Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview Wasteland 2 Gamescom Preview at Wasteland 2 Guru

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,592
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: InXile Entertainment; Wasteland 2

The folks at Wasteland 2 Guru have posted their preview of the Wasteland 2 demo at Gamescom. Unlike all of the previews that have been posted at other sites until now, this one doesn't suck! Here's an excerpt:

The demo demonstrated both types of interaction. Dialogue is handled through a keyword system, which displays the full text of the Ranger's response on mouse-over. New keywords can be gathered just by talking to other characters, but can also be entered by hand. As mentioned earlier, this allows to have some fun with the game if you know the original Wasteland, such as asking Bobby of the Red Skorpion Militia about his dog, Rex. The system is quite fluid and easy to use in practice, as demonstrated in the interactions between the Rangers and Fred, Anne, and the Assessor.

Combat is an entirely different pair of shoes. Conflict resolution in Wasteland 2 is turn-based, using a square grid for movement and determining ranges. The focus of the team is to make combat open-ended and allow the player to use different tactics, skills, and equipment to help them on their way to victory. Weapons are divided into several categories based on skills, with different applications. A sniper rifle is a dedicated long range weapon that can't even be used if the enemy's too close. For this purpose you have the submachine gun, perfect for close range engagements, but wasting ammunition on longer ranges. Weapon damage is determined by a variety of factors, from weapons used, through the target's armor, to ammunition. The latter is particularly significant, as each ammunition type is determined by two statistics: penetration and expansion. Penetration is compared against the armor class of the target. If the latter is lower, then all expansion damage is applied, potentially leading to devastating results, especially with a weapon that has a good range and good base damage. In case you were wondering, yes, melee weapons have their niche, against enemies that would be tough to crack with firearms, such as robots.

An integral element of combat is terrain and the options it offers. In the demo, inXile demonstrated a larger encounter with several Red Skorpion militiamen in a kennel. The tin-walled area had several entry points and an elevated ridge to the side. A Ranger with a sniper rifle was deployed to provide fire support and overwatch, while the rest of the team carefully bunched up near the entrance and entered the area, engaging the militants. As the sniper was in an elevated position, she had a bonus to accuracy and evading enemy attacks. The Rangers behind cover enjoyed improved chances of avoiding enemy attacks. Of course, the same applies to the enemy. Accuracy bonuses are very important, as weapon ranges are a crucial part of determining whether you hit your target. inXile chose to avoid the miss-enemy-at-point-blank-range debacle common to turn-based games. If it stands next to you, you will have an excellent chance of hitting them, unless their Evasion is very high or your own skills scrape the bottom of the barrel. That's why keeping the enemy away from you and reducing their chances of hitting the Rangers is crucial.

Of course, this might be hard to do. One of the reasons for this are support bots, which can completely change the combat situation. In the demo, this was showed off with the Disco Bot. This type of robot is essentially a disco ball of tracks that rolls up to the Rangers and deploys a fancy lightshow accompanied by a bass disco tune. It's hilarious. And then it becomes mortifying, once you realize that the bot gives a flat accuracy bonus to Skorpion militants, making it much easier for them to hit you. The worst part? It has a high armor class, meaning you have to unload plenty of ammunition into it, send up your melee specialist, or just step up the killing of the militants. The support bot category is going to include other types of robots, including jumping ones, chasers, and others. The intent is to not only provide another type of enemy, but also to force the player to vary their tactics, adapt them to the situation, and simply provide another level of challenge and tactical decision making.

In case cards don't play your way, the Rangers might end up knocked down. In the originalWasteland, this meant they became Seriously wounded and without medical help, they'd only worsen as time went on. Wasteland 2 will mark a return of this mechanic. Characters gunned down will eventually bleed out if they are not saved by someone with medical skills.​

Good job, Wasteland 2 Guru staff. We forgive you for the unfortunate implications of your site's name. The Codex's own official preview should be arriving Real Soon Now.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
In the demo, this was showed off with the Disco Bot. This type of robot is essentially a disco ball of tracks that rolls up to the Rangers and deploys a fancy lightshow accompanied by a bass disco tune. It's hilarious.

