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

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I don't think aimed shots would have helped much to be honest.
 
Self-Ejected

Excidium

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Perks and aimed attacks would add an extra layer of complexity to character development/combat that would be about as much work to implement as what they have right now...if there was any chance of having those things it would be in the game already so I don't know what's upsetting people

That said I seriously hope nobody here thinks Fallout invented those things
 

Zombra

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A well-constructed Perks/Traits system would have been neat, but I never expected it (or rather, I haven't for a long time - good call felipepepe - I completely forgot they were talking about doing it a year ago).

I feel, and always felt, that aimed shots would have done more harm than good.
 

Daedalos

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Hmmmm on 1 hand I can see why it wouldn't make it in, as several have pointed out.. it would take alot of time to fine-tune and make it good instead of just a latch-on feature...


On the other hand, I am pretty disappointed that it won't make it in... especially traits/perks :/..

Perhaps we will get a content dlc pack.. or some bigger patch later this year that looks at some of it..if it can enrich the gameplay.


Cool update tho! August is soon here ! <3


I guess traits/perks and aimed shots were pretty broken, albeit fun, in fallout too... so hard to balance out.
 

Roguey

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The feeling I got is that they never playtested it much back in pre-production... stuff like perks, having aimed shot or not and deciding what the hell Charisma should serve for are really the core stuff of a ruleset, it should be something noticeable by playtesting the system a couple of times with dices and paper.
Josh sez perks/talents and attributes should come last. They're the things you layer on top of core gameplay, which would include aimed shots.
 

Grotesque

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Vatnik
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no perks/traits/shits?

:argh:


If they would not have been fooling around with the fuckin interface ...
fuck you.


I see they still have those stupid text bubbles a la comic books.
oh well...
 
Unwanted

Xu Fugui

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I don't know what I should do.
3gT7jse.jpg
 

Pope Amole II

Nerd Commando Game Studios
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Now that I've clamed down a bit, my impression of Wasteland 2.

First and foremost, the game is extremely mediocre and self-defeating. Main reasons for that are:

- The game being incredibly padded - filler locations, filler areas inside of interesting locations, needlessly long combat animations, needlessly long noncombat animations, some ridiculous running demanded to solve certain quests. 50 hours of gameplay, my ass. The game would've been much better if all of that crap was shorn away.
- Game's humorous writing sucking ass and destrorying the atmosphere. W2 barrages you with jokes almost constantly, but the game hasn't even made me chuckle once - it's like a 12 year old kid is sitting behind that typewriter. And, much fitting for the 12 year old kid, he can't fucking shut up. Game has some tense and grim moments (like husband having to blow the face away off his now zombified wife and being afraid to go out of his shelter - his also afflicted son is shambling around somewhere, and he can't bear to look at him) and it creates a rather great atmosphere, which is then immediately ruined by all kinds of bullshit blabbery. Sure, the kid from the kickstarter video was great, but why the fuck you made him one of the writers for the game?
- Skills not being interchangeable enough. Sorry, Codex, but you've ripped VD a second one for his skill system being this way (and mind you - AoD's skill system is much more flexible), so I'm not sure why are you so lax on this one.
- Cheap looks of graphics and animations. I'm not a huge graphic whore so I don't really care about that, but once again, it's fucking hilarious (the only hilarious thing about this game, probably) that AoD's made for pocket money death animations are so much better than the W2's ones. And some special effects (like fire and water in Highpool) look so fucking cheap (especially with all the great and cheap asset packs available at unity store) that it's almost insulting.

Now for the good parts (which prevent the game from being a complete crap):
- CLASSIC system is really flexible and good, allowing for a variety of party & character builds. Weapon balance is shit atm, though, but, unlike other issues, that one is the easy to fix.
- Story, plot, atmosphere and main quests are rather good (when they don't get ruined by the atrocious lulz).

Umm, that's it? Well, that makes the game playable and enjoyable to certain extent, but it's certainly not some kind of revelation (and I expect casual crowd, attraced by Fargo's promise of indie-hipster-oldschool-magical Fallout clone, to absolutely crucify him).

In other news, I've made a funbuilding about W2's beta:



Or, if you're short on time:
http://steamcommunity.com/sharedfiles/filedetails/?id=280383300
 

Infinitron

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- Skills not being interchangeable enough. Sorry, Codex, but you've ripped VD a second one for his skill system being this way (and mind you - AoD's skill system is much more flexible), so I'm not sure why are you so lax on this one.

