pledged $25, I got 2,500 points. It's a little bit weird but it allows for more granularity in the price of the rewards, I guess. Since apparently they wanted an experience bar it's also less ridiculous to use larger numbers. I don't think it's all very necessary. It feels like some developers were bored while waiting to switch from WL2 to Torment.
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# ? Sep 17, 2014 15:24 |
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Oh wait I see what happened, I'm dumb and pledged more than the tier amount for reasons that are not apparent, so I had some points left over. So I get a shirt because I paid that much extra.
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# ? Sep 17, 2014 15:35 |
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The endless war is a common enough device, but this seems a bit.... stretched? I'm talking mostly about this passage: quote:Yet despite the removal of the principals, the battle rages on, its contestants battling for ideologies of transparency, equality, and the common good on the First's side, and for duty, devotion, honor, and the hope of winning the Changing God’s trust on the other – the castoffs on the side of the Changing God do not want the First’s ideology dictating their lives. Assuming this is a place we'll visit in the game, I cannot help but read this in the context of the Tides. Clearly one side favours one set, and the other a different. So far, so cool. I especially like that The Changing God is not necessarily just a selfcentered bastard to all; The ideology clearly can inspire people to see his point of view, whether out of genuine agreement, or self-interest in knowing what he knows. But if the battle is in a relatively small area somewhere out in the boonies, and even given that the rest of the text implies that there are a hell of a lot more castoffs than I thought, and many of them are in positions of power, how does it have any change of being a deciding factor in the lives of Castoffs seemingly everywhere? The whole thing reads odd. I hope this isn't a prelude to how Castoffs are secretly the Illuminati of the Ninth World. The battle can take on a life of it's own, with nobody really sure why they started fighting in the first place, without hitching it to some sort of deciding destiny maker for the Castoffs in general. Am I the only one getting that vibe? GhostBoy fucked around with this message at 15:42 on Sep 17, 2014 |
# ? Sep 17, 2014 15:39 |
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Furism posted:I don't think it's all very necessary. It feels like some developers were bored while waiting to switch from WL2 to Torment. What they seem to be saying in the update is that it's a way to allow rewarding people for contributions to the community etc. that aren't necessarily based on giving them money. So instead of ad-hoc upping someone's pledge a tier, they can give someone 100 Numenera Points for e.g. being a good beta tester who reports tons of good bugs.
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# ? Sep 17, 2014 16:38 |
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I am honestly a bit disappointed with the lore update - it feels like they just spoiled a part of their own story. The First Castoff and the Changing God seemed like pivotal figures in the story, and I had imagined that you would start out shrouded in mystery, both to the player and the Last Castoff, and only later revealed and encountered on the critical path in an important scene like with Ravel. Instead we now know, unless the lore update is deliberately misleading, that the First Castoff is dead, and the Changing God is in a body in a biological moon. Hopefully the story will have other interesting mysteries. Parenthesis fucked around with this message at 17:35 on Sep 17, 2014 |
# ? Sep 17, 2014 17:18 |
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Looks like now is the time to start burying my head in the sand regarding lore and such.
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# ? Sep 17, 2014 17:27 |
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Honestly why do people read lore stuff? I would much rather go into the game blindly and enjoy.
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# ? Sep 17, 2014 17:29 |
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teraflame posted:Honestly why do people read lore stuff? I would much rather go into the game blindly and enjoy. Because it adds backstory to the world and gets people excited for the game? I doubt they would spoil anything important that had to do with the story in the game. And for the people not familiar with Numenera, this is great example of why the gameworld is so good.
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# ? Sep 17, 2014 17:46 |
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I really need to learn to write down the extras I pledge for on Kickstarters. InExile happily did some good listing here, so I don't have the problem of rebuying extras I'd already paid for like I did with Pillars of Eternity, but apparently I pledged $12 more than I needed to, and I don't understand why. I don't want the thing at 1200 points (and don't especially imagine I did at the time), nor can I find a combination of lower pointed stuff that adds up to it. Hmmmm. The update says they want to get to 4.75m to keep this area in. Anyone got an idea what they're at now? I have to assume it's gone up at least a little from the 4-ish million they had initially?
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# ? Sep 17, 2014 22:41 |
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# ? Apr 23, 2024 10:45 |
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Sleep of Bronze posted:The update says they want to get to 4.75m to keep this area in. Anyone got an idea what they're at now? I have to assume it's gone up at least a little from the 4-ish million they had initially? The website says they are at about 4.6 million.
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# ? Sep 17, 2014 23:18 |