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

Zombra

An iron rock in the river of blood and evil
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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
Hey, if they can do it and do justice to it, great. If they really do have some stuff under the hood and mostly baked, fantastic and I look forward to it. I just think it's a little late to start throwing in new features from scratch. I'd rather they had the opportunity to do a few extra balance passes on what's already there (and not terribly well balanced at present!) than add in more stuff to throw the balance off further and have less opportunity to run balance passes.

Personally, I find the mix of stats & skills to be interesting enough. I wouldn't say no to more bells and whistles, but I honestly don't think the current chargen build is "missing" anything.
 

Infinitron

I post news
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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
Personally, I find the mix of stats & skills to be interesting enough. I wouldn't say no to more bells and whistles, but I honestly don't think the current chargen build is "missing" anything.

Right now it isn't, but later, in LA, you might get bored with just progressing along the build path you've already chosen.

That's why I'm a fan of mid-game "specialization"-type character building options that can let you sort of branch out to particular ways of playing.
 

Old Hans

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noooo this game needs all the perks from GURPS and maybe add in the critical hit charts from Rolemaster. It's just that E-Z
 

Zombra

An iron rock in the river of blood and evil
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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
Right now it isn't, but later, in LA, you might get bored with just progressing along the build path you've already chosen.
Shrug, by that time I think I'll be used to whatever system there is and just interested in the area content. But yeah, spicier, I wouldn't say no.

noooo this game needs all the perks from GURPS and maybe add in the critical hit charts from Rolemaster. It's just that E-Z
Best laugh I've had all day. :lol:
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
I've played a little to see the new dialogue UI and saw that critical hits animation are in.
My limbs were blown away but what are other types of animations?
 

Perkel

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I loved that about Fallout 1/2. Nothing felt like your trusty shotgun when you score crit creating vast hole in enemy chest.

In NV and F3 gore was bad most of the time offering players clean cut limbs like game would assume you are cannibal.
 

sea

inXile Entertainment
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I've played a little to see the new dialogue UI and saw that critical hits animation are in.
My limbs were blown away but what are other types of animations?
If I recall correctly, there are about 20 unique death animations for human enemies, half of which are "critical"; some are generic, some that depend on the weapon type being used. One of my favourites is when you shotgun a guy's legs off and he starts crawling around on the ground bleeding everywhere. I mean, uh... that didn't come out right...
 
Last edited:

Leonard DeVir

Educated
Joined
Jul 25, 2011
Messages
66
Shameless copy from Inxile Forums:

1. Ambushing
There should be a better way to ambush enemies, the "aim at" option is too limited.


  • - Rangers should be able to switch to overwatch even out of combat. Maybe with a aggressive/passive toggle, so they will shoot enemies if in sight or wait for a specific order.

    - Enhanced positioning. Rangers should be able to move into cover even out of combat. Prone stance as a logical conclusion to crouching. ALSO PLEASE let them stay in their current stance if starting combat. Wasting 2 AP every time to re-crouch my dudes gets old very fast.

    - As a countermeasure/added difficulty, enemies should be able to see and hear you much earlier. Right now its too easy to sneak up to them and shoot them in the back. Make full use of the vision cone system - if you want to ambush enemies you need to scout out their patrol routes and move into place when they cant see/hear you (Perception skill), maybe even in small groups - if you move all at once you are far more detectable. If you are detected->combat mode/conversation and no more skulking around.

    - If you are able to disable one enemy while ambushing silently, combat shouldnt start automatically.

    - Silencers: I dont know, Ive found a silencer without any stats in my current game. I wonder..?

2. AI
Its good enough imho, but combat would be more fun and challenging with a few tweaks and without the need to artificially bloat damage or HP.


  • - Wasting AP by moving around to much (had that too, seemed like a pathing issue?).

    - Sometimes too cautious, hides behind cover or in ambush mode without really putting pressure on you, which enables you to kill them one by one.

    - On the other side, sometimes does stupid moves like rushing you without the ability to fight back properly.

    - Targeting: they stubbornly try to get to one guy/kill one guy without any respect for their own life.

    - I think human enemies should have some basic tactical understandig: fight aggressively if having the advantage of numbers (trying to flank you while moving from cover to cover), fight defensively if outnumbered or badly hurt.

    - Also, melee fighters always should try to advance under cover, save for some crazy junkies who might rush you.

3. general combat suggestions


  • - Throwing skill. Makes sense in a resourceless wasteland and is fun. I loved to spear Enclave soldiers to death.

    - Simplistic aimed shot system. Options: head, torso, arms, legs, with the torso being the "standard" shot. On a successful hit, randomly decide if a status effect applies, then randomly apply one of several effects.

    - In addition to above, let skilled human fighters like DBM (you know, they are tactical and all) also use aimed shots. Again, bigger challenge without bloating enemy stats.

    - More serious afflictions. Getting your rangers hurt or even downed should have far more consequences then "get a coffee and continue playing". Broken bones/brain damage is permanent until magically healed by an auto doc (whops, wrong game). Small chance to get fatal wounds/internal bleeding if you get huge alpha damage, like a rocket to your face. Maybe Im over the top here, but Im just suggesting
    icon_razz.gif


    - Edit: Remembered Chance to hit, its too easy to get to 100% in my opinion, especially under cover. Maybe make the +CtH under cover a very common, but random buff? Role play wise, you may argue that you cant always aim better just if you are under cover.

    - Edit 2: I thought about some kind of simplistic fire suppression system, but I think that would be too compliceted or time consuming to implement (?)


Above just to emphasize a point - the game could be so much better and fun with a few small, additional features. To be honest, Im in the same boat as a lot of people here, the game feels unfinished. They improved it a lot since the last update, but the general feel, the consitency and the suspension of disbelief arent strong in this one. Many areas feel empty and "just there because they are there", there arent a lot of POIs or interactable objects (you know, "use science on a computer to gain a few insights on the lore"-type interactions) except for a few handplaced ones. Feels more like Mass Effect straight railroading level design without much to discover next to the rails.

There arent a lot of interesting NPCs - most are the typical MMO questgiver. I havent played Fallout since...5 years?, and I still remember NPCs like the slaver dude, the barmaid and the trader in Klamath or the ghouls from the nuclear plant. All of them not tied into the main story, and still I remember them because they had spirit, character and traits that made them unique. Ive never met one NPC in Wasteland 2 with that qualities except that ranger-hating dude from Highpool and those nuclear monks - therfore all those crazy ass, polarizing characters.

The points above should underline another point which irritates me; combat is far too bland for a game which heavily emphasizes on combat.
Which leads to my last complaint - the game will have no replayability, except maybe 1-2 times. Fallout and Wasteland 1 both kept me busy more than 5 years, not because of the story - if you played them through 3 times, you knew it all. But because of the diverse combat (yes, even Fallout) where you were able to build schock troopers, heavy dudes, shotgunners, energy laser plasma murder scientists, nice guys, melee guys, juggernauts, snipers, medics,...Wasteland 2 in contrast has a rather small weapon pool, not even distinct specialized ammo and far too many NPC slots - in the end, you will end up with using next to all weapons and weapon types.

Together with the uninspiered combat there wont be a lot to discover anymore. Which is a shame.
 

TwinkieGorilla

does a good job.
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Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
Above just to emphasize a point - the game could be so much better and fun with a few small, additional features. To be honest, Im in the same boat as a lot of people here, the game feels unfinished. They improved it a lot since the last update, but the general feel, the consitency and the suspension of disbelief arent strong in this one. Many areas feel empty and "just there because they are there", there arent a lot of POIs or interactable objects (you know, "use science on a computer to gain a few insights on the lore"-type interactions) except for a few handplaced ones. Feels more like Mass Effect straight railroading level design without much to discover next to the rails.

There arent a lot of interesting NPCs - most are the typical MMO questgiver. I havent played Fallout since...5 years?, and I still remember NPCs like the slaver dude, the barmaid and the trader in Klamath or the ghouls from the nuclear plant. All of them not tied into the main story, and still I remember them because they had spirit, character and traits that made them unique. Ive never met one NPC in Wasteland 2 with that qualities except that ranger-hating dude from Highpool and those nuclear monks - therfore all those crazy ass, polarizing characters.

The points above should underline another point which irritates me; combat is far too bland for a game which heavily emphasizes on combat.
Which leads to my last complaint - the game will have no replayability, except maybe 1-2 times. Fallout and Wasteland 1 both kept me busy more than 5 years, not because of the story - if you played them through 3 times, you knew it all. But because of the diverse combat (yes, even Fallout) where you were able to build schock troopers, heavy dudes, shotgunners, energy laser plasma murder scientists, nice guys, melee guys, juggernauts, snipers, medics,...Wasteland 2 in contrast has a rather small weapon pool, not even distinct specialized ammo and far too many NPC slots - in the end, you will end up with using next to all weapons and weapon types.

Together with the uninspiered combat there wont be a lot to discover anymore. Which is a shame.

Yep.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,605
Location
Denmark
Shameless copy from Inxile Forums:

1. Ambushing
There should be a better way to ambush enemies, the "aim at" option is too limited.


  • - Rangers should be able to switch to overwatch even out of combat. Maybe with a aggressive/passive toggle, so they will shoot enemies if in sight or wait for a specific order.

    - Enhanced positioning. Rangers should be able to move into cover even out of combat. Prone stance as a logical conclusion to crouching. ALSO PLEASE let them stay in their current stance if starting combat. Wasting 2 AP every time to re-crouch my dudes gets old very fast.

    - As a countermeasure/added difficulty, enemies should be able to see and hear you much earlier. Right now its too easy to sneak up to them and shoot them in the back. Make full use of the vision cone system - if you want to ambush enemies you need to scout out their patrol routes and move into place when they cant see/hear you (Perception skill), maybe even in small groups - if you move all at once you are far more detectable. If you are detected->combat mode/conversation and no more skulking around.

    - If you are able to disable one enemy while ambushing silently, combat shouldnt start automatically.

    - Silencers: I dont know, Ive found a silencer without any stats in my current game. I wonder..?

2. AI
Its good enough imho, but combat would be more fun and challenging with a few tweaks and without the need to artificially bloat damage or HP.


  • - Wasting AP by moving around to much (had that too, seemed like a pathing issue?).

    - Sometimes too cautious, hides behind cover or in ambush mode without really putting pressure on you, which enables you to kill them one by one.

    - On the other side, sometimes does stupid moves like rushing you without the ability to fight back properly.

    - Targeting: they stubbornly try to get to one guy/kill one guy without any respect for their own life.

    - I think human enemies should have some basic tactical understandig: fight aggressively if having the advantage of numbers (trying to flank you while moving from cover to cover), fight defensively if outnumbered or badly hurt.

    - Also, melee fighters always should try to advance under cover, save for some crazy junkies who might rush you.

3. general combat suggestions


  • - Throwing skill. Makes sense in a resourceless wasteland and is fun. I loved to spear Enclave soldiers to death.

    - Simplistic aimed shot system. Options: head, torso, arms, legs, with the torso being the "standard" shot. On a successful hit, randomly decide if a status effect applies, then randomly apply one of several effects.

    - In addition to above, let skilled human fighters like DBM (you know, they are tactical and all) also use aimed shots. Again, bigger challenge without bloating enemy stats.

    - More serious afflictions. Getting your rangers hurt or even downed should have far more consequences then "get a coffee and continue playing". Broken bones/brain damage is permanent until magically healed by an auto doc (whops, wrong game). Small chance to get fatal wounds/internal bleeding if you get huge alpha damage, like a rocket to your face. Maybe Im over the top here, but Im just suggesting
    icon_razz.gif


    - Edit: Remembered Chance to hit, its too easy to get to 100% in my opinion, especially under cover. Maybe make the +CtH under cover a very common, but random buff? Role play wise, you may argue that you cant always aim better just if you are under cover.

    - Edit 2: I thought about some kind of simplistic fire suppression system, but I think that would be too compliceted or time consuming to implement (?)


Above just to emphasize a point - the game could be so much better and fun with a few small, additional features. To be honest, Im in the same boat as a lot of people here, the game feels unfinished. They improved it a lot since the last update, but the general feel, the consitency and the suspension of disbelief arent strong in this one. Many areas feel empty and "just there because they are there", there arent a lot of POIs or interactable objects (you know, "use science on a computer to gain a few insights on the lore"-type interactions) except for a few handplaced ones. Feels more like Mass Effect straight railroading level design without much to discover next to the rails.

There arent a lot of interesting NPCs - most are the typical MMO questgiver. I havent played Fallout since...5 years?, and I still remember NPCs like the slaver dude, the barmaid and the trader in Klamath or the ghouls from the nuclear plant. All of them not tied into the main story, and still I remember them because they had spirit, character and traits that made them unique. Ive never met one NPC in Wasteland 2 with that qualities except that ranger-hating dude from Highpool and those nuclear monks - therfore all those crazy ass, polarizing characters.

The points above should underline another point which irritates me; combat is far too bland for a game which heavily emphasizes on combat.
Which leads to my last complaint - the game will have no replayability, except maybe 1-2 times. Fallout and Wasteland 1 both kept me busy more than 5 years, not because of the story - if you played them through 3 times, you knew it all. But because of the diverse combat (yes, even Fallout) where you were able to build schock troopers, heavy dudes, shotgunners, energy laser plasma murder scientists, nice guys, melee guys, juggernauts, snipers, medics,...Wasteland 2 in contrast has a rather small weapon pool, not even distinct specialized ammo and far too many NPC slots - in the end, you will end up with using next to all weapons and weapon types.

Together with the uninspiered combat there wont be a lot to discover anymore. Which is a shame.

1. Game is unfinished because its.... unfinished... alot can be made in 3 months... wait and see. There's still time. But I agree on your points, I do.

2. We haven't seen the rest of the game.. like 60 %? or whatever.. I wouldn't take the first chapters of arizona as a measure of the rest of the game... truly.

How good was the starting areas and all that shit of fallout and fallout 2? How memeroable were those? NPC's and writing etc.'

3. Good suggestions all-around,
 

undecaf

Arcane
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Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
2. We haven't seen the rest of the game.. like 60 %? or whatever.. I wouldn't take the first chapters of arizona as a measure of the rest of the game... truly.

First impressions, man. It doesn't help much overall if the (alleged) fun starts at half point and the journey up to that point - half the game - is more or less a chore.

I'm not one to throw the towel in yet, I gave InXile 100 bucks for this and expect them to polish this thing up before release, but there is still work to be done with the opening areas. The given criticism, harsh as it may sound, is very valid and shrugging it off would be a mistake.

How good was the starting areas and all that shit of fallout and fallout 2? How memeroable were those? NPC's and writing etc.'

:nocountryforshitposters:
 

Pantalones

Prospernaut
Joined
May 25, 2014
Messages
286
1. Game is unfinished because its.... unfinished... alot can be made in 3 months... wait and see. There's still time. But I agree on your points, I do.

2. We haven't seen the rest of the game.. like 60 %? or whatever.. I wouldn't take the first chapters of arizona as a measure of the rest of the game... truly.

I doubt the game system will change much in three months. Maybe the content will be flushed out a bit. I think they have simply put too little time in their budget to make a great game. Hopefully I am wrong.
 

Zombra

An iron rock in the river of blood and evil
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Joined
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Messages
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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
I doubt the game system will change much in three months. Maybe the content will be flushed out a bit. I think they have simply put too little time in their budget to make a great game. Hopefully I am wrong.
I mostly share your caution, but man, the leaps between the current build and the previous one were pretty amazing. They still have time for another miracle or two.

I want to believe
 

Infinitron

I post news
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Messages
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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
Uh, changing around systems is generally a lot easier than creating new content.
 
Joined
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Messages
4,333
What will change depends sorely on inXile definition of having all content in. If they meant by it only making LA from scratch, then there is some chance for a change. If not, then there is not. I think there is not.

I am not sure, but I think that long time ago, back in Dec. , Fargo said something about having some early Arizona content hidden until the release to surprise the backers? Not sure, through.
 

Daedalos

Arcane
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Joined
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Messages
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Location
Denmark
Think back 3 months, though. I think it's safe to say, alot of improvements and changes has been made..

No reason the next 3 months shouldn't contain more of that.. and hopefully even more.. because it's crunch time... so they are really pushing everything they got now to be rdy for relesae.
 

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