:hmmm:
 
Joined
May 6, 2009
Messages
1,876,730
Location
Glass Fields, Ruins of Old Iran
Sounds faithful to Wasteland's brand of humor.

KbrD6u.jpg
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Sounds like cover mechanics are p. shit. Just some evasion bonus instead of actually eating the bullets and what have you and being destructible
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
Whereas that bunny thing you only meet once, while those enemytypes for sure will appear quite often during the game. I wonder if it will stay "lol hilarious" all the time?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,592
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yes, it will be an isometric turn based Fallout 3 with a popamole cover system. WE'RE FUCKED.
 
Joined
Nov 19, 2009
Messages
3,144
A sniper rifle is a dedicated long range weapon that can't even be used if the enemy's too close.

Why?

JA2 to hit formula said:
The Minimum_Range_For_Aim_Bonus idetermines at which distance our character uses the scope. If the target is closer than this distance, the character doesn't use the scope at all. Beyond the distance, he can get aiming bonuses from the scope

Is there any reason to prefer the former approach to the latter?
 
Joined
Nov 19, 2009
Messages
3,144
Gosh, if only every game was JA2, that wouldn't get boring or formulaic at all.

Saying that one game handled one minor mechanical element (apparently) far better than another is not the same as saying that the latter game should become entirely like the former.

But who knows, there might be some kind of valid reason why they went with that approach, wouldn't know.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
They could atleast make it like it was in Fallout where when the enemy was closer towards your guy with the sniper rifle the tohitchance would get lower, not downright refusing that character to shoot (wtf :lol: )
 
Joined
Nov 19, 2009
Messages
3,144
They could atleast make it like it was in Fallout where when the enemy was closer towards your guy with the sniper rifle the tohitchance would get lower, not downright refusing that character to shoot (wtf :lol: )

That was just the scoped hunting rifle for some reason. But I'm guessing Infinitron will soon be able to explain to us why being arbitrarily forced to change weapons = fun tactical super-action.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
They could atleast make it like it was in Fallout where when the enemy was closer towards your guy with the sniper rifle the tohitchance would get lower, not downright refusing that character to shoot (wtf :lol: )

That was just the scoped hunting rifle for some reason. But I'm guessing Infinitron will soon be able to explain to us why being arbitrarily forced to change weapons = fun tactical super-action.

Didn't the sniper rifle have the same weapon perk?
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Was the RPGCodex deal for a private screening to be the last out of the journo's to put out your demo impressions ?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
The Codex is too prestigious to share their impressions with the unwashed masses.
 
Joined
May 3, 2011
Messages
262
Location
USA, NY
Everything sounds great! I think the idea of making the sniper rifle not workable at close range is reasonable and a good balance.
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
Inability to fire sniper guns at point blank sounds weird but it depends on how they exactly implemented it, if you are only unable to use it right when enemy is in your face then I can agree with that(I don't think unwieldly rifles with long barrels are good in close combat) but if it's example of magickal blockade to keep balance then fuck it, it sucks.

Love the disco ball robot, though I'm probably brain damaged after playing too long Saints Row 4.

Whereas that bunny thing you only meet once, while those enemytypes for sure will appear quite often during the game. I wonder if it will stay "lol hilarious" all the time?

Isn't combining desolated world with ridiculous stuff like that a way of achieving a fancy surreal atmosphere?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,592
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
But I'm guessing Infinitron will soon be able to explain to us why being arbitrarily forced to change weapons = fun tactical super-action.

Uh, no. Though of course, if they gave you an insane to hit chance penalty instead (like, single digit chance to hit) the effect would be the same anyway.

So, what is it that really bothers you? Inability to use or inability to hit?
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
I love what I'm hearing so far.
An Xcom EU-style battle system for this kind of open-world RPG should be fucking great.

Still want to see how the world map\travel acts out, though!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom