In Wasteland 2 the day/night cycle is a giant moral slider; Highpool is day-time when you save it, night-time when you let it burn.
The cycle per se is not hard, but for it to be of any use you should have NPC schedules, different content according to the time of the day, and all that... and that's hard.Why is day and night cycle so hard to implement?
It should be more like a rollercoaster. The should be easier parts to let you showoff your new found abilities and feel a sense of accomplishment.Game should always be challenging, otherwise it's just a waste of time. Assume we won and move on.
I was thinking about suggesting a method to let players spend extra AP to increase accuracy. Something like for every extra AP spend +5 chance to hit.Was thinking about the combat, one thing that W2 really needs are more attack types. In AoD, if you have an Axe you can do fast, normal, power, aimed: head, aimed: arms, aimed: legs, whirlwind and arterial strikes, all with different AP costs and effects. In W2, you can only bash for 4 AP. Dull as fuck.
I have no illusions of W2 reaching AoD's level, but at least a normal/power attack, so that I can better manage my APs is absolutely necessary. Maybe aimed shots that cost more AP and have higher % to hit/to critical, or overloading a energy gun to cause more/area damage.
Actually interconnectedness between locations is one thing inXile is focusing on right now and was a key point in my feedback to them.Day/Night cycle would be pointless, the game's areas are shallow and there is no reason to ever visit them again once they are "done". This is not Fallout, you won't be going through the same places dozens of time...
Also, they only had 3M, while Larian had barely 1M.![]()
There are damage types, as evidenced by different ammo with different armor penetration values etc. But I think that melee right now might just be one type of damage (or just blunt vs. bladed).Alá Silent Storm? Not sure it would be interesting, hitting stuff is pretty easy anyway...the lack of damage types & effects seems more worrying to me.
Why? it really is a beta, most if not all that has been pointed can be fixed with relative ease. As long as the writing is good and the basic of the combat is engaging, everything else has room to evolve.Well, this thread is breaking my heart.
Problem is not the lack of damage types or effects in the game, but the lack of ways to use it in combat. That's why the system is under-utilized.There are damage types, as evidenced by different ammo with different armor penetration values etc. But I think that melee right now might just be one type of damage (or just blunt vs. bladed).
Why is day and night cycle so hard to implement?
After reading this thread, I think inXile rushed a little with this beta. While offering feedback is something important, it would be better if there was a set of stabilished mechanics to discuss the pros and cons, if everything is placeholder combat encounters, placeholder economy, placeholder skills and a very limited amount of reactivity provided. It's just become:
Worried and pessimist codexer:This is shit!
Worried but hopeful codexer:But it is a placeholder!
Smug codexer: I told you all along, everything is shit.
Betas are for when developers have some idea of what they want to do and want to know if that is right or wrong for their audience. While I'm in the worried but hopeful camp, shit like health regeneration shouldn't be something ever considered in first place and killed with fire.
I never played Silent Storm actually.Alá Silent Storm? Not sure it would be interesting, hitting stuff is pretty easy anyway...the lack of damage types & effects seems more worrying to me.