Sensuki
Arcane
x1000
Oh FFS stop whining.
BTW, Codex has been BLACKLISTED on the official Wasteland 2 forums: http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=22&t=4388&start=60#p73403
Oh FFS stop whining.
BTW, Codex has been BLACKLISTED on the official Wasteland 2 forums: http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=22&t=4388&start=60#p73403
In before RPGCodex is word-filtered to "I love Wasteland 2".
Sensuki is right. Cowboy Moment is just whining as usual though.Oh FFS stop whining.
Sounds like Energy Weapons are fairly specialized in W2, so there's nothing particularly strange about being able to use them from the very beginning, aside from worldbuilding reasons I guess. In any case, I actually do agree with Sawyer on that - combat skills should either be usable from the very beginning of the game, or the player should be informed which of them aren't.
Sensuki is right. Cowboy Moment is just whining as usual though.Oh FFS stop whining.
Whining as usual? Did my three posts in the PE thread really upset you that much, Grunker? You need to get out of these megathreads more bro, they're warping your perspective.
I like the idea of skills you can't put points in right away. It builds anticipation for when you finally get to use them.
"These"?
Basically the only one I frequent is P:E. Can't speak as to its effect on my perspective, but Sawyer definetely makes your butt seep blood.
InXile wrote:
Once the beta testing begins in October and once we have enough feedback from testing, we can evaluate where we’re at and set a new release date.
I kinda think they necessitate arbitrary gating mechanisms.
[...]
I personally like the idea of skills that are available from the very beginning, but not necessarily usable, more.
If i say that images looks scantily (i'm about 2 last screens)... afraid that i will be unoriginal. But... i can say that I'm looking forward to start beta test. Quote original:
InXile wrote:
Once the beta testing begins in October and once we have enough feedback from testing, we can evaluate where we’re at and set a new release date.
Without beta testing devs cannot evaluate at what stage game now? Understand me right. Fact that status of game, after 18 months of development still have name beta ... it's weird. Not so weird as alfa status but yet... weird.
As you know pledges on Kickstarter have a words - "early playable beta on steam". What lies behind word "early"? Version which been under and still under construction after of 15 months of development? Maybe would be worth present to public early beta really early? Or early beta has been canceled, and change name on late-beta? Who can answer?
Energy weapons are gamey as all hell with their "more metal = more damage, no metal = practically no damage" aspect. As usual, this is quasi-sim.Such a filthy simulationist character system, and the possibility of awful builds is confirmed! Thankfully we still have Josh Sawyer, the only game developer in the world who truly understands system design.
Energy weapons are gamey as all hell with their "more metal = more damage, no metal = practically no damage" aspect. As usual, this is quasi-sim.Such a filthy simulationist character system, and the possibility of awful builds is confirmed! Thankfully we still have Josh Sawyer, the only game developer in the world who truly understands system design.
I kinda think they necessitate arbitrary gating mechanisms.
[...]
I personally like the idea of skills that are available from the very beginning, but not necessarily usable, more.
If you can't use a skill from the early stages, then it means the content is at least somewhat gated anyway.
Energy weapons are gamey as all hell with their "more metal = more damage, no metal = practically no damage" aspect. As usual, this is quasi-sim.Such a filthy simulationist character system, and the possibility of awful builds is confirmed! Thankfully we still have Josh Sawyer, the only game developer in the world who truly understands system design.
It made more sense in Fallout, where metal armor had a better chance of partially reflecting the beam of laser weapons (= less damage). So it should actually be the other way around, i.e. running around naked and getting zapped in the balls with a laser should hurt more than if you are wearing metal armor.Energy weapons are gamey as all hell with their "more metal = more damage, no metal = practically no damage" aspect. As usual, this is quasi-sim.
Does this mean two different versions of the game? Full Wasteland 2 for backers and Wasteland 2 Lite for future GoG/STEAM customers?Folklore: backers of the funding campaign get more detailed information about the world.
Resourceful players should be rewarded, that's true, but I don't value highly that which results from gaining the meta-knowledge of the game.I kinda think they necessitate arbitrary gating mechanisms.
[...]
I personally like the idea of skills that are available from the very beginning, but not necessarily usable, more.
If you can't use a skill from the early stages, then it means the content is at least somewhat gated anyway.
It is. My point was that it's better to gate the content than the character progression. If only because content gating can be "soft" in well-designed games, so enterprising players can get around it, which in my opinion is a good thing. In essence, I think the possibility of speed runs in Fallout is a very cool feature, a sign of robust and thorough design.
New Vegas certainly says otherwise.Of course, Sawyer wouldn't see it as such. God forbid players play the game in ways He hadn't envisioned.
Does this mean two different versions of the game? Full Wasteland 2 for backers and Wasteland 2 Lite for future GoG/STEAM customers?Folklore: backers of the funding campaign get more detailed information about the world.
Of course, Sawyer wouldn't see it as such. God forbid players play the game in ways He hadn't envisioned.
They're not simulating how many people expect energy weapons to work, much like Fallout 3 and New Vegas.So you're saying that they're not simulating the qualities of real-life ion cannons very accurately?
fixedThey're not simulating how many retards expect energy weapons to work, much like Fallout 3.So you're saying that they're not simulating the qualities of real-life ion cannons very accurately?
Why would laser weapons be weak against organic materials?
The story is set in some high-tech and/or futuristic society. There are massive computer networks, sentient robots, and ships that can zip across space with the same amount of effort it takes you to go to the store down the street. Despite all this technology, however, combat isn't all that different. Battle armor may have some gizmos on it, the guns may have higher muzzle velocities and an ammo count greater than the population of several rural communities, war vehicles may be able to do some fancy new tricks, but combat is the same at heart, bullets and shells still rule the battlefield.
If there are energy weapons in the universe, they either are experimental and wracked with issues like overheating and unwanted by-products, or they're horribly disadvantaged with few available shots before a recharge or a new power pack is required. They will often also be the first type of weapon to go wrong; the more complex parts a weapon has the more likely it is to break. The reason for favouring projectiles in fiction is Rule Of Cool — while subjecting stuff to melting or explosive evaporation is cool, broken pieces of the same stuff flying away with a boom may be even better than the mediocre zap of a laser. This does of course have its roots in the fact that Reality Is Unrealistic: serious laser weaponry actually uses short duration pulses with incredibly high energies that would simply explode an object into plasma the same as if it were hit by a high-velocity projectile... but audiences still expect to see Laser Cutters, so we're stuck with them. There are also real world scientific reasons for using projectiles instead of energy weapons, especially against shielded ships. In defending against lasers, the in-universe shields may be extremely effective at re-radiating heat back into space. To stop a projectile, the shield has to decelerate it, and any force applied to the projectile is in turn applied to the shield generator. Mike Wong of Stardestroyer.net does a good job explaining how the strength of even the strongest shield can come down to how well it's attached to the superstructure of the ship. Sometