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.

Wasteland The Wasteland 2 Beta Release Thread [GAME RELEASED, GO TO NEW THREAD]

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
IIRC, NWN2 had a biography or something and I saw some people sharing their characters with their background story. It was kinda fun for a little bit but not really that useful.

But then again maybe allowing character transfer, people can download party members if there are no official companions in W2 could be fun for some people to role play or something.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,965
In nwn1 multiplayer people could see your description, you could also keep a journal.

The first one was useful to RP, the second one was even more useful to keep notes or reminders. Its a feature that takes nothing away and enriches the game for some, so why not.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,715
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
http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=7&t=6377

Brother None said:
Everyone,

With the new inventory in and working we've been tackling the barter screen next. The current public build has the old barter screen in as the new one is a ways out from being ready to go live. So as we work on it we wanted to ask for you guys to let us known what's absolutely essential in a barter screen?

What kind of functionality can't you do without? How do you picture item comparisons working? What kind of flexibility do you want from managing multiple inventories?

Just go wild in this thread, let us known anything that bugs you in how other barter screens have done it, or ideas you have for how you'd like us to work. This is the best stage for us to implemented some good ideas so let 'er rip!
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,965
I still dont like how cheap the inventory looks/feels, not really a big deal but if we are going to be using it constantly it should get a bit more love.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,613
Location
Denmark
Brother None, you should tweak the skill points allocated, try reducing it by 2 or 4 at char creation screen..

and give intelligence a lesser bonus each level to skill points.

Currently, you can have a party that is good at EVERYTHING in the entire skill setup.. which is.. kind of boring. Especially with hired help from Angela and alot of other npc's...
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,404
Divinity: Original Sin Divinity: Original Sin 2
We've seen the prison area and a rough map of it from the video made last year, someone make a new map to compare.

eWG1U1J.jpg


Yes, a side by side comparison would be welcomed because that is in my opinion the quintessential corridor&pockets map design.
.
.
.
.
01.jpg
Here is a type of an open map design I hoped to see in a Wasteland sequel. No rock walls whatsoever and the illusion of openness is perfect.
 
Last edited:

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I vow to make a tranny and name it FeelTheRads, then copy a selection of your most inane posts

Homophobe detected.

Not true, LPers could write something there, especially if the party is composed of forum users who you make jabs at.
You could also make notes there, I guess, if the field is editable during the game.

OK, well, I'm thinking of people playing the game normally. Seems like a waste of space, when it could be hidden like in the IE games for example. Then again, the whole 4 screens for the character info is a mess, so...
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I still dont like how cheap the inventory looks/feels, not really a big deal but if we are going to be using it constantly it should get a bit more love.
I can already notice several things I'd suggest get adjusted and I'm sure players will give us tons more useful feedback (like felipepepe). :)
 
Last edited:

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Here is a type of an open map design I hoped to see in a Wasteland sequel. No rock walls whatsoever and the illusion of openness is perfect.

I wonder how much of the corridor-like design of those W2 levels is because they want to guide you trough content in a certain order.
Well, they keep promising they're not all like that, but I guess we'll see.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,404
Divinity: Original Sin Divinity: Original Sin 2
I vow to make a tranny and name it FeelTheRads, then copy a selection of your most inane posts and chuckle every time i read it as i play the game. you are invited to do the same, but i doubt my entire post history will fit. Then we will both feel good, because i proved you wrong and because you got to use that feature. :M

pity look:

9138211.jpg
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,715
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
Finally played the new version.

None of you noticed that one of the Ranger recruits in the Citadel at the beginning is Fargo's wife? "Ashley Brygo", haha. :lol: I wonder if she's related to him ingame too.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
We've seen the prison area and a rough map of it from the video made last year, someone make a new map to compare.
eWG1U1J.jpg


Yes, a side by side comparison would be welcomed because that is in my opinion the quintessential corridor&pockets map design.
.
.
.
.
01.jpg
Here is a type of an open map design I hoped to see in a Wasteland sequel. No rock walls whatsoever and the illusion of openness is perfect.

Looks like Dark Souls level design right there, maybe Fargo should include that fact in his promotional efforts.
 

hiver

Guest
Brother None, you should tweak the skill points allocated, try reducing it by 2 or 4 at char creation screen..
and give intelligence a lesser bonus each level to skill points.
Currently, you can have a party that is good at EVERYTHING in the entire skill setup.. which is.. kind of boring. Especially with hired help from Angela and alot of other npc's...
Oh, someone finally started playing the game and paying attention, eh?
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
Brother None, you should tweak the skill points allocated, try reducing it by 2 or 4 at char creation screen..
and give intelligence a lesser bonus each level to skill points.
Currently, you can have a party that is good at EVERYTHING in the entire skill setup.. which is.. kind of boring. Especially with hired help from Angela and alot of other npc's...
Oh, someone finally started playing the game and paying attention, eh?
Funny because a lot of people are saying the exact opposite - not enough points are given. Seems like different people have different beliefs on what works.

In the final build I believe it's intended for attributes to cap skills in some way. Also, boosting an attribute all the way up to 10 effectively reduces the character's abilities to below-average in all other respects, so it's not necessarily the best idea from a character-building standpoint.
 
Last edited:

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,843
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Brother None, you should tweak the skill points allocated, try reducing it by 2 or 4 at char creation screen..
and give intelligence a lesser bonus each level to skill points.
Currently, you can have a party that is good at EVERYTHING in the entire skill setup.. which is.. kind of boring. Especially with hired help from Angela and alot of other npc's...
Oh, someone finally started playing the game and paying attention, eh?
Funny because a lot of people are saying the exact opposite - not enough points are given. Remember that attributes will cap maximum skill levels. Boosting an attribute all the way up to 10 effectively reduces the character's abilities to below-average in all other respects.
Huh. I haven't been on the official board much lately, but most of what I've seen has been in favor of keeping stat points scarce. The only problem came up when they assigned those stupid adjectives saying that 5 is 'average' and so on. A value of 10 should not be the baseline for 'decent'.
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
Remember that attributes will cap maximum skill levels. Boosting an attribute all the way up to 10 effectively reduces the character's abilities to below-average in all other respects.

It was known, but I wonder, doesn't this increase the pace of "capping out" a character quite drastically seeing how low the attributes start at and given the pace of leveling up and the 1-10 range of the skills (plus the consideration of additional learn by doing system)? Or am I overthinking it here?
 

hiver

Guest
Brother None, you should tweak the skill points allocated, try reducing it by 2 or 4 at char creation screen..
and give intelligence a lesser bonus each level to skill points.
Currently, you can have a party that is good at EVERYTHING in the entire skill setup.. which is.. kind of boring. Especially with hired help from Angela and alot of other npc's...
Oh, someone finally started playing the game and paying attention, eh?
Funny because a lot of people are saying the exact opposite - not enough points are given. Remember that attributes will cap maximum skill levels. Boosting an attribute all the way up to 10 effectively reduces the character's abilities to below-average in all other respects.
Funny! Hillarious! muahahahaha... The "People!" - give me MOAR! CONSUME! consume!...


... romances?
fuck... ok... no way out...

Attributes caps on maximum skill levels are the only thing, the only mechanic in the game that prevents one character to have several maxed out skills.
BUT - this is not per singular skill, but by skill groups. Two of them. Combat skills vs Diplomacy vs... what... some flavor skills like animal whisperer?
I only need one character with high Int and one with high Charisma... if that even makes any sense in the game at all...
And... the player has SEVEN team members. In a game that is combat focused.

AND - its not like you really have to have any attribute at max 10 anyway. Whatcha gona miss with attributes at 8 or 9? A few items and few dialogue options at best? (imagine how much crying there would be from your target audience if that was more, eh?)
 

hiver

Guest
My point of reference is this game. Nothing else.
I dont need to compare it to any other game in some sort of desperate last ditch to make it seem better because some other game is maybe worse.

I look at this. And i see it as it is.
What other games are doing is their own business. Judged based on its/their own merits. (all this is one of the bigger reasons i dont like party based RPG but prefer solo RPGs, that have independent Ai controlled companions at the most)


The skills of Wasteland 2 alone will not bring any reactivity - as advertized. Fact.
The design of skills, the retarded splits didnt achieve anything positive, but several negative things - still ongoing - and most of it had to be melded back - as i was saying from the start - which means if anyone listened to me huge amounts of time and resources would have been saved, but instead i had imbeciles like Zombra and other stupid cretins screaming at me like retarded emotionally engaged stupid monkeys they ARE - so now you (we) all get to slurp the consequences of that - fact.
The only thing that could actually create any reactivity and C&C (of any form) is mutually exclusive content. Fact.

Which means that the game will live or die based on how much of it you (the team) manages to create in next few months.

Im hoping you guys will manage something but realistically... i dont know... ill have to play this new beta before i can claim something about it with more certainty.

In case you all fail, im hoping me and few other bros will pick up the flag and mode the hell out of it and actually create something great - which would not be possible without the InXile effort at all.
But thats far in the future still.

felipepepe
talk to me bro... has anything been done to AG center to make it better?


Im still waiting on the High seas but there is no land in sight.... and isnt that just depressing...
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,613
Location
Denmark
Lower the amount of skill points given..

Or increase the skill level needed to perform skill checks on stuff...

Make it fucking hard to do stuff with your skills unless you really specialize in that... so it makes your party unique... instead of just trying to be perfect at everything, jack-of-all-trades shit
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,965
Make it fucking hard to do stuff
Just wondering. How does it contribute to difficulty in any way? I mean insta-failing optional stuff doesnt make it harder in my experience. you should talk more about rewarding especialization. Dont make whats there impossible to access, put in new, more valuable stuff behind higher walls.
Just saying.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,312
Location
Terra da Garoa
The solution is quite simple, there should be perks or large bonuses for high skills. IIRC, there is already something like "At 5 skills points you reload for 1 AP less", but that's still too little, not to mention hidden from the player. I should be something clear, that you would take into consideration while creating your character, and that would make every skill point you spent relevant, instead of just going from 75 to 80% hit chance. Pure % upgrades are as boring as can get.

Personally, I would make the skills points only range from 1 to 5, with 2/3/4/5 points cost for upgrading, respectivly. And each upgrade you give you meaningful things besides the THC increase, like for Sniper Rifles: +10% THC when crouching/-1 AP for reloading/+5 damage on aimed shots/-1 AP for shooting or stuff like that.

felipepepe
talk to me bro... has anything been done to AG center to make it better?
Didn't do it yet, I'm trying the new option to let both Ag. Center and Highpool fail this time.
 

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