I want to be hopeful, but the details are really vague and I worry that they're going to remove the things that make TSW unique and turn it into a P2W F2P nightmare.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The pull of the sequel would be that they are putting the Dragon Ball Super stuff in that so you can look forward to the insanity of fighting female Broly at some point in the future.
They're going to be adding characters from the current arc? I had only heard that they'd be doing ones from the last one.
I mean, if they are going to add the dumb as fuck Goku Black arc then adding some of the characters from the current arc - which is a multiverse fighting tourney and basically rife with new characters for them to play with - basically seems like a way to print money.
EDIT: And it's female Broly.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
I want to be hopeful, but the details are really vague and I worry that they're going to remove the things that make TSW unique and turn it into a P2W F2P nightmare.
I want to be hopeful, but the details are really vague and I worry that they're going to remove the things that make TSW unique and turn it into a P2W F2P nightmare.
Honestly it pretty much already is.
Sorry if I defer to myself as a better authority on the current state of the game.
Yeah! I'm looking forward to playing that tonight. I played a little of the Early Access version but shied away from doing too much in it because it's not the full game.
It actually uses the PoE engine, apparently, but it's turn-based combat. From what little I played of it it seems neat, and I guess combat encounters don't have to be solved using violence? Not quite sure.
I want to be hopeful, but the details are really vague and I worry that they're going to remove the things that make TSW unique and turn it into a P2W F2P nightmare.
Honestly it pretty much already is.
Sorry if I defer to myself as a better authority on the current state of the game.
if you honestly think it's that important, sure, go for it.
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
It actually uses the PoE engine, apparently, but it's turn-based combat. From what little I played of it it seems neat, and I guess combat encounters don't have to be solved using violence? Not quite sure.
I had heard they were adapting Monte Cook's Numenera system, but I haven't really been keeping a super close eye on it.
Funcom had an investor conference today, and this was in the presentation:
Here's hoping this changes the combat that everyone complains about. There's an "action" mode in the game that makes you aim everything with a reticle, but the actually attacks are still just hotbars, so maybe this will lead to something more action based.
I'd be tempted to come back to the game if they just gave you a few more hotbar slots for abilities. Eight wasn't enough for any interesting combat, especially when playing a tank when that eight was cut down by taunts, interrupts, and oh-shit cooldowns to 2-3 attack.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
0
JedocIn the scupperswith the staggers and jagsRegistered Userregular
I thought it did a good job of capturing the spirit of the old isometric Fallout games. The combat played like a polished turn-based version of Fallout Tactics, and they did a great job of stuffing the world with interesting things to see and do. Lots of good NPCs to interact with, and the different communities have interesting backstories and aesthetics to distinguish themselves from one another. Questwise, there's often ways to use high skills to partially or fully resolve situations without violence, but you're going to be doing a lot of combat regardless.
Playing through the first time it's hard to design four characters from scratch without knowing how a lot of the non-combat skills function in the world and between party members, so I'd advise going in with the intention of restarting after the first 45 minutes or so once you get a feel for things.
This is all in reference to the Director's Cut, which completely replaced the original version. I hear the combat in particular is...less good in the original version.
It actually uses the PoE engine, apparently, but it's turn-based combat. From what little I played of it it seems neat, and I guess combat encounters don't have to be solved using violence? Not quite sure.
I had heard they were adapting Monte Cook's Numenera system, but I haven't really been keeping a super close eye on it.
It does use that system.
Basically you have 3 pools of points that are Might, Speed, and Intelligence. You can spend from these pools to increase your chances at succeeding at certain things, but then that however much you used from that pool is spent until you either use an item to recover it or rest. I've only played a little (literally hit the first screen of the major hub and haven't left yet) but so far it seems really cool, and the setting is wonderful.
I've heard from around that it's really good at the start but the ending starts to feel like they cut a lot of corners to get it finished and they aren't as good as the beginning areas, but so far I'm super enjoying it. I've had all of one fight so far because my dude is clever enough to avoid fighting most of the time, but apparently even if you do get into a fight you can sometimes just talk to them and reason them out of fighting you.
I thought it did a good job of capturing the spirit of the old isometric Fallout games. The combat played like a polished turn-based version of Fallout Tactics, and they did a great job of stuffing the world with interesting things to see and do. Lots of good NPCs to interact with, and the different communities have interesting backstories and aesthetics to distinguish themselves from one another. Questwise, there's often ways to use high skills to partially or fully resolve situations without violence, but you're going to be doing a lot of combat regardless.
Playing through the first time it's hard to design four characters from scratch without knowing how a lot of the non-combat skills function in the world and between party members, so I'd advise going in with the intention of restarting after the first 45 minutes or so once you get a feel for things.
This is all in reference to the Director's Cut, which completely replaced the original version. I hear the combat in particular is...less good in the original version.
It's okay. Fallout Tactics is a good comparison.
(I kind of like fallout Tactics better)
I'm assuming the combat in the new Torment game will be similarly uninspiring as Pillars of Eternity.
But I have high hopes for the writing and roleplaying systems!
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
edited February 2017
I want to get Torment but my gaming budget is already spent on Zelda and Andromeda until April
Shorty on
+1
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I really like the Pillars of Eternity combat, honestly
It feels like a version of Baldur's Gate combat that's actually been designed to be a video game and not a hack of a tabletop RPG
I'm not a big fan of cool down ability management gameplay,
and I want abilities to be more mechanically interesting, rather than a matching game of attacks to weaknesses.
Divinity Original Sin, probably better fits the concept of "Inspired Combat."
That game had a bunch of fun, combos that dramatically alter the game world, beyond the damage numbers.
+1
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
edited February 2017
See, I found that while Divinity's combat looked cool, it was ultimately really hollow feeling
Also you had to cast spells in order to be at all useful in a fight/interface with the cool parts of combat, which is dogshit
Funcom had an investor conference today, and this was in the presentation:
Here's hoping this changes the combat that everyone complains about. There's an "action" mode in the game that makes you aim everything with a reticle, but the actually attacks are still just hotbars, so maybe this will lead to something more action based.
I'd be tempted to come back to the game if they just gave you a few more hotbar slots for abilities. Eight wasn't enough for any interesting combat, especially when playing a tank when that eight was cut down by taunts, interrupts, and oh-shit cooldowns to 2-3 attack.
No, see, that's exactly the kind of thing that would make me stop playing the game.
I fucking hate playing games where you have to have three dozen abilities to be babysitting all the damn time, firing off seven different cooldowns and shit.
Having a smaller skillbar requires you to be more thoughtful about what the build is, and the game was designed with the smaller skillbar in mind.
Tank builds are only necessary in dungeons, where people tend to come up with builds specific for each dungeon. There's no end of solo builds you can make.
See, I found that while Divinity's combat looked cool, it was ultimately really hollow feeling
Also you had to cast spells in order to be at all useful in a fight/interface with the cool parts of combat, which is dogshit
I'm pretty sure a flaming sword could light things on fire. you also had grenades which ruled. oh and you had arrows too. so that really isn't true at all.
but I can't stand ap point based systems like that, it felt too plodding.
Funcom had an investor conference today, and this was in the presentation:
Here's hoping this changes the combat that everyone complains about. There's an "action" mode in the game that makes you aim everything with a reticle, but the actually attacks are still just hotbars, so maybe this will lead to something more action based.
I'd be tempted to come back to the game if they just gave you a few more hotbar slots for abilities. Eight wasn't enough for any interesting combat, especially when playing a tank when that eight was cut down by taunts, interrupts, and oh-shit cooldowns to 2-3 attack.
No, see, that's exactly the kind of thing that would make me stop playing the game.
I fucking hate playing games where you have to have three dozen abilities to be babysitting all the damn time, firing off seven different cooldowns and shit.
Having a smaller skillbar requires you to be more thoughtful about what the build is, and the game was designed with the smaller skillbar in mind.
Tank builds are only necessary in dungeons, where people tend to come up with builds specific for each dungeon. There's no end of solo builds you can make.
I did a lot of Nightmares and Raids.
For 80% for the fights, I was pressing two buttons. It was DULL.
And when I wasn't doing dungeons, nothing was strong enough for me to need anything but my basic builder attacks, because I was geared for nightmares.
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
I've got 2-3 hours in on Torment, and haven't gotten in a single fight yet, so I literally cannot comment on the combat system
I've talked my way through or around anything even resembling a violent conflict, and it's always been deeply satisfying
Also, in character generation, you can pick one sort of defining personality trait. Maybe you're "Brave" or "Cunning" or whatever. But there are separate traits for "Charming" and "Slick," and they have distinct bonuses when approaching conversation. When I realized this, I had to walk away from the game, find my phone, and text my friends about how I wanted to marry a series of bits and bytes.
