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Sensuki

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Posts posted by Sensuki

  1. Interesting side note, the "move at full speed while in stealth" was added by Bester and Sensuki because they wanted to move faster in stealth.  No one ever had to "ask" for it.  They also added the "enhanced" increased game speed because they wanted to move across maps even faster than you could with the built in increased speed.

     

    I can't remember where the faster movement stuff came from, but it definitely wasn't me. I even tried to slow down movement speed before I enlisted Bester's aid.

    • Like 1
  2.  

     

    what happend to that guy

    ah, cool. I liked all the pre-release stuff you did last game. Hope you'll do some of that again.

     

     

    I won't be backing this I don't think, as I didn't enjoy the original and I highly doubt I'll enjoy the sequel either (even though I'm sure it will be an improvement). The change to the design team may make some difference, but I'm not sure.

     

    I also now have a lot less free time than I did during the Pillars 1 Kickstarter. Full-time work and a 3 hour return commute. I do testing on the Copper Dreams Kickstarter though, and I did some for Expeditions Viking.

  3. Bit of an update to this one:

     

    http://www.rpgcodex.net/forums/index.php?threads/codex-torment-gamescom-appointment-cancelled.110327/page-83#post-4717147

     

    So, I just had a long Steam chat conversation with Brother None. Since he finally agreed to reply to me, I'm going to extend him the courtesy of not posting a full transcript in public. But I will say this for closure's sake:

     

    My above theory is sort of correct. But it goes deeper than that. Brother None actually believed that I revealed the console port on July 19th, and then edited it out of that post. That's why he didn't bother to examine the truth of Techland's claim. He thinks I'm such an inveterate leaker that I must have spilled it all.

     

    Even now I'm not sure if he believes me that I didn't. Brother None is a loyal corporate servant now and he'll never admit that inXile ****ed up. We can only wait and see and what happens in the future.

  4. I played Wasteland 2 for a few hours and thought the user experience side of the game was terrible. The graphics, the interface, the gameplay all felt like a Russian dev studio project from 2005. It looked like they badly mismanaged the funds they got.

    Good UX doesn't coincide with year released IMO, but it was bad, I agree. The Director's Cut made it even worse.

  5. The stated reason they blacklisted the codex was for mentioning they'd be at a popular games convention before it was official though, not for spitting the dummy at the console release. Realistically they'd probably let it slide if there was any prospect of the codex being positive towards Torment, certainly.

     

    The publisher involvement- and that specific publisher- and associated console guff would certainly have meant no money from me at the kickstarter so I certainly don't think a refund request is unreasonable. Probably won't ask for one myself though.

     

    Kind of ironic really, Infinitron was primarily responsible for codex going mainstream(ish) and actively courting publishers and developers yet he's the stated reason for a blacklisting.

    The reception of the beta was not negative, from memory. I don't really think it had much to do with what the Codex thought of the PC version of the game.

     

    It could have been largely Techland's doing and this is the first title they have published. If it was them, they're showing their clear inexperience at it, that's for sure. However inXile also did not intervene either, so as tuluse said on their official forums - "message received".

     

    As for you gromnir, you're just up to your usual tricks and are selectively ignoring information. Anyone can see through that, and I'm not replying to you further in this thread.

    • Like 1
  6. Articles can and are 'published' by a number of staff. It's besides the point/focusing on wrong detail.

     

    Personally i'd have thought the Codex would have been crowing about the incident, affirm their reputation of being the ninth hell of game discussion, bearing blacklistings with honour.

     

    Exiled by InXile, is quite the catchphrase however.

    I'm sure people would love the satisfaction of hearing that from a developer's mouth, but most aren't so careless.

  7. They asked for the personal information of the person who made the posts after they cancelled the Gamescom interview. Infinitron had nothing to do with the Gamescom interview.

     

    Not really, Sensuki pledged $20.

    Nah I pledged more, but apparently since I redeemed my Torment Alpha and Beta keys they were unable to re-imburse those.

