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Game News Wasteland 2 Kickstarter Update #23: Gameplay Video!

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Fuck you all and your fucking Project Eternity ranting!
:x
 

Hobz

Savant
Joined
Apr 17, 2012
Messages
337
Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
Melee classes should be doing more tactical things like the knockdowns, Tripping, bashing, Grappling, flanking, using special weapon styles (actively and not as a passive bonus) to take advantages of situations such as using Half Swords, using kicks etc to actually make melee interesting. More importantly not every build should be able to access all of them.


Very true, and it seams Josh is taking this road, thus why I don't get your fear that mages will be overpowered. You can't use mages in bg as an example because of the differences in combat mechanisms or just the mere fact that melee won't be just auto-attackers.
 

Captain Shrek

Guest
You do know that Wizards have at will spells? I can guess that they are going to be Ray of frost, Acid splash and arrow of flame.
Well yes, the mage is going to have *some* ability to do damage, but spells of that nature are so weak they don't unbalance anything.
uh oh.

You know what happens in the game when the guys are wearing heavy armor? Do you know the game has DT for physical weapons? Which means that weapons do at the most their min damage. Do you think that min damage will be the same level as Wizards base spells? You BET it will be.
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
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
if it's done badly, i.e the game forces you to say shit that goes against everything you stand for, I'd rather have keywords. At least they're more difficult to get completely wrong.

This.

And further: Unfortunately I've found this is what inevitably presents itself in even the most well-written and compelling games.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
You do know that Wizards have at will spells? I can guess that they are going to be Ray of frost, Acid splash and arrow of flame.
Well yes, the mage is going to have *some* ability to do damage, but spells of that nature are so weak they don't unbalance anything.
uh oh.

You know what happens in the game when the guys are wearing heavy armor? Do you know the game has DT for physical weapons? Which means that weapons do at the most their min damage. Do you think that min damage will be the same level as Wizards base spells? You BET it will be.
All damage is handled by the same system. Magic damage is resisted by will power the same way physical damage is resisted by dexterity. So I think mages will be dealing with DT too.
 

Captain Shrek

Guest
All damage is handled by the same system. Magic damage is resisted by will power the same way physical damage is resisted by dexterity. So I think mages will be dealing with DT too.

Fighters with great willpower sure.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Well if encounter design is shit, it doesn't matter how good the system is.
 

Captain Shrek

Guest
Well if encounter design is shit, it doesn't matter how good the system is.

Believe it or not, if cool downs and regenerating 'stamina' were still in effect it would have made for the worst kind of encounters. Thank god they are gone. The game is that much better because of that. Now only if the 'legendary designer' also skips the per encounter shit. ...
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Well if encounter design is shit, it doesn't matter how good the system is.

Believe it or not, if cool downs and regenerating 'stamina' were still in effect it would have made for the worst kind of encounters. Thank god they are gone. The game is that much better because of that. No only if the 'legendary designer' also skips the per encounter shit. ...
Hey man I was always against cool downs, I think W2 is going to be the better game, and I'm not sure I like Sawyers obsession with making every thing equally valuable. All that said, I think there merit in his design for reducing the overpoweredness of Wizards in IE games.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I blame the "Alerts" feature, I don't ever like explicitly choose to click on a thread's title, thus informing myself again of the topic it is supposed to have anymore. It's like quest compass hypnosis
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,422
Location
The Crystal Mist Mountains
The gameplay in this demo looks brilliant. I would definitely consider playing this without our traditional DnD characters inserted into appropriate roles for this setting, and LARP that somehow we were transported to this post-apocolyptic wasteland. It's all about hopping Prime Material planes anyway.

Seriously, the game looks that good.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
I recall being highly skeptical of this whole kickstarter thing, but the video looks surprisingly good, given the game's state. I missed the opportunity to play Wasteland back in the day, but this gives me a strong Fallouty vibe. Pleasantly surprised.
While this may not be the fallout 3 we've been waiting for, it may as well be the Fallout Tactics I'd gladly see.

Also, eagerly awaiting the impeding shitstorm from the backers who went from the bethesda neck of the woods.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
"All that said, I think there merit in his design for reducing the overpoweredness of Wizards in IE games."

They weren't overpwoered. Mages 9and other spellcasters0s hould be more pwoerful than their non castingc ounterparts. It's fukkin' bullshit to think that f ukkin' THEIF or simple minded WARRIOR can trump beinsg that canc reate stuff out of nothing. FFS
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It would be bullshit if they were just normal people, but P:E solves this by giving everyone soul magic.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
:lol: This derail. I am become Death Andhaira, Destroyer of Worlds Threads.

Jesus fucking Christ. Who are these metagamers and where do they come from (and why should you even care in a single-player game)? Has Sawyer somehow got an access to Ray Muzyka's telemetry and does he use it now to design games?

If you want to get a bunch of important documents from a locked safe, you don't want to blow it up. If you bump into a three-foot thick blast door, you're probably not even able to open it with dynamite (although you might be able to blow a hole into the wall next to it). You don't want to open the door with explosives when sneaking into Papa Khan's bedroom or when trying to rescue deputy Beagle without alerting every single bandit to your presence. You don't want to use explosives inside a New Vegas casino unless you're prepared to massacre everyone there. In general, if you play a stealthy character, being able to pick a lock silently is infinitely more useful than only being able to blow it up. What the hell is so complicated about that?
The original answer is gone but this one references it: ""Some players absolutely do not care about making noise or alerting enemies, so they would happily blast away at every other door hinge/lock with a combat shotgun."

If I was a metagamer, I wouldn't even bother saving my explosives for the situations that Sawyer describes. I'd just carry a few skill magazines and some well-selected drugs and it'd probably give me everything I need. After all, if there's only one way to open a lock, it's safe to assume that there's nothing critically important behind a door that requires a maxed-out lockpick skill. And if there is, there's always a key somewhere.
This is not true for New Vegas. Lots of good stuff behind locked containers. Nothing you need to finish the game but obviously that would be terrible.

Sawyer can't really cop to FNV having worthless legacy skill design from FO3 (idiotic shit like +5 lockpick clothing for example),
Oh this is cute, you think he really hates that.
http://www.formspring.me/JESawyer/q/340399986388783208
http://www.formspring.me/JESawyer/q/340615006561264630
http://www.formspring.me/JESawyer/q/340738564658578517

Gamism bitch.
 

Boris

Educated
Queued
Joined
Dec 13, 2012
Messages
122
COMABT MODE BULLET HOLES!!!
floating text
timer on unlocking doors..........................................................................SOO TENSE!!!!11


BROFIST
BROFIST
BROFIST
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,584
What I would expect the difference between Lockpick and Brute Force to be:

Brute Force - Can be used to open some locked doors or strongboxes. Can also be used for other things - like bashing down the fence in the fucking video. It is already confirmed that Brute Force has wider applications than just forcing open locks.

Lockpick - Can only be used to open locks. Can open more locks than Brute Force. Difficult locks that can't be forced open should offer high rewards if picked. Should have some stealth related benefits over Brute Force as well. Not confirmed in the video but seems like common sense.

Brute Force - wider array of uses. Lockpicks - more specialized but bigger payoff when used.

Quite frankly, based on the info available, the likeliness that these skills are redundant seems very low and I'm not sure how a 12th Level Intellect like Sawyer just assumed otherwise.
 

Boris

Educated
Queued
Joined
Dec 13, 2012
Messages
122
Skimmed the thread. Laughed only once at Excidiums info kiosk. Shit thread.
 

Bulba

Learned
Joined
Nov 1, 2010
Messages
518
I liked the vid overall, but some things can be done a lot better:

a) visability cones are just wrong. it's better to get rid of them alltogether. if they realy want to keep them then make them more realistic like 150 deg for humans and those insectoid flying bugs should be able to see 360 deg not 2 meters in front of them.
b) rotating camera sucks
c) keyword system is fine, as long as it's a support element ie you can type in some extra words, BUT the rest should be in full sentence dialoge like it was done in fallout 1.
 

Tel Prydain

Augur
Joined
May 31, 2010
Messages
123
VA is fine and I hope there will be serious amount of it. Otherwise its a waste of money. Giving every important npc several starting lines of voiced dialogue like in BG series is stupid gimmick and feel really out of place.

I disagree.

I think having one or two lines voiced at the start is a useful tool that helps you understand more about the character you’re talking to and cements the ‘correct’ voice for that character in your head. A few spoken lines in a thick Russian accent would be an infinitely better way to convey the correct pronunciation than a hundred lines of intentionally mangled English.
Obviously, I wouldn’t want this for the Rangers who are supposed to be blank slates, but the characters in the world have unique personalities, and if a spoken like of dialogue can reinforce that without limiting the speech tree, then they should take the opportunity.
A good example might be (love him or hate him) Jan from BG2. You tend to hear his long rambling stories in your head naturally, because the few spoken lines have already cemented themselves in your mind.
Replaying the games, I’m often surprised at what ISN’T spoken, because I remember hearing the character voice in my head so clearly the previous time.
 

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