+6
PiptheFairFrequently not in boats.Registered Userregular
I've got 2-3 hours in on Torment, and haven't gotten in a single fight yet, so I literally cannot comment on the combat system
I've talked my way through or around anything even resembling a violent conflict, and it's always been deeply satisfying
Also, in character generation, you can pick one sort of defining personality trait. Maybe you're "Brave" or "Cunning" or whatever. But there are separate traits for "Charming" and "Slick," and they have distinct bonuses when approaching conversation. When I realized this, I had to walk away from the game, find my phone, and text my friends about how I wanted to marry a series of bits and bytes.
Yeah, Torment seems pretty rad so far. The only combat I've done is the tutorial bit in the very intro which... is actually really cool if you can avoid that?
Yeah, Torment seems pretty rad so far. The only combat I've done is the tutorial bit in the very intro which... is actually really cool if you can avoid that?
I'm playing a Clever Jack. Pretty neat.
Oh, I didn't count the tutorial in my assessment. That'd be sick if there was a way around even that, though!
Yeah, Torment seems pretty rad so far. The only combat I've done is the tutorial bit in the very intro which... is actually really cool if you can avoid that?
I'm playing a Clever Jack. Pretty neat.
Oh, I didn't count the tutorial in my assessment. That'd be sick if there was a way around even that, though!
Yeah, that's fair.
Real interested in where the story goes with this Changing God business. Especially after encountering The Genocide in the Circus district.
Yeah, Torment seems pretty rad so far. The only combat I've done is the tutorial bit in the very intro which... is actually really cool if you can avoid that?
I'm playing a Clever Jack. Pretty neat.
Oh, I didn't count the tutorial in my assessment. That'd be sick if there was a way around even that, though!
Yeah, that's fair.
Real interested in where the story goes with this Changing God business. Especially after encountering The Genocide in the Circus district.
I am in LOVE with how many random characters have these rich, devastating little stories, and I'm barely into it.
Like, if you haven't yet, talk to the kid running around in the market and his parents. The shading to the heartbreak in that story is so, so rich. I agonized over how to have my character respond to it, and it was just these three little NPCS down in the corner of the first city map you hit. Heckuva game.
I really like the Pillars of Eternity combat, honestly
It feels like a version of Baldur's Gate combat that's actually been designed to be a video game and not a hack of a tabletop RPG
I like PoEs combat but felt like Tyranny was a much too simplified version of it and lost a lot of what made it interesting as a result.
I overall preferred PoE combat as well. Tyranny was still pretty good, but the drastic imbalance in number of moves between the Fatebinder and everyone else (due to combos and reputation moves) was very frustrating to me. Spellcaster NPCs could sort of make up the deficit, provided your character build wasn't much a spellcaster themself.
Yeah, Torment seems pretty rad so far. The only combat I've done is the tutorial bit in the very intro which... is actually really cool if you can avoid that?
I'm playing a Clever Jack. Pretty neat.
Oh, I didn't count the tutorial in my assessment. That'd be sick if there was a way around even that, though!
Yeah, that's fair.
Real interested in where the story goes with this Changing God business. Especially after encountering The Genocide in the Circus district.
I am in LOVE with how many random characters have these rich, devastating little stories, and I'm barely into it.
Like, if you haven't yet, talk to the kid running around in the market and his parents. The shading to the heartbreak in that story is so, so rich. I agonized over how to have my character respond to it, and it was just these three little NPCS down in the corner of the first city map you hit. Heckuva game.
That kid
actually helps with fixing that clock near the cultists if you pay attention to his story. I managed to fix the clock without smashing anything because I remembered he mentioned one of the buildings in the memories you can lock to the devices.
Posts
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I love the world they built but actually playing it is so boring
https://youtu.be/JiQiF9Wt2lM
I mean, if they are going to add the dumb as fuck Goku Black arc then adding some of the characters from the current arc - which is a multiverse fighting tourney and basically rife with new characters for them to play with - basically seems like a way to print money.
EDIT: And it's female Broly.
Honestly it pretty much already is.
Sorry if I defer to myself as a better authority on the current state of the game.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Nope, it's inXile, the people that did Wasteland 2 along with Chris Avellone writing
EDIT: I think McComb, one of the main designers on Planescape, also ended up with inXile at some point
if you honestly think it's that important, sure, go for it.
I had heard they were adapting Monte Cook's Numenera system, but I haven't really been keeping a super close eye on it.
