felipepepe
Codex's Heretic
I blame the "perceived" lack of reactivity on mandatory dungeons, encounters and events, as well as the massive ranger party.I'm not sure I follow here. Wasteland 2 is not lacking in scenarios that can play out very differently depending on how you approach them, though it's still being built out, and tons of little scenarios and events that are easy to miss (having Angie with you when you confront the witness in Rail Nomad, digging up a certain grave with Scotchmo around, Sean's reaction to Vultures-Cries depending on how you approached that and what you tell him, the raiders showing up at Ranger Citadel if you convinced them they could become recruits, etc etc). What are you thinking of specifically? The problem from my reading seems to be much more with the way these events and reactivity are set-up and plotted out in map design than with whether they exist and how they work (though again, consider this the foundation with more being built out, the overhaul of Highpool being a good example, I'd put it up against any early Fallout 1/2 map as it is now, in mission amount/design).
Playing Fallout, any change you make to your character changes your playstyle as a whole; and there are multiple solutions to everything, while nothing is mandatory. To give a quest example, when saving Vic you can create a retard that can't speak but slaughters Metzer, a pacifist that will negociate with him, buy Vic from him, just grab the info from Vic and leave him there, become a slaver or even completly ignore that questline.
Playing Wasteland 2, your horde of rangers and the ammo & weapon scarcity means that you'll most likely keep a well-rounded group with various weapons and almost all skills. That already means that a new party doesn't feel fully fresh. And the story quests are mandatory; get into Ag. Center, and you'll have to crawl all the way to the end and kill the traitor. There may be some minor reactivity, like new dialog between characters or maybe a small reward, but you're still gonna have to crawl all the way to the end and kill the traitor. Same thing with Highpool, those raiders on the way up and the maze will be there every time. I killed the entire population of Highpool and the game still required me to do the maze because of some bullshit reason (radio generator is connected to the water generator, IIRC).
Now, imagine this: a guy that never played Fallout 2 nor W2 wants to see reactivity, C&C and multiple solutions.
Fallout 2: Create any character you like and try various and completely different ways to get Vic from Metzer (or don't). On the way through, you might get some "reactivity", with Metzer calling you too dumb, too weak, not accepting woman slavers or NPC banter.
Wasteland 2: Run through Ag. Center multiple times, opening the same doors, unlocking the same containers and killing the same enemies at the same locations every goddamn time, but on the way through you might get some "reactivity" depending on the NPCs you have along or the tone you use.
If the games were only that, he would spend an hour on F2 to see all possibilities and have a great time. In W2, it would take him that just to half of Ag. Center. And I doubt that he would have the will to do more than 2 or 3 times... you could have 5 billion lines of reactivity written, and it would mean nothing because no one is gonna keep replaying it to check it out. On this point it is exactly as Fargo sold us: "we have content that most players will never see". Careful with what you wish for, I guess.