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CottonWolf
Jul 20, 2012

Good ideas generator



Airfoil posted:

UI tool tips would be nice. Also, I generally like the writing, but it needs some prettying up to squeeze out awkward phrasing and reinforce clarify. The team members should take a few more editing runs at each other's work.

Just having watched it, the UI would be my main (only) issue. The three stat pools should have at least the option of turning on numbers, and even having played the tabletop game and knowing all the systems, the effort interface is a strange mystery. It's not particularly complicated, it's just somewhat ugly and just looking at it, I couldn't really work out what each bit was doing.

They're redoing it anyway though, for their UGUI upgrade, so I assume much of it will change.

Edit: For those in alpha, is there a way to turn off either the success or failure notifications or turn on the dice rolls? Watching it, at the moment it seemed a bit in the middle between uninterrupted narrative and gameplay. Personally, either I want all the mechanics to be hidden under the hood, with the game just branching based on hidden rolls or I want to know what I'm rolling as well as whether I succeeded or failed. This isn't a biggy, it's just an immersion thing.

ie. Give me the descriptors 'Hard, Impossible, ect' then no mechanical feedback post a roll, including non-narrative damage in combat, just its effects. Or the target numbers and full breakdown of rolls, damage, ect.

CottonWolf fucked around with this message at 10:26 on Aug 16, 2015

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Airfoil
Sep 10, 2013

I'm a rocket man


CottonWolf posted:

Edit: For those in alpha, is there a way to turn off either the success or failure notifications or turn on the dice rolls?

No. Other than screen resolution and some text display and sound settings, there aren't any options yet.

Sea Otter
Oct 9, 2012


I have conflicted feeling about the alpha. Definitely, it claims itself to be a spiritual successor of PS: T and I'm happy with the conjuncture of Numenera rule set and what PS: T was initially intended to be. It plays like a gamebook which allows the players to choose different approaches through their avatars with equally different characters. However, the presentation may appear awkward to new players since most of the activities of the players is reading texts and clicking objects of interests offered through the bird-view map. Additionally, as a less important aspect, the size of the main character is as small as characters of Pillars of Eternity, different from the comparison between PS: T and other Infinity Engine games. As a result, the visual feels bit underwhelming while the most of atmosphere comes from the text, and their mixture doesn't seem to be working well: The eyes of the players either choose the map or the texts especially when compared with contemporary point and click adventure games and so-called visual novels (Thinking about that, other IE games and PoE have good reason to have the long-shot birdview since their main game-play is the combat). I'm glad to see that it has an excellent scheme that connects the gameplay and the narrative but the presentation may feel lacking compared with the contemporary games which focused on the narrative.

CrookedB
Jun 27, 2011

Stupid newbee

Sea Otter posted:

Additionally, as a less important aspect, the size of the main character is as small as characters of Pillars of Eternity, different from the comparison between PS: T and other Infinity Engine games.

You can zoom in to get the PS:T look if you want.

CottonWolf
Jul 20, 2012

Good ideas generator



Sea Otter posted:

As a result, the visual feels bit underwhelming while the most of atmosphere comes from the text, and their mixture doesn't seem to be working well: The eyes of the players either choose the map or the texts especially when compared with contemporary point and click adventure games and so-called visual novels (Thinking about that, other IE games and PoE have good reason to have the long-shot birdview since their main game-play is the combat). I'm glad to see that it has an excellent scheme that connects the gameplay and the narrative but the presentation may feel lacking compared with the contemporary games which focused on the narrative.

I'm not sure how else you'd really do it, unless you're talking going the Banner Saga route and essentially completely disassociating the combat and narrative sections.

Sea Otter
Oct 9, 2012


It may be only me but what I felt something wrong with the alpha is that my eyes were either reading or looking at the bird-view window during my playthrough. IIRC, in the original Torment, I didn't feel like this, maybe, because I took the IE style as granted or the characters were bigger-anyway, that's what I can think of as possible reasons. In some cases, the dialogue UI took nearly 2/3 of the screen, which is good for reading, indeed, while it felt like that the devs gave up on the presentation of the bird-view screen.

From a different perspective, it may be bit risky for this game to be tagged as a role-playing game due to likely presumptions although PS: T is one of the possible ways for role-playing games could have been developed. I feel the sincerity of the devs as for the mechanic and the writing and I don't like it to stumble on the presentation. That said, all of these can turn out to be merely groundless apprehensions.

@CrookedB
Thanks but I played PoE so I know how to do it.

CottonWolf
Jul 20, 2012

Good ideas generator



The next part of the alpha's out. No way I'm watching it, enough spoilers for me in the first one, but if you don't care about that sort of stuff here's a stream.

https://www.youtube.com/watch?v=ho5Ye6FDisk

CottonWolf
Jul 20, 2012

Good ideas generator



The next part of the alpha's out. No way I'm watching it, enough spoilers for me in the first one, but if you don't care about that sort of stuff here's a playthrough.

https://www.youtube.com/watch?v=ho5Ye6FDisk

CottonWolf fucked around with this message at 19:17 on Sep 1, 2015

Oasx
Oct 11, 2006

Greetings from Asbury Park

I really hope they are planning of fixing up the interface, having it taking up half the screen, and as some points 2/3rds of it, looks really really bad.

mitochondritom
Oct 3, 2010


Oasx posted:

I really hope they are planning of fixing up the interface, having it taking up half the screen, and as some points 2/3rds of it, looks really really bad.

Yea, I agree completely. Without wanting to read the text or ruin anything I watched a few bits of that video and I have to say they seem to have absolutely nailed the "Torment" look of it. If I didn't know any better it could have been from the old Planescape game.

Great Rumbler
Jan 30, 2013

For I am a dog, you see.


Oasx posted:

I really hope they are planning of fixing up the interface, having it taking up half the screen, and as some points 2/3rds of it, looks really really bad.

I don't mind it. If there's going to be a ton of text and a ton of dialog options for me to read, I want a window that's big enough to accommodate that.

But it probably will change quite a bit between now and the actual release, along with making it scalable.

Great Rumbler fucked around with this message at 21:26 on Sep 1, 2015

chiefnewo
May 21, 2007



Oasx posted:

I really hope they are planning of fixing up the interface, having it taking up half the screen, and as some points 2/3rds of it, looks really really bad.

The huge interface just seems to be the dialogue box as far as I can tell. When you're running around it just seems to be the character icons in the corner and something on the right.

Schurik
Sep 13, 2008



Someone tell me this is fake.

Kurtofan
Feb 16, 2011

hon hon hon


It randomly burst into fire

Edit: at least it's original as far as backer content goes.

Airfoil
Sep 10, 2013

I'm a rocket man


Well... better than useless NPCs with reams of terrible dialog, I guess.

Accordion Man
Nov 7, 2012




Buglord

Yeah, to be honest as backer inserts go its subtle. I probably would never have realized it on my own if I found that in game.

Hakkesshu
Nov 3, 2009



Good to know that that guy is genuinely into the style of his company's products I guess

Schurik
Sep 13, 2008



Accordion Man posted:

Yeah, to be honest as backer inserts go its subtle. I probably would never have realized it on my own if I found that in game.

You're right - I wish I hadn't seen that post, in that case.

Arrrthritis
May 31, 2007


Everyone has a plan 'til they get punched in the mouth.


Just finished playing B0. Is it just me or does anyone else want to go out and buy some Razer products?

Deport The Irish
Nov 25, 2013


As someone who really likes the Numenera tabletop, have they mentioned anything about implementing Cyphers and Oddities into the game? Oddities in particular don't have an actual mechanical function other than being vendor trash, but it was always cool to be out scavenging and find something like an amulet that causes holograms of fish to swim around you when you wear it, or a musical instrument that despite your best efforts is only capable of making soft, unpleasant noises.

Or come across a self-refilling bottle that can clean any stain off any fabric (Billy Mays here...)

Deport The Irish fucked around with this message at 18:44 on Sep 3, 2015

Great Rumbler
Jan 30, 2013

For I am a dog, you see.


Deport The Irish posted:

As someone who really likes the Numenera tabletop, have they mentioned anything about implementing Cyphers and Oddities into the game? Oddities in particular don't have an actual mechanical function other than being vendor trash, but it was always cool to be out scavenging and find something like an amulet that causes holograms of fish to swim around you when you wear it, or a musical instrument that despite your best efforts is only capable of making soft, unpleasant noises.

One of their previous updates mentioned that loot in game will fall into four categories: mundane items, oddities, cyphers, and artifacts.

Contrecoup
Mar 30, 2015


I think cyphers are supposed to run like consumables. Can't remember the rest. Hopefully they just don't make them rarity tiers

Contrecoup fucked around with this message at 01:52 on Sep 4, 2015

CottonWolf
Jul 20, 2012

Good ideas generator



Contrecoup posted:

I think cyphers are supposed to run like consumables. Can't remember the rest. Hopefully they just don't make them rarity tiers

There's no way that they don't make them work like they do in the tabletop game. You can carry a certain number, beyond that you start to suffer poisoning, and you find them enough that you should constantly be using them.

Great Rumbler
Jan 30, 2013

For I am a dog, you see.


Contrecoup posted:

I think cyphers are supposed to run like consumables. Can't remember the rest. Hopefully they just don't make them rarity tiers

It's definitely not just a rarity thing based on what they've said:

quote:

1. Mundane Items: Anything Ninth Worlders can easily make or find (anything from swords and lockpicks to glowglobes, synth armor, and sprayflesh (the Ninth World equivalent of a healing potion)).

2. Oddities: Pieces of the numenera that are strange, but rarely useful: a silver ball that perpetually drips perfume, a synth mug that keeps whatever you put in it warm, or a button that, when pressed, sends you back exactly 1 second in the past.

3. Cyphers: One-shot, highly useful pieces of the numenera (you’ll find a lot of these).

4. Artifacts: Like cyphers, but they can be reused and can often be cobbled together with other things to make new devices. These also include the components and power sources used in the crafting system.

http://tormentrpg.tumblr.com/post/7...ave-i-got-in-my

CottonWolf
Jul 20, 2012

Good ideas generator



I love the way that they think that a button, that when pressed sends you one second into the past, would be 'rarely useful'.

Great Rumbler
Jan 30, 2013

For I am a dog, you see.


The tech itself is pretty incredible, but there's not a lot that one second would do for you.

prefect
Sep 11, 2001

No one, Woodhouse.
No one.






Dead Man’s Band

Great Rumbler posted:

The tech itself is pretty incredible, but there's not a lot that one second would do for you.

Can you press the button again once you're in the past?

Doorknob Slobber
Sep 10, 2006

by Nyc_Tattoo


Schurik posted:

Someone tell me this is fake.



Thats interesting. Big companies helping kickstart so they can advertise inside the game.

CottonWolf
Jul 20, 2012

Good ideas generator



Great Rumbler posted:

The tech itself is pretty incredible, but there's not a lot that one second would do for you.

You could undo so many 'urgh I didn't mean to say that events'.

Great Rumbler
Jan 30, 2013

For I am a dog, you see.


CottonWolf posted:

You could undo so many 'urgh I didn't mean to say that events'.

It would probably take more than one second for you to realize you said something bad, fumble in your pocket for the one-second time travel machine, and then press the button.

prefect posted:

Can you press the button again once you're in the past?

It takes two seconds to charge up again.

Schurik
Sep 13, 2008



Reason posted:

Thats interesting. Big companies helping kickstart so they can advertise inside the game.

It's about as interesting as product placement is in general.

Kuiperdolin
Sep 5, 2011


Is that a first? I've never heard of that but I don't follow kickstarter much.

ZearothK
Aug 25, 2008

The only mystery left,
is what I put in your tea.


CottonWolf posted:

I love the way that they think that a button, that when pressed sends you one second into the past, would be 'rarely useful'.

As if having an infinite source of perfume or an ever-heating mug wouldn't be useful. I guess they're not particularly useful for a CRPG, but even a murder-hobo could use a warm drink every once in a while or a perfume when the social occasion calls and taking a bath is for some reason unthinkable.

Deport The Irish
Nov 25, 2013


ZearothK posted:

As if having an infinite source of perfume or an ever-heating mug wouldn't be useful. I guess they're not particularly useful for a CRPG, but even a murder-hobo could use a warm drink every once in a while or a perfume when the social occasion calls and taking a bath is for some reason unthinkable.

This is pretty much why I was curious about them. Oddities add quite a bit for flavor and RP that don't necessarily translate into a video game (I wouldn't think Numenera as a system would translate well at all but we'll see) some of the Cyphers don't translate well either, like one's a canister filled with a spray that makes metal as brittle as glass. That's the effect in its entirety. No numerical references or charts. Another one is an item that, once activated, can never ever be moved from that position by any known force.

Another thing that comes up in the tabletop would be neat to see but I don't know how a CRPG could represent is that you're not only using technology you don't understand, you're using scraps of broken things who's original purpose you can't comprehend. Your cup of infintiely hot fresh coffee might have actually been a surviving convenient consumer product from back when capitalism conquered the multiverse, or it might have been a temperature regulator for a secondary backup motor on a machine who's original purpose is beyond your capability to even imagine.

CottonWolf
Jul 20, 2012

Good ideas generator



Deport The Irish posted:

This is pretty much why I was curious about them. Oddities add quite a bit for flavor and RP that don't necessarily translate into a video game (I wouldn't think Numenera as a system would translate well at all but we'll see) some of the Cyphers don't translate well either, like one's a canister filled with a spray that makes metal as brittle as glass. That's the effect in its entirety. No numerical references or charts. Another one is an item that, once activated, can never ever be moved from that position by any known force.

Another thing that comes up in the tabletop would be neat to see but I don't know how a CRPG could represent is that you're not only using technology you don't understand, you're using scraps of broken things who's original purpose you can't comprehend. Your cup of infintiely hot fresh coffee might have actually been a surviving convenient consumer product from back when capitalism conquered the multiverse, or it might have been a temperature regulator for a secondary backup motor on a machine who's original purpose is beyond your capability to even imagine.

I'm assuming that cyphers in this game are going to be hand placed, so and Torment suits the narrative style, so they could easily have locations where using even the odder cyphers you might find would be perfectly natural. If they were going for a more BG style game, they'd just have to cut a swathe of the less obviously combat applicable cyphers out, presumably.

Oasx
Oct 11, 2006

Greetings from Asbury Park

Slightly off topic, but the Numenera RPG is in the final days of a kickstarter to fund three new books. One about outer space and the solar system, one about what takes place in the ocean and one about other dimensions.
They have hit a ton of stretch goals, and you now get a novel, maps, tons of extra supplements, and with a little luck a whole new bestiary for free, if you back to get the three main books.
It is worth checking for any Numenera fans who don't know about it : https://www.kickstarter.com/project...the-ninth-world

Brother None
Feb 25, 2013

On the line for InXile

Accordion Man posted:

Yeah, to be honest as backer inserts go its subtle. I probably would never have realized it on my own if I found that in game.
I waited for B0 to be out a week before handing that concept art/screenshot to Razer for a very specific purpose: to see if anyone on forums or in feedback forms noted anything about the obelisk looking "out of place". No one did.

I think as long as you avoid knowing which NPCs, items and obelisks are backer-created, you probably won't notice. We have a pretty good process for this stuff - I feel like WL2's process was already alright, but Torment's is probably better.

Deport The Irish posted:

As someone who really likes the Numenera tabletop, have they mentioned anything about implementing Cyphers and Oddities into the game? Oddities in particular don't have an actual mechanical function other than being vendor trash, but it was always cool to be out scavenging and find something like an amulet that causes holograms of fish to swim around you when you wear it, or a musical instrument that despite your best efforts is only capable of making soft, unpleasant noises.
As the item designer: all the Numenera item types are in. Oddities are very much in, mechanically they're just "gemstones" worth a bunch of shins but I've been having fun coming up with weird flavorful oddities.

Deport The Irish posted:

This is pretty much why I was curious about them. Oddities add quite a bit for flavor and RP that don't necessarily translate into a video game (I wouldn't think Numenera as a system would translate well at all but we'll see) some of the Cyphers don't translate well either, like one's a canister filled with a spray that makes metal as brittle as glass. That's the effect in its entirety. No numerical references or charts. Another one is an item that, once activated, can never ever be moved from that position by any known force.
A number of cyphers I adapt from the corebook into something that makes sense in our system. For instance such a spray would reduce the armor value of any metal-type armor permanently. A few cyphers/artifacts/oddities made the transition like that, a few others didn't need much adjusting, and a large number of items are just new for the game. There's a lot of leeway in the Numenera system, I think that's part of the point of the whole cypher system.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


Great Rumbler posted:

It would probably take more than one second for you to realize you said something bad, fumble in your pocket for the one-second time travel machine, and then press the button.

Keep it in your hand when dungeoneering, press it when you hear anything go 'click'.

CottonWolf
Jul 20, 2012

Good ideas generator



Brother None posted:

A number of cyphers I adapt from the corebook into something that makes sense in our system. For instance such a spray would reduce the armor value of any metal-type armor permanently. A few cyphers/artifacts/oddities made the transition like that, a few others didn't need much adjusting, and a large number of items are just new for the game. There's a lot of leeway in the Numenera system, I think that's part of the point of the whole cypher system.

Are they random loot or hand-placed?

Oasx posted:

Slightly off topic, but the Numenera RPG is in the final days of a kickstarter to fund three new books. One about outer space and the solar system, one about what takes place in the ocean and one about other dimensions.
They have hit a ton of stretch goals, and you now get a novel, maps, tons of extra supplements, and with a little luck a whole new bestiary for free, if you back to get the three main books.
It is worth checking for any Numenera fans who don't know about it : https://www.kickstarter.com/project...the-ninth-world

It's the last hour or so for this, they've ended up with 9 print books for $130, it's a pretty good deal.

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Brother None
Feb 25, 2013

On the line for InXile

CottonWolf posted:

Are they random loot or hand-placed?
We're still experimenting with the loot drops but I think the best answer to that is "it's a mix", it depends on the needs of design as well as just what "makes sense" for a given item or container.

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