But I do have some questions to answer! So let's get to these.
All these questions are from Surface Rlf:
If the player it to be forewarned about possible failure, or chances for that failure - shouldn't that be dependent on level of his skill for that specific task?These are cool ideas, and if we had more resources to devote to implementing and debugging this kind of gameplay, I'd put it in Torment. (I know it doesn't seem all that complicated, but even a small thing like this can increase balancing and debugging time exponentially.) At the moment, pending prototyping and iteration of our exploration gameplay, we're allowing the player to choose how much of the task difficulties they see (actual numbers vs. abstracted numbers (default) vs. none), primarily focusing our resources toward conversations, Crises, and reactivity instead.
So, a low level, beginner thief would not be able to know how dangerous some trap or lock is with any greater precision (this lock looks challenging, duh), while a master thief would be able to evaluate the dangers with more exact precision, presumably knowing the exact type and maker and specific of the lock or trap.
Or at least be able to deduce the potential risks with more precision?
- instead of some global knowledge available to everyone - of that class?
Save scumming in usual gameplay may be fine, but what about saving during TB combat?It's likely this will be possible in Torment (our Crises are planned to be longish, in-depth affairs), so I stand by my statement in this interview. Namely, we are taking care in our design so as not to encourage nor require savescumming, even in TB combat. But for some folks, that's how they want to play, so we're not going to expend tons of resources to prohibit it.
- have you played Age of Decadence?
As for [random number generation (a topic dealt with in the same interview)]... isnt that what gives RPG mechanics a very valuable sense of authenticity and believability? Lets look at... Sergei Bubka, at his prime. World recorder and master champion of his sport with no one equal or even close in skill at the time. Did he succeed in every single jump? Furthermore... shouldn't RNG lessen the more skilled a character is and be greater the lower level of skill is? (but never be completely removed?) Seems reasonable and believable to me.I agree (though as I said in the interview, deterministic can be fun too). Sounds like you'll enjoy Torment's design :-)
Something like that, yeah :-)
Oh, i guess the fact that the player has the option of switching between all those Foci will be excused through narrative - of player being a castoff.
Have a question? Ask me anything.