I'd be tempted to come back to the game if they just gave you a few more hotbar slots for abilities. Eight wasn't enough for any interesting combat, especially when playing a tank when that eight was cut down by taunts, interrupts, and oh-shit cooldowns to 2-3 attack.
I thought it did a good job of capturing the spirit of the old isometric Fallout games. The combat played like a polished turn-based version of Fallout Tactics, and they did a great job of stuffing the world with interesting things to see and do. Lots of good NPCs to interact with, and the different communities have interesting backstories and aesthetics to distinguish themselves from one another. Questwise, there's often ways to use high skills to partially or fully resolve situations without violence, but you're going to be doing a lot of combat regardless.
Playing through the first time it's hard to design four characters from scratch without knowing how a lot of the non-combat skills function in the world and between party members, so I'd advise going in with the intention of restarting after the first 45 minutes or so once you get a feel for things.
This is all in reference to the Director's Cut, which completely replaced the original version. I hear the combat in particular is...less good in the original version.
It does use that system.
Basically you have 3 pools of points that are Might, Speed, and Intelligence. You can spend from these pools to increase your chances at succeeding at certain things, but then that however much you used from that pool is spent until you either use an item to recover it or rest. I've only played a little (literally hit the first screen of the major hub and haven't left yet) but so far it seems really cool, and the setting is wonderful.
I've heard from around that it's really good at the start but the ending starts to feel like they cut a lot of corners to get it finished and they aren't as good as the beginning areas, but so far I'm super enjoying it. I've had all of one fight so far because my dude is clever enough to avoid fighting most of the time, but apparently even if you do get into a fight you can sometimes just talk to them and reason them out of fighting you.
It's okay. Fallout Tactics is a good comparison.
(I kind of like fallout Tactics better)
But I have high hopes for the writing and roleplaying systems!
It feels like a version of Baldur's Gate combat that's actually been designed to be a video game and not a hack of a tabletop RPG
and I want abilities to be more mechanically interesting, rather than a matching game of attacks to weaknesses.
Divinity Original Sin, probably better fits the concept of "Inspired Combat."
That game had a bunch of fun, combos that dramatically alter the game world, beyond the damage numbers.
Also you had to cast spells in order to be at all useful in a fight/interface with the cool parts of combat, which is dogshit
No, see, that's exactly the kind of thing that would make me stop playing the game.
I fucking hate playing games where you have to have three dozen abilities to be babysitting all the damn time, firing off seven different cooldowns and shit.
Having a smaller skillbar requires you to be more thoughtful about what the build is, and the game was designed with the smaller skillbar in mind.
Tank builds are only necessary in dungeons, where people tend to come up with builds specific for each dungeon. There's no end of solo builds you can make.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I'm pretty sure a flaming sword could light things on fire. you also had grenades which ruled. oh and you had arrows too. so that really isn't true at all.
but I can't stand ap point based systems like that, it felt too plodding.
I did a lot of Nightmares and Raids.
For 80% for the fights, I was pressing two buttons. It was DULL.
And when I wasn't doing dungeons, nothing was strong enough for me to need anything but my basic builder attacks, because I was geared for nightmares.
Coming soon from Night Dive Studios. http://store.steampowered.com/app/405830
I've talked my way through or around anything even resembling a violent conflict, and it's always been deeply satisfying
Also, in character generation, you can pick one sort of defining personality trait. Maybe you're "Brave" or "Cunning" or whatever. But there are separate traits for "Charming" and "Slick," and they have distinct bonuses when approaching conversation. When I realized this, I had to walk away from the game, find my phone, and text my friends about how I wanted to marry a series of bits and bytes.
I'm playing a Clever Jack. Pretty neat.
Oh, I didn't count the tutorial in my assessment. That'd be sick if there was a way around even that, though!
Yeah, that's fair.
I am in LOVE with how many random characters have these rich, devastating little stories, and I'm barely into it.
Like, if you haven't yet, talk to the kid running around in the market and his parents. The shading to the heartbreak in that story is so, so rich. I agonized over how to have my character respond to it, and it was just these three little NPCS down in the corner of the first city map you hit. Heckuva game.
I like PoEs combat but felt like Tyranny was a much too simplified version of it and lost a lot of what made it interesting as a result.
I overall preferred PoE combat as well. Tyranny was still pretty good, but the drastic imbalance in number of moves between the Fatebinder and everyone else (due to combos and reputation moves) was very frustrating to me. Spellcaster NPCs could sort of make up the deficit, provided your character build wasn't much a spellcaster themself.
That kid