Torment: Tides of Numenera Catch-All

That map around 2:25 looks really awesome, very pretty, very detailed... (too bad the video's sound quality was so-so)
Also, I just upped my pledge this morning. They're doing a great job about keeping me excited.

Looks like the strongholds are a go!

Which means? We made it! Because you guys are so awesome (and because Fargo and Dengler and are so awesome) we can implement every single one of our stretch goals, including not just the player “stronghold” but also our ideas for expanded reactivity, length and depth, pursuing some of our crazier ideas concerning choice and consequence. As we outlined in update 19, while the classic “stronghold” concept might not fit this game the potential is there to do some really interesting things to tie it into our theme of legacy and the unique weirdness of the Ninth World. Colin’s been hard at work hashing out the overall plot as well as resurrecting and moving forward with ideas we had for features such as the stronghold, and he’s come up with some pretty great ones.

http://tormentrpg.tumblr.com/post/49...

I look forward to buying this when it's released, if the reviews and word of mouth are good.

I got so much enjoyment out of Torment that, even if this game completely blows, I won't feel cheated.

If it does suck, of course, then I'll be much less likely to fund them again, but I won't be upset. As far as I'm concerned, this was money they already earned. If they blew it all on pizza and hookers, I'd be pretty okay with that.

I suspect, however, that this opinion is not widely held.

ClockworkHouse wrote:

I look forward to buying this when it's released, if the reviews and word of mouth are good.

So not so much a kickstarter fan then, eh?

Honestly, I'm glad I gave them my money for the concept art alone, it's just drop dead gorgeous. That, and whatever soundtrack Mark Morgan will produce. I've only heard one track, the one they put out recently, and have every confidence that he'll deliver on that count. I'll be disappointed if the game sucks, too, but I just don't see how they could fail. The world is lush, the premise is sound, the question is there... We'll see, but I really have high hopes for this.

parallaxview wrote:
ClockworkHouse wrote:

I look forward to buying this when it's released, if the reviews and word of mouth are good.

So not so much a kickstarter fan then, eh?

Not particularly. I don't want to bring up that debate here, but I do sincerely look forward to hearing how this game turns out and giving it a shot if it's good. I've missed out on most of the big Western-made RPGs of the last few years because they all seem to be set in Tolkien's world by any other name, but I like the look of the bizarre people and places I've seen in the concept art for this game. It still has that old school orcs and sorcery vibe, but there's some good imagination going into the outlandish environments and ideas. I always did like the Planescape stuff for how out-there it could be, and this is smartly following in that direction.

So they say the Numenera Corebook is available, but any one have any idea how to redeem it? I got the 130 dollar tier which includes it. Never been on a Kickstarter before, so I dunno if I have to just wait for an email, or look somewhere for it.

If you're talking about what they posted to their Facebook account earlier, that was an announcement that you can pre-order the corebook through Drive Thru RPG, and was aimed at people who aren't getting it as a Kickstarter reward.

When they do send it out to KS backers, they'll most likely send you an email and a message through Kickstarter with instruction on how to get your copy.

Thanks

Mex wrote:

So they say the Numenera Corebook is available, but any one have any idea how to redeem it? I got the 130 dollar tier which includes it. Never been on a Kickstarter before, so I dunno if I have to just wait for an email, or look somewhere for it.

It's not actually out yet, I believe the current schedule is for August this year.

When the time comes you'll be able to redeem these things via the Torment Center, but that's all a ways out.

ARISE!

Backers can now vote whether they want Turn-Based or Real-Time With Pause combat.

Vote HERE.

But only if you're voting real-time with pause

EDIT: I actually hate this kind of 'community input'. Can't the designers just decide what's best for their game? I have lower than zero trust in the communities' wisdom when it comes to game design decisions. They (including me) have no experience designing games, but we're supposed to make one of the most important gameplay decisions ourselves? Screw that!

I'm all for the input! No dev is locked into having to follow what the community says, and taking the temperature doesn't seem to have a down side. Its just additional information.

And please only vote if you're going turn based. That's how real people do battle :).

TheHarpoMarxist wrote:

And please only vote if you're going turn based. That's how real people do battle :).

+1

dejanzie wrote:

But only if you're voting turn-based

FTFY

I also voted real-time with pause.
Duh. You turn base people are cuckoo.

dejanzie wrote:

ARISE!

Backers can now vote whether they want Turn-Based or Real-Time With Pause combat.

Vote HERE.

But only if you're voting real-time with pause

EDIT: I actually hate this kind of 'community input'. Can't the designers just decide what's best for their game? I have lower than zero trust in the communities' wisdom when it comes to game design decisions. They (including me) have no experience designing games, but we're supposed to make one of the most important gameplay decisions ourselves? Screw that!

Man,now I need to create an account... Unless I already have one... But there's no password reset option!

Eleima wrote:

I also voted real-time with pause.
Duh. You turn base people are cuckoo. ;)

Thank you. I was starting to think that I might be the crazy one for wanting real-time with pause.

Well I grew up on Infinity Engine games so for the longest time, I only went with real-time. I only threw in "with pause" for the rest of players. Seems like the sensible and logical path, go real-time and add an option to auto-pause at every turn. Isn't that what was available in Baldur's Gate, Planescape: Torment, Icewind Dale and even Dragon Age?

Hehe... First time, I wrote Bladur's Gate... *snicker*

Duoae wrote:

Man,now I need to create an account... Unless I already have one... But there's no password reset option!

Yeah... LastPass has login credentials saved for me on that site, but they don't work, and I also couldn't find a password reset button. :/

merphle wrote:
Duoae wrote:

Man,now I need to create an account... Unless I already have one... But there's no password reset option!

Yeah... LastPass has login credentials saved for me on that site, but they don't work, and I also couldn't find a password reset button. :/

Lastpass seems to conflate the Torment and Wasteland 2 sites together as far as login goes. Try this link for the password reset:
https://torment.inxile-entertainment...

Yup, that was the problem. I didn't have a Torment account, but did have a Wasteland 2 account. Kinda sloppy implementation inXile did there... Oh well.

I guess because Planescape: Torment is only thematically - not narratively - tied to the original, it seems like an easier mental leap to go to turn based even though the sequel had to conform to the engine of other D&D based games. Since TttN isn't a D&D based game, and since InExile will have a mapped out turn based system ready to go straight from Wasteland 2, it feels like that's the way to go.

Also, I'd be much happier if real life was turn based :).

No turn-based, no sale. Don't ruin it, kickstarters.

Eleima wrote:

Well I grew up on Infinity Engine games so for the longest time, I only went with real-time. I only threw in "with pause" for the rest of players. Seems like the sensible and logical path, go real-time and add an option to auto-pause at every turn. Isn't that what was available in Baldur's Gate, Planescape: Torment, Icewind Dale and even Dragon Age?

It is. As a comparison, have you ever played Temple of Elemental Evil? Because combat in ToEE is turn-based, it allowed them to make the system basically a complete copy of the pen & paper rules. That just isn't possible with a realtime engine, even one that allows you to auto-pause every round as the original Baldur's Gate games did. That said, I guess the purpose of Torment is really storytelling rather than a D&D style dungeon crawl, so the lighter implementation required by a realtime core seems reasonable as well. It's just not my first choice

If the designers want turn-based themselves (and the description makes it sound like a better idea) I don't get why involve voters :/ Just do it turn-based. Sounds great and it would save them time if they reuse the system they'll have.

I dislike Turn based...since the other option allows me to speed through trivial combats.. having to take each turn by turn gets tedious.

I'd say that's more an issue of game design, since a good RPG shouldn't have any trivial encounters. Certainly not ones that take more than a few rounds to complete anyway.

I'd also say that Torment isn't a combat focused game, compared to many RPGs. I wouldn't be surprised if it had plenty of ways to play the game without fighting, given the nature of the original and what they seem to want to do with this sequel.

complexmath wrote:

I'd say that's more an issue of game design, since a good RPG shouldn't have any trivial encounters. Certainly not ones that take more than a few rounds to complete anyway.

Personal taste then to what defines "good" since I tend to favor RPG's that eventually allow me to faceroll earlier areas so I feel "more powerful".. RPG's that auto-scale all the content arent usually my cup of tea. (looking at you Oblivion)