God forbid learning from past mistakes, eh? At least in olden days they had the excuse that it was an issue from the translation of P&P rules to cRPGs... here inXile is just repeating mistakes from 20 years ago, because yes. And I already I sent a suggestion on this 3 months ago to their CenterCode.But the truth is that in most RPGs of the past, a full-sized party was the way to go even when they DID implement an XP-splitting system. Especially since most of them had a level cap, so the smaller party just hit the cap faster which really sucked.
In short, it's hardly an outrage.
I pointed this before, but the game is perfectly solo-able, they even added a back entrance so you can solo the maze in Highpool. Not taking advantage of this would be a horrible waste.You guys are assuming that smaller parties are intended to be a valid choice, which I don't think they are. You are supposed to be rolling with a party of 7 and swapping out the NPCs as you see fit.
No im not. Its just that the current game is made in a way that practically forces you to play with smaller party - to have anything interesting going on.You guys are assuming that smaller parties are intended to be a valid choice, which I don't think they are. You are supposed to be rolling with a party of 7 and swapping out the NPCs as you see fit.
Nope.Is it worth giving Wasteland 2 another try? I last played it back around Christmas, posted my thoughts in this thread and haven't touched it since. Is anything notably different (in a good way) by this point? Reading through this thread hasn't offered a lot of hope.
Is it worth giving Wasteland 2 another try? I last played it back around Christmas, posted my thoughts in this thread and haven't touched it since. Is anything notably different (in a good way) by this point? Reading through this thread hasn't offered a lot of hope.
I'm not sure why you'd play Wasteland 2 if you really need a polished experience. Wait for a better game.Is it worth giving Wasteland 2 another try? I last played it back around Christmas, posted my thoughts in this thread and haven't touched it since. Is anything notably different (in a good way) by this point? Reading through this thread hasn't offered a lot of hope.
If you want my guess, they can't change it because they don't have "clearance" for that. All the designers like MCA went home months ago, and now only the "peons" remain, and no matter how good or well intentioned they are, they simply can't go round changing stuff that was decided in pre-production by people above them without a tortuous process passing by Fargo himself. I bet that's also why there's no lead designer discussing changes, design choices and feedback, and above all, why the game feels so soulless.Also I do not understand why they can't change it at least a little during beta. I only used Morrowind editor and I understand that it is especially well made tool, but even if their editor is only half as good, it would only take 4 hours to smartly modify a map.
I've been there before, in a massive advertisement project where the lead director gave orders, and then went to New York for another project... We were left helpless, with the client angry and requesting changes, but without authorization to make any changes not approved by the director, that was mostly absent or checking stuff via cellphone...
Don't say we don't have a way to get our feedback into his ears when needed. Maybe using Codex twitter account to ask him in a polite manner about what he is going to do with insufficient map design, considering that it can be easily improved? Those exact words looks as the best way to get him interested. Also intervening early can also influence Torment design. I think that hub design is something inXile will come to understand eventually, but why not teach them about it now? Few games will be made batter because of that.
4) Go to the official Bioware forums and do a search for "casual". Try to find somebody there who is complaining about this issue. Try to find somebody somewhere on the Internet who is complaining about this issue other than a few dozen Codexers. You're not going to find many.
As I've mentioned before, Hei$t was open-world.1) inXile designed Wasteland 2's maps this way because they wanted to, because that's how they thought maps in 3D games were supposed to look like, not because they have no conception of what a flat open grid looks like.
As I've mentioned before, Hei$t was open-world.1) inXile designed Wasteland 2's maps this way because they wanted to, because that's how they thought maps in 3D games were supposed to look like, not because they have no conception of what a flat open grid looks like.
Most US cities (including San Francisco, the setting in Hei$t) are built to a grid.Different kind of game, different kind of open world. Wasn't it supposed to be some kind of GTA clone?
If you look at the way that 3D top-down RPGs have evolved, they've clearly gone from trying to ape the griddy look of 2D RPGs (NWN1) towards the more organic of NWN2 and DA:O.
Actually, a "griddy map" and an "open world" are two completely different things so I'm not sure why you would even bring that up.
I've personally have had low expectations for WL2 ever since I learned it's more about party tactics, and saw the stupid keyword dialogue system.
Most US cities (including San Francisco, the setting in Hei$t) are built to a grid.
Perhaps not due the "gamey" choice of buildings, like a prison, the city hall, a church, a train station and a power plant all close together, but otherwise it seems very town-like. Most of all, it has the real "organic" feel of a town, where there's a main road, buildings alongside it that you can enter... if anything, the changes from actual real-life towns, like removing walls and allowing you to circle around every building are improvements made to add possibilities and freedom to the player.That's not the kind of "grid" we're talking about here. Real life cities don't look like felipe's map of Quincy either
I would prefer a bug ridden mess with great design and brilliant content that becomes playable a full year after release, than a polished, bug free, mediocre game with uninspired content.Looks like people expect InXile get everything right 1st time.
I like InXile but their track record wasn't really good and probably some of those people are still learning how to make RPGs in vein of old RPGs.
We should be happy if InXile game won't be bug ridden like every other loved classic here at least. From Wasteland 2 release they can only improve and it is not like we have many other dev studios out there that are doing good RPGs.
I would prefer a bug ridden mess with great design and brilliant content that becomes playable a full year after release, than a polished, bug free, mediocre game with uninspired content.Looks like people expect InXile get everything right 1st time.
I like InXile but their track record wasn't really good and probably some of those people are still learning how to make RPGs in vein of old RPGs.
We should be happy if InXile game won't be bug ridden like every other loved classic here at least. From Wasteland 2 release they can only improve and it is not like we have many other dev studios out there that are doing good RPGs.