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Huh. Someone wants to make low intelligence give unique dialogue as a new stretch goal.quote:Pants-On-Head, Drown-In-The-Rain, 2 + 2 = Kumquat Mode https://torment.uservoice.com/forums/192241-stretch-goals/suggestions/3745276-pants-on-head-drown-in-the-rain-2-2-kumquat-
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# ? Mar 14, 2013 18:10 |
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# ? Jun 3, 2024 07:36 |
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BenRGamer posted:Huh. Someone wants to make low intelligence give unique dialogue as a new stretch goal. I'm behind this a lot more than beards and staches really
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# ? Mar 14, 2013 18:15 |
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I'm not a fan of low intelligence dialogue. I tried out low intelligence characters in Fallout and Arcanum, and I found the dialogue options to be really cartoonish and somewhat mean-spirited. In most cases the characters would give a special reaction to your introduction and the rest of the conversation would proceed as normal with the low intelligence dialogue options resulting in the same reaction as the regular ones. It reminded me of the false choice dialogue in Bioware RPGs where you get 3 different dialogue options that all result in the same line from the NPC, and that gives the impression that what I say doesn't really matter and shatters the immersion. I think that rewriting most of the dialogue to give all the NPCs unique responses to your character is a waste of resources, and if you're not going to do that then playing a low intelligence character would be a bit pointless.
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# ? Mar 14, 2013 18:48 |
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I remember starting a low intelligence run in fallout 2 and getting bored because the majority of NPCs would either give you the equivalent of a pat on the head and disregard you or actively exploit you, and you couldn't do many quests because of it. I mean it's not that it can't be done entertainingly but I've never seen it, personally.
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# ? Mar 14, 2013 18:55 |
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I don't think that I've ever completed a low int run in any game, however it's still a better idea than wasting time implementing a hundred different beards.
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# ? Mar 14, 2013 19:08 |
I don't think they will spend any considerable effort modeling beards.
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# ? Mar 14, 2013 19:21 |
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Low intelligence is a fun gimmick and it's cool that people made the effort to put it in there in the past, but I would rather have them spend that effort on practically anything else that's more relevant to the core experience.
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# ? Mar 14, 2013 20:27 |
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I think if torment is gonna have a dumb parody mode there is better dumb parody mods than low int.
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# ? Mar 14, 2013 20:29 |
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Schurik posted:Go here and vote for more reactivity, you're welcome. Why, yes, I do want that as a player home
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# ? Mar 14, 2013 21:37 |
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lordfrikk posted:
Oh my.
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# ? Mar 14, 2013 21:45 |
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Chang Yuan's art is just absolutely spectacular.
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# ? Mar 14, 2013 21:55 |
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I hope the manage your own fortress idea gets into the game. Having your own stronghold is never a bad thing and being able to manage it makes it even better. I love that stuff.
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# ? Mar 14, 2013 22:19 |
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Jimbot posted:I hope the manage your own fortress idea gets into the game. Having your own stronghold is never a bad thing and being able to manage it makes it even better. I love that stuff. I think this comes down to a matter of taste. For me one of the least enjoyable parts in Baldur's Gate 2 was having to manage my stronghold and deal with their nonsense. "Oh yeah, sure. I'll stop my quest to destroying this power-mad wizard from ascending in to godhood so I can deal with your stupid, trivial and moronic problems. No worries!" To me this just adds an unnecessary fuss onto the game. If I want shape and micromanage a stronghold I'll just play Dwarf Fortress.
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# ? Mar 14, 2013 22:21 |
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Thrill Cosby posted:Will you wear the beards of the eight great civilizations or will you shave them to further your own goals? What does one hair matter?
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# ? Mar 14, 2013 22:28 |
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Yeah I wouldn't want a low INT run either. One of the biggest flaws of P:T was that if you didn't have a high INT and WIS build you pretty much screwed yourself out of a good chunk of the plot and interactions with characters. I'm hoping Numenera avoids all that.
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# ? Mar 14, 2013 22:38 |
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Jenx posted:I think this comes down to a matter of taste. For me one of the least enjoyable parts in Baldur's Gate 2 was having to manage my stronghold and deal with their nonsense. "Oh yeah, sure. I'll stop my quest to destroying this power-mad wizard from ascending in to godhood so I can deal with your stupid, trivial and moronic problems. No worries!" From how I read it the fortress seemed more like a fleshed out way to display records with some cool additional stuff added in. Like being able to look at all the monsters/npcs you've fought or met and maybe converse with some of them. Or a better way to see what tide you're leaning towards.
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# ? Mar 14, 2013 22:44 |
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It should just be like the airship from FF6. edit: I win! Cicero fucked around with this message at 22:49 on Mar 14, 2013 |
# ? Mar 14, 2013 22:46 |
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lordfrikk posted:
Huh. I guess that if they went to the lengths to make concept art for it, an airship stretch goal is pretty much confirmed. I can get behind this. Go full Final Fantasy VI, the Changing God can be Kefka. Edit: You beat me to it, Cicero!
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# ? Mar 14, 2013 22:47 |
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Cicero posted:It should just be like the airship from FF6. I was afraid saying "Best floating HQ since the Blackjack" would out me as somehow too nerdy, so it's nice to see I'm in good company.
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# ? Mar 14, 2013 22:58 |
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CottonWolf posted:Huh. I guess that if they went to the lengths to make concept art for it, an airship stretch goal is pretty much confirmed. That image was drawn by Chang Yuan, but it's not from Torment [as far as I can tell, it's not a new piece of art anyway].
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# ? Mar 14, 2013 23:00 |
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Great Rumbler posted:That image was drawn by Chang Yuan, but it's not from Torment [as far as I can tell, it's not a new piece of art anyway].
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# ? Mar 15, 2013 00:21 |
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Jenx posted:I think this comes down to a matter of taste. For me one of the least enjoyable parts in Baldur's Gate 2 was having to manage my stronghold and deal with their nonsense. "Oh yeah, sure. I'll stop my quest to destroying this power-mad wizard from ascending in to godhood so I can deal with your stupid, trivial and moronic problems. No worries!" I'm thinking less Baldur's Gate 2 which, I agree, wasn't a really good implementation, but more Neverwinter Nights 2. Even better would be like Divinity 2's Dragon Tower.
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# ? Mar 15, 2013 00:29 |
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Accordion Man posted:Yeah I wouldn't want a low INT run either. One of the biggest flaws of P:T was that if you didn't have a high INT and WIS build you pretty much screwed yourself out of a good chunk of the plot and interactions with characters. I'm hoping Numenera avoids all that. Personally I'm hoping they don't make character interaction stat based at all, or at least separate combat stats from social stats and let you level both individually. Or something along those lines.
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# ? Mar 15, 2013 01:11 |
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Schurik posted:Personally I'm hoping they don't make character interaction stat based at all, or at least separate combat stats from social stats and let you level both individually. Or something along those lines. Accordion Man fucked around with this message at 01:22 on Mar 15, 2013 |
# ? Mar 15, 2013 01:18 |
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Schurik posted:Personally I'm hoping they don't make character interaction stat based at all, or at least separate combat stats from social stats and let you level both individually. Or something along those lines. For me, anything would be fine as long as they don't gate the majority of the best content behind one choice that you make at the beginning of the game while giving absolutely no hints as to what the 'right' choice is. CottonWolf fucked around with this message at 01:47 on Mar 15, 2013 |
# ? Mar 15, 2013 01:25 |
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They could potentially multi-track the play from beginning to end so that there are parallel "violent badass" and "wise/charismatic" playthroughs (with each missing out on the problems/solutions/extras that the other gets). Once you mix that with the tides/legacies there would be a vast amount of non-repetitive replayability. The thing that PS:T didnt have was a decent amount of actual "extra stuff" for the violent playthrough. (Although neck-snapping mid-conversation was a good start. )
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# ? Mar 15, 2013 01:38 |
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I wonder if they'll do evil as well as they did in the original, have they said anything about it?
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# ? Mar 15, 2013 08:59 |
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FRINGE posted:They could potentially multi-track the play from beginning to end so that there are parallel "violent badass" and "wise/charismatic" playthroughs (with each missing out on the problems/solutions/extras that the other gets). So paragon/renegade, huh? (I kid, I kid)
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# ? Mar 15, 2013 12:07 |
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Since it might almost matter to some people in the thread, it is worth noting that Wizards of the Coast actually did start selling .PDFs of their games earlier this year--and not, like, just the new stuff. Some of the first things they put up were pristine copies of 1970s original D&D modules. Say what you will about their crazy plans for the next version of the game to be half-regression, but if it means they are going to promote actually being able to buy all the stuff they have ever released, that is still good for everyone but the hardcore collectors (and "the actual original version" is still going to be valuable even with reprints after all). Is there a way we can vote for an option for hundreds of beard options, each of which gives you a different level of intelligence? (Also the Dead State combat video is out, and that game is going to rule)
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# ? Mar 15, 2013 12:15 |
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They still need to re-release books of AD&D 2, like they've made for AD&D 1 and D&D 3.5.
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# ? Mar 15, 2013 13:07 |
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Quarex posted:(Also the Dead State combat video is out, and that game is going to rule) Low intelligence given new unique dialogue, as in Vampire: Bloodlines, would be fantastic.
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# ? Mar 15, 2013 21:21 |
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Noricae posted:Low intelligence given new unique dialogue, as in Vampire: Bloodlines Wait, what?
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# ? Mar 15, 2013 21:44 |
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01011001 posted:Wait, what? Malkavians weren't stupid.
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# ? Mar 15, 2013 21:46 |
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omeg posted:Malkavians weren't stupid. I'd take something like the Malkavian stuff over a low-int dialogue set any day of the week. Doubly so when the premise of the game is something semi-cerebral.
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# ? Mar 15, 2013 21:54 |
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omeg posted:Malkavians weren't stupid.
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# ? Mar 16, 2013 00:41 |
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Brother None, is there any chance of you offering the printed versions of the novellas as an add-on to physical tiers? I understand if you don't want to in order to keep the higher tiers appealing, but I'd be willing to throw down $25-35 plus any extra required shipping for that sort of thing. Having already pre-ordered the Numenera corebook from Monte, I just can't justify leaping up to the next physical tier.
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# ? Mar 16, 2013 01:20 |
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Latest update is up, with Adam Heine talking tides and legacies, and this piece of art.CottonWolf posted:Brother None, is there any chance of you offering the printed versions of the novellas as an add-on to physical tiers? Yes. We're looking into it.
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# ? Mar 16, 2013 01:27 |
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Brother None posted:Latest update is up, with Adam Heine talking tides and legacies, and this piece of art. So when are we going to be able to recruit Superman as one of our companions? Or is he another castoff and we get to spend a few hours flying around with all our stats maxed out?
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# ? Mar 16, 2013 02:41 |
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Let there be low int dialogue, I want to see those min-max fighters punished.
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# ? Mar 16, 2013 02:49 |
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# ? Jun 3, 2024 07:36 |
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Brought To You By posted:So when are we going to be able to recruit Superman as one of our companions? Oh man, that would be awesome. Also I just realised that if the other castoffs have different stats then playing as them would be a good way to give you a taste of different play styles. Hey, maybe that could be a pledge reward? If there are five castoffs, five people who donate X amount could make sure they're optimised for their preferred play style: a diplomat, a sneaky thief, a mage/laser/whatever character, a brawler, etc.
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# ? Mar 16, 2013 02:57 |