St. Toxic
Arcane
WL2 isn't better than my personal favorite game, and my personal favorite game isn't perfect, which makes WL2 an outright horrible experience.
First, I didn't say 'best system evar'. I said 'best I've seen in years', which doesn't go back 17 years. Second, if not for the perks and traits, SPECIAL would have been kinda mediocre. Stats that didn't have much flexibility in terms of different builds. Way too many useless skills and absolutely no reasons to invest in a skill beyond a certain point as you'd hit 95% THC even when aiming for the eyes fairly quickly.Fallout? Which didn't exactly have a stellar character system to begin with, which should give you an indication of how bad WL2's character system is.
I said that the foundation was good, all it needs is some tweaks (which is what you're talking about).I believe someone did a calculation and found maxing combat initiative gave you three times as many turns as a character with low combat initiative. A system with such choices as 'Would you like to be three times more awesome or not?' isn't a very good system. And this is not even including the stats that increase action points, which effectively give you even more turns to be awesome.
While the assault rifle was the best, the other weapons weren't that far behind. I loved my pistol and SMG guys. With the right builds (and that's where the system shines) they were kicking ass, which is all I care about.Also no perks/feats, a billion skills just to open a container, one assault rifle to rule them all, etc.
It is my understanding that inXile continues to support the game and is looking into the balance issues. So, like I said, the foundation is rock-solid (i.e. it's not a bloated/broken system like, say, Arcanum's). All it needs is some fine-tuning.It's not about comparing it to other games. It's about analysis of an RPG system. I cannot understand how a shallow system can be solid. The game is released, you know, what do you mean by "tweaking" anyway? Mods?
This is something you can tweak in 30 min. At least that's how long it would take us to change AoD stat/skills relationship.IMHO the stats/skills poorly connect with each other and that is not solid.
I disagree.Even in your review, you mention a low STR brute force character, which should be an obvious flaw to anyone thinking for 5 minutes. Same for most of the stats/skills. They feel underdeveloped and not well thought out. As a reviewer one can and should draw from the knowledge of other game of the same genre.
While the assault rifle was the best, the other weapons weren't that far behind. I loved my pistol and SMG guys. With the right builds (and that's where the system shines) they were kicking ass, which is all I care about.
Good, cause I would've mentioned Jagged Alliance 2's system then.First, I didn't say 'best system evar'.
Sounds like WL2's character system to me. Getting the most action points and skill points in Fallout is a no-brainer. Getting the most action points, skill points and combat initiative in Wasteland 2 is also a no-brainer. Anything else is an afterthought.Stats that didn't have much flexibility in terms of different builds. Way too many useless skills and absolutely no reasons to invest in a skill beyond a certain point as you'd hit 95% THC even when aiming for the eyes fairly quickly.
I think that's where we differ in opinion. I think it needs a massive overhaul or better yet, a new system made from scratch.I said that the foundation was good, all it needs is some tweaks (which is what you're talking about).
I see you're not a man of science.Damage per AP is an idiotic concept (DPS' retarded brother).
I don't have time to load my save, but iirc, I could fire 3 times with a pistol with almost 40% chance to score a critical. Didn't seem weak at all. My SMG guy was so effective that I wouldn't even think of playing without one (when I decide to replay it).
Then again, is this really a problem outside the realm of Josh Sawyer? Personally I don't think that a maxed out pistol guy should be able to deal as much damage as someone with, say, a fucking machine gun, but there are other factors to combat than just damage. Pistols and SMGs still make for excellent secondary weapons due to their low AP cost (having a higher damage/AP rate isn't of much use if you don't have enough AP to take the shot in the first place), easily available ammunition and a lack of close range penalties, so they're not useless by any means.It clearly shows that handguns are three times less effective than assault rifle guys and smg guys can do only 2/3rds of what an assault rifle can do.
You will have to re-balance the stats/skill checks. Like introducing a "hard" wall, which requires min STR and a certain lvl of brute force.This is something you can tweak in 30 min. At least that's how long it would take us to change AoD stat/skills relationship.IMHO the stats/skills poorly connect with each other and that is not solid.
Pistols let you spread damage to more targets. This is somewhat niche, but it is a useful trait.Actually, no, they were not. No offense, but all the data was already analyzed by some guy called ehrgeix. Here's his mega-thread on the inxile forums.
It clearly shows that handguns are three times less effective than assault rifle guys and smg guys can do only 2/3rds of what an assault rifle can do. And note that, IIRC, it's unadjusted for armor penetration (which means that SMGs are actually either 10 or 20% works - I don't remember the exact penalty incurred). Now, for the simplicity I was looking only at the tier-6 weapons and there are some differences on lower tiers but, in the long run, they're both inferior.
Pistols let you spread damage to more targets. This is somewhat niche, but it is a useful trait.
Evil answer, but true.I see you're not a man of science.Damage per AP is an idiotic concept (DPS' retarded brother).
I don't have time to load my save, but iirc, I could fire 3 times with a pistol with almost 40% chance to score a critical. Didn't seem weak at all. My SMG guy was so effective that I wouldn't even think of playing without one (when I decide to replay it).
What's your opinion on Fargo's insane hype machine and debatable promises, such as "If you close your eyes, it's like you're playing Fallout 3" ? Hate the game, not the player?WL2 should be compared to WL and 'old-school' games since it never aimed to emulate Fallout or JA2.
Pretty much. Fargo likes to hype and oversell. We all know that. However, while Bethesda likes to make shit up (promise shit that's not in the game or set up quests/events to impress journalists), what Fargo says falls under 'his opinion'. I didn't read every interview but I think that all examples he listed are in the game, including the execution mentioned in the article. I'm under the impression that Fargo did deliver on his promises.What's your opinion on Fargo's insane hype machine and debatable promises, such as "If you close your eyes, it's like you're playing Fallout 3" ? Hate the game, not the player?WL2 should be compared to WL and 'old-school' games since it never aimed to emulate Fallout or JA2.
That statement is true, though. If you close your eyes, you wouldn't be able to see that the game you're playing is not Fallout 3.What's your opinion on Fargo's insane hype machine and debatable promises, such as "If you close your eyes, it's like you're playing Fallout 3" ? Hate the game, not the player?WL2 should be compared to WL and 'old-school' games since it never aimed to emulate Fallout or JA2.
Pretty much. Fargo likes to hype and oversell. We all know that. However, while Bethesda likes to make shit up (promise shit that's not in the game or set up quests/events to impress journalists), what Fargo says falls under 'his opinion'. I didn't read every interview but I think that all examples he listed are in the game, including the execution mentioned in the article. I'm under the impression that Fargo did deliver on his promises.
I blame the journalist for not asking 'what exactly do you mean by that?' as it can mean just about anything (like it's isometric and turn-based).
I cant believe Im seeing someone defending Shadowrun Returns while criticizing Wasteland 2. SRR has the choice & consequence and open-worldness of a 10 years old RPGMaker weekend project. The only thing that elevates it a little bit above mediocreness is its writing. Even the old Genesis and SNES versions are better than Returns. All the while Wasteland has C&C and oprn-worldness and interactivity in spades, far from being the cloth canvas that is Returns environments. Even with all its flaws, Wasteland 2 is a really good RPG. Give it a couple more patches.
Is this really the Codex ? What's next, saying WL2 should have perfect combat and ditch the C&C and openess and environment interactivity ?
Shame on you bros.
Pirate scum!The CD they sent me had no titles or artists’ names, just a few pieces of unidentified music.
What's your opinion on Fargo's insane hype machine and debatable promises, such as "If you close your eyes, it's like you're playing Fallout 3" ? Hate the game, not the player?