  8. having given interviews, we suspect that refusal to provide name, email and other simple info would be a deal breaker for us.  "señor p00pypants" might be a famous nom de guerre for an internet personality, but am not gonna waste our time if an interviewer can't even provide basic personal info. 

     

    HA! Good Fun!

     

    I think you might be misinterpreting something here.

  9. Yeah, thread is here: http://www.rpgcodex.net/forums/index.php?threads/codex-torment-gamescom-appointment-cancelled.110327/

    Summary:

    Bubbles and JarlFrank (who wrote excellent pieces from last year's GamesCom) had their appointment cancelled by inXile/Techland on August 11th because of some posts Infinitron made on the forums on July 19th, stating that there would be a Torment presentation at Gamescom, possibly featuring new areas. inXile announced they were attending Gamescom some days after the posts were made, but the cancellation came about 3 weeks later, a few days before Gamescom.

    The PR agency also asked for Infinitron's personal information - name, email address etc, Codex staff declined to give it.
     

    As far as we are aware, the information that there was going to be a Torment presentation at Gamescom was not confidential / under NDA. The information they received stated that the information about the console release was strictly confidential / under NDA and said nothing about the presentation itself.

     

    I posted something worse than that about the Pillars of Eternity pre-release press version, and merely was asked to remove some information from a post on NEOGaf by Brandon Adler. That was it. 

    Staff members have tried to contact inXile, Techland and the PR Agency further to try and clarify the issue, but all three parties have been completely silent. Posts asking about it on their facebook pages have been deleted. 

    I complained and asked for a refund because of it and was given one, but the support staff member who answered my email didn't mention why, just that it was approved. 

     

    It either seems like a really bad PR failure on inXile's behalf or they may have invented the reason to stonewall the Codex due to the poor reception of the console release announcement on our forums. It's a very strange occurrence though because their peers Obsidian and (in particular) Larian are very receptive to our community, despite moderate negativity towards their games.

    It is true that Infinitron probably shouldn't have said anything, but is it worth cancelling an interview and stonewalling (possibly blacklisting?) our entire community over?

  10.  

     

     

    Part 1:

     

    Intro

    Kickstarter Progress

    Physical Rewards

    Game Concept

    Serpent in the Staglands Expansion

    Unique Turn-based system

     

    Part 2:

     

    Z-axis gameplay

    Level Design

    From RTwP to Turn-Based

    Dice

    Serpent in the Staglands and Usability

    Keyword Dialogue / Writing

    Character Design

    Coffee

     

    • Like 3
  11. https://www.kickstarter.com/projects/1649838104/copper-dreams/posts/1578885

     


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    We wanted to give a brief demonstration of combat mechanics, as this is a unique system to the CRPG world. We've had some questions on the basics, and while we'll continue to go over specific elements throughout the campaign this should act as a good starter to give you an idea of where we're headed with it. The premise is utilizing turn-based combat with simulated, timed actions. These actions can happen simultaneously, and create a more dynamic battlefield.

     

    Below is a walkthrough of an encounter with a patrol guard:

     

    [All animations and art are very much still a work in progress]

     

    The Combat Bar

     

    The core of the combat system is the combat bar, as pictured below. The combat bar shows you the players in combat and their place on the timeline.

     

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    Upon joining combat, everyone rolls initiative to see where they are placed on the timeline, and then progress downward. The timeline is moving until one of your characters hits the Turn Bar. The actions of enemies are instantaneously chosen and the timeline continues without a break.

    When one of your characters land on the Turn Bar, the timeline stops and they can choose an action. Once selected, that action plays out and the combat bar timeline continues.

     

    During the execution wait time, the length of which is dependent on your action, your character is prepping their action: aiming, re-balancing for a swing, or preparing to use an item. At the Execute Bar they fire off the action, and return to the top of the timeline and resume traveling down again. If more than one action is required (like multi-shot or suppressing fire), the character is held at the action bar until complete.

     

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                 Option to pause at the Execute Bar to see your hit chance and damage rolls

     

    Any character on the timeline can be interrupted or stalled by suppressing fire, being hit, or even by getting bio-hacked. With simultaneous actions, there can be weapon draws to see who can get their shot off first, determined by speed and a weapon's action time.

     

    When NPCs die, they leave behind a big flesh pile that's sure to raise suspicion. To diffuse this situation it's recommended you pick up up the body and throw it somewhere. A body can also be used as a good decoy, or a perfectly acceptable d8 blunt damage roll by heaving it into enemies.

     

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    Gravity

     

    Throwing an item instantiates its own icon in the combat bar, and the time it travels is pre-determined by the trajectory of the throw distance. Thrown items use physics, and with a good bounced throw you can get items around corners or onto rooftops.

     

    Aiming a throw is a roll. You select a trajectory point, and how close you get to that point is determined by rolling for accuracy. You'll rarely get right on target, but instead a random point if you miss. Higher the roll, the more close to the target. This means trying to lob a grenade through a small window or crevice is more risky than over a fence, and a bad roll might result in your grenade bouncing and landing at your feet instead.

     

    You can optionally stop the timeline again as you are performing an action to see the rolls at play. This allows you to get the exact look at what's being determined behind the scenes, and what would normally be too much information to place in the timeline.

     

    We'll be having an in-depth interview about the merits of this combat system in the near future that we'll be posting as an update, so if you'd like to hear more about that stay tuned!

     

    Simulationist Dice Rolling

     

    Copper Dreams and The Burning Candle is a more simulationist ruleset — it's about exploration and exploring these mechanics in systems in ways that are supposed to fundamentally make sense. Unloading a full mag into someone at point blank or dropping a missile on them should be an instant kill save a bad hit roll. The dice are meant to emulate the randomness of human action, and your character's skill is simply trying to overcome that.

     

    Weapons themselves have a wide variety of factors that determine their uses, some of these exaggerated to make a more compelling array of choices. A shotgun for instance has very poor accuracy for more than 4 tiles away, as it only gives you a d8 to roll to hit, but works marvelously as a use for suppressing fire.

    Suppressing fire targets a cone, and anyone in that cone rolls Mental Stability or gets delayed on the combat bar. A weapon has a suppressing fire number that not only determines the roll, but also the length they are delayed. A powerful shotgun blast can keep even hardened militants at bay, giving time to flank or other party members time to prepare.

     

    There are lots of item stats that determine functionality — multi-shot actions are affected by a weapon's recoil, which degrades the to-hit roll after the first shot. The list goes on.

     

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                                                            Suppressing fire cone

     

    Challenge Roll

     

    The ways you are rolling to hit are determined by a largely static Challenge Roll (CR) number to get over that is comprised of environmental and opponent's skill factors.

     

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    Each of these have a small, usually single digit value that added together make up a Challenge Roll to beat. Distance is the predominant one for firearms of course, while melee is going to be more concerned with block or dodge.

     

    Rolls toward a Challenge Roll

     

    There are two ways characters can dynamically roll against an attack to be added to the CR, and that's for melee combatants using block and dodge (extensive XP training and stat numbers would be needed for dodging projectiles). Unless trained otherwise, a character can only block one incoming attack at a time, so these would be negated by any further attacks if they are happening simultaneously.

     

    Dodge is stat and skill related, and very useful against slower melee attacks.

     

    Blocking is determined by a defending character's weapon block number (a pool of d4) and a blocking skill which can be trained. A character who doesn't have a melee weapon equipped cannot block, so if you're in range of someone with a firearm equipped that's easy prey.

     

    The culmination of all this should be that success is determined by a player using logical tactics that are appropriate for a situation, not gauging enemy stats or levels. With this system, a lowly ruffian with a grenade is as threatening as a Copper Face with a grenade.

     

    How we make enemies more lethal, and how we scale your lethality, is in broadening your skills and item uses with training, as well as giving enemies more sneaky and predatory AI, making them work together, and giving them abilities that take more than lead to put down. But that's for another update!

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