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I guess it's not fair to blame inXile for this, but decades of gaming has taught everyone to save big, powerful items for when you really need them. And there's pretty much no point in the game where you'll need to use them, so they pile up. I feel like the Cypher Sickness was included to keep people from hoarding, but since combat is so infrequent, and Cyphers drop every 5 minutes, it was always more convenient to just sell extras if you were really in trouble.
But it's a bit sad, since a number of these cyphers have really cool-looking effects, yet I know I'll never use them because there's never a right time.
(Well, I guess I can use Rhin's ability, but even then, depending on what you do with her, you only have that for a short time.)
Overall, I agree with the criticism that there's not enough chance to use them.
That's why I started use few, and with Rhyn I used a few more.
That for most players dev failed design a difficulty balance for combats and skills check, then for sure it makes cyohers pointless, but the flaw isn't the Cypher design it's the lack of balance tuning and the lack of difficulty setting.
I know ♥♥♥♥ posting is your thing, but can you at least finish reading a post before quoting it?
2. Cyphers are relatively powerful/useful;
3. I may need them later.
This combination leads to using only the cyphers with permanent bonuses, as said above. And because the need to use cyphers (almost) never comes, the party reaches the final battle(s) with minor cypher sickness.
I guess, there are several battles, where cyphers would be handy, but peaceful resolutions were preferable (e.g. Inifere with his 135-165 HP and nano supporter).
The cyphers, which give temporal bonuses or restore stat pools, can be helpful, if one wishes to avoid resting, but regular consumables are more likely to be spent (see point 1).
Also most don't sell for much, plus anyway you probably don't need the money.
So you use some Cipher to open slot for more to come.
Say, for instance, that I find a cypher that reduces the difficulty of my attacks (so it's easier to hit the enemy) and improves my Evasion. While I might save that for a reasonably tough enemy, anyone/anything my character kills when they decide to use it is probably going to have some other cypher I'll like.
A well-designed Numenera campaign should be giving the players new cyphers as quickly or even faster than they're using up their existing ones. And I think Torment messed that bit up.
Plus, maybe more importantly, a tabletop game has an unlimited setting with unlimited cyphers available - if I run low on cyphers, I can say "all right, let's take a bit of time to hunt down some more" and there will always be some available somewhere. In Torment: Tides, there's a finite number of cyphers, a finite amount of money, and so on, and players know this.
I would be much less careful with my cyphers if this was eg. a roguelike where I know I can always just explore the dungeon and find more.
*No personal experience myself; save files got corrupted after a few hours gameplay, just before finally leaving Sagus Cliffs, and lost the urge to play until the first patch in the hopes of avoiding the save file bug rearing its head again. Doubt it'd happen; but I was paranoid, frustrated and had an urge to finally get around to finishing Pillars of Eternity.
I think the Effort/Edge system, would have worked better if a) it took more of each to get the best results from combat moves (Maybe reducing efficiency for each rank up?) and if you couldn't use companions for conversation checks (Maybe even world checks).