Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,833
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I like that the inXile Area Designer job requires that they have played Planescape Torment
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
They should playtest the effort-confirm system a bit outside the studio. Perhaps with a few trustworthy codexers. Sounds like it's something you'd want brutally honest feedback on.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,685
Codex Year of the Donut 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
http://www.adamheine.com/2015/03/q-can-you-rest-anywhere-in-torment.html

Q&A: Can you rest anywhere in Torment?

Alessandro from Torment's Italian fan blog says:

You've talked extensively about Effort in many occasions by now, but there's still a piece of the puzzle missing, at least to me. How do you intend to limit rest in the Torment?

I mean, managing Effort is an interesting gameplay mechanic. but only because Effort is a limited resource. If players are able to rest whenever they want, the whole thing explodes.

Now, I know that during Cryses time is a factor, so resting will be either limited or impossible, but what about the "normal gameplay"? Will Players be able to rest freely in exploration mode?
Not usually.

Background: I explained the Numenera concept of Effort, and how we're adapting it for Torment, in our latest update here. Short version: Effort is a limited resource used to make difficult tasks easier. This resource can be replenished with healing or rest.

Alessandro, you are absolutely right (as are others I've seen around the internets who have expressed a similar concern): if healing is freely and easily attainable -- as it would be with a "rest anywhere" mechanic -- then Effort becomes meaningless. You could just use it all up on a task, rest to replenish, then use it all again on the next task.

So obviously the player will not be able to rest anywhere they want for free. You'll have quick rests you can use anywhere, but those are limited and they won't restore all your Stat Pools. Eventually your party will need to sleep. To do that, you'll have to find a place that will let you sleep for a price you can afford. Every Zone will have such a place, of course, but you won't be able to rest wherever and whenever.

Can you just head back to the rest spot in between tasks? Sometimes, sure. Other times you won't be able to get back so easily. Sometimes you'll need to do a few tasks in a row to accomplish something. And sometimes sleeping (which makes time pass) will have other consequences as well.

So sleeping will usually come with a cost. That cost might be trivial or it might be quite high. It will depend on what you want to do, where you are in the game, and what's more important to you at the time.
 

CMcC

Larian Studios
Developer
Joined
Dec 2, 2012
Messages
156
Location
Deeeeeeeetroit.
We're aiming to make failures interesting, and to potentially have content gated by certain failures. Failure isn't necessarily a bad thing in our game.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,685
Codex Year of the Donut 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
We're aiming to make failures interesting, and to potentially have content gated by certain failures. Failure isn't necessarily a bad thing in our game.

You can fail non-randomly, though. Just go and lose against a challenge you know you can't win against deterministically.
 

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
We're aiming to make failures interesting, and to potentially have content gated by certain failures. Failure isn't necessarily a bad thing in our game.

You can fail non-randomly, though. Just go and lose against a challenge you know you can't win against deterministically.
Also, you could have X number of challenges you have to do knowing players won't have enough effort to succeed at them all (or only if they're very lucky with the die rolls).
 
Joined
Jan 4, 2007
Messages
1,387
Location
Australia
Shadorwun: Hong Kong
We're aiming to make failures interesting, and to potentially have content gated by certain failures. Failure isn't necessarily a bad thing in our game.

Fantastic! I was sure you guys were leaning this way. It's an excellent idea. It changes how the player thinks about checks and does away with the fail/success psychology. This should also help provide players with incentive to not save scum - a play-through will be a play-through.

Edit: Also great to see that effort will have to be managed.
 
Last edited:

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,202
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
WITH DISASTROUS RESULTS.
He singlehandedly killed off any chances of any new Arcanum or spiritual successor ever being released.
LOL. Him playing Arcanum on youtube has fucking no effect on a sequel whatsoever.
I guess your sarcasm detector is broken.
maxresdefault.jpg
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,202
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
WITH DISASTROUS RESULTS.
He singlehandedly killed off any chances of any new Arcanum or spiritual successor ever being released.
LOL. Him playing Arcanum on youtube has fucking no effect on a sequel whatsoever.
I guess your sarcasm detector is broken.
maxresdefault.jpg
Your sentence didn't sound sarcastic, but maybe it is just me. :)
I'm awful at sarcasm/jokes on the web. They usually work in real life.
 

hiver

Guest
We're aiming to make failures interesting, and to potentially have content gated by certain failures. Failure isn't necessarily a bad thing in our game.
Potentially?

:lol:


btw, good ideas about sleeping guys.

Not exactly sure about resting in the middle of combat though.... but nobody sane would suggest that so i figure you have some way to make it less insane. Waiting eagerly to see it.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,202
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Maybe there's some sort of meditation and while you do that, you get extra damage if you get attacked. That could make it it into a risk and reward system.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,685
Codex Year of the Donut 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
Colin McComb at EGX Rezzed 2015
Creative Lead Colin McComb will be at EGX Rezzed to speak about Torment: Tides of Numenera and the art of developing narrative. He’ll be speaking at 1pm on Saturday 14th March.

All right, this is in two days: http://www.egx.net/rezzed/2015/sessions

SATURDAY 14TH MARCH
1pm: Colin McComb - Torment: Tides of Numenera
When you’re the creative lead for one of the most anticipated RPGs for 2015, you have to be careful with your words, especially when you have to write hundreds of thousands of them. Colin McComb, creative lead for Torment: Tides of Numenera, talks about developing narrative and effective word choices for player experience and perception.

Hope it'll be streamed.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom