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Torment: Tides of Numenera Combat Voting

The Kickstarter for Torment: Tides of Numenera sees inXile entertainment soliciting backers to vote on how combat will be handled in their upcoming role-playing game (thanks nin via Polygon). Here's the handy summary:

TL;DR: Weigh in on Turn-Based vs. Real-Time with Pause (or declare your indifference). Voting will close in December.

Over the last couple weeks, we’ve been reading all of your commentary and ideas regarding combat. Many good points and suggestions, and mostly civil discourse. Thanks to all who have engaged in the discussion so far!

And now... It is time! Only backers can place a vote. (If you haven’t already and you’d like your voice heard, please register with us to gain access to the backer-only UserVoice forum.) Feel free to also continue to submit comments and ideas to the combat discussion forum. Please remember that this vote is advisory only. Above all, please remember that our goal is to provide the best possible experience for the game, and if the final decision is not your preferred choice, we ask you trust our ability to deliver a solid game.

For more context about what this is about, please see Update 24, where we describe what Turn-Based and Real-Time with Pause might each mean for Torment. We’ll close the voting in December.

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61. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 08:26 PHJF
 
Combat was easily the worst part of PST and any changes they could make to it would be for the better.

The worst part of the best game of all time isn't high slander. And you consider it trash, but there are plenty of people who didn't have any problems with Infinity Engine. It was more or less the perfect fit for faithfully bringing AD&D to single-player PC games, and I absolutely love every product which shipped with it. That the core of that system went on to power the seminal KotOR (and less than seminal NWN's) is evidence enough that I wasn't the only person enjoying it.
 
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Steam + PSN: PHJF
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