Can you explain what you mean by this in further detail
 

Pope Amole II

Nerd Commando Game Studios
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Can you explain what you mean by this in further detail

The ability to solve one and the same problem by different skills (or maybe even non-skills). Like, one quest door in W2 can be opened by both brute strength and lockpicking. But rest seem to be just lockpicking with no, like, brute force or demolitions (never tried lobbing grenades at locked doors, though, but grenades are not exactly demolitions) or just plain strength stat or a blast from high-powered shotgun... Hell, even perception or mechanical repair might be appropriate in some places.

You have other places where there's a choice of 2 skills to do the trick (surgeon & outdoorsman for AG center vines), but even that is not enough - the combat of W2 would be greatly improved if you could have two combat skills for each char (so there is versatility), but at the moment it's impossible without skipping quite an amount of optional content.

I also hate the handholding, btw - the game always telling you exactly which skill to use where.
 

Infinitron

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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
The ability to solve one and the same problem by different skills (or maybe even non-skills). Like, one quest door in W2 can be opened by both brute strength and lockpicking. But rest seem to be just lockpicking with no, like, brute force or demolitions (never tried lobbing grenades at locked doors, though, but grenades are not exactly demolitions) or just plain strength stat or a blast from high-powered shotgun... Hell, even perception or mechanical repair might be appropriate in some places.

You're talking about opening doors? Seems like pretty minor stuff. I really don't think the game can be compared with AoD in this aspect.

Try a grenade though, it might just work. I think there was a gameplay video that showed a barrier being blasted with one.

You have other places where there's a choice of 2 skills to do the trick (surgeon & outdoorsman for AG center vines), but even that is not enough - the combat of W2 would be greatly improved if you could have two combat skills for each char (so there is versatility), but at the moment it's impossible without skipping quite an amount of optional content.

You already have 4+ party members, isn't that enough versatility? Give them any more points and the effect on game difficulty will be crippling.

Also, pretty sure having to skip optional content is by intention.
 
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Cowboy Moment

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Speaking as someone who hasn't touched the Beta at all, skills not being interchangeable enough may be a consequence of this being a party game. Skill interchangeability may be a big deal in AoD or Fallout, where you have one dude with a limited skillset, but with a party of 6, you have a much greater breadth of options. So relaxing/diversifying requirements for certain actions (which is what people asked for in AoD, and rightfully so imo) could just lead to you being able to do literally everything with no tradeoffs.
 

Grotesque

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(and I expect casual crowd, attraced by Fargo's promise of indie-hipster-oldschool-magical Fallout clone, to absolutely crucify him).


Casual crowd attracted by the promise of a Fallout clone?
I did not know casuals were such big Fallout fans, a game nearly twenty years old.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
The ability to solve one and the same problem by different skills (or maybe even non-skills). Like, one quest door in W2 can be opened by both brute strength and lockpicking. But rest seem to be just lockpicking with no, like, brute force or demolitions (never tried lobbing grenades at locked doors, though, but grenades are not exactly demolitions) or just plain strength stat or a blast from high-powered shotgun... Hell, even perception or mechanical repair might be appropriate in some places.
Depends on the door. Basically any "weak" wooden or metal door can be destroyed with explosives, gunfire can break down wooden fences and doors, keypad-locked airlocks are typically impervious to anything (but can be opened using Computer Science or the right code), brick/concrete walls require explosives or Brute Force, and so on. It's pretty systemic in the way it's handled.

I also hate the handholding, btw - the game always telling you exactly which skill to use where.
The early areas do this because they're early, and it's meant to help players understand skill use while they are still learning the game. Though, some of this was cut down because we found it a bit obvious, especially because it was added before the tutorial system had been implemented.

As for mutually exclusive skills, "more than one key for each lock" is one of Wasteland's defining points.
 
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Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,955
Speaking as someone who hasn't touched the Beta at all, skills not being interchangeable enough may be a consequence of this being a party game. Skill interchangeability may be a big deal in AoD or Fallout, where you have one dude with a limited skillset, but with a party of 6, you have a much greater breadth of options. So relaxing/diversifying requirements for certain actions (which is what people asked for in AoD, and rightfully so imo) could just lead to you being able to do literally everything with no tradeoffs.
Stop making shitty excuses as to why i cant do shit in my crpg i should be able to do in PnP, we have enough limitations in this medium to emulate tabletop for people to come here and impose more because of "balance". Balance can suck my cock, find another way.
(Not talking about wl2 specifically, just crpgs in general).
 
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Jan 12, 2012
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4,077
Meh, with a properly speciallized high INT party you can take on most challenges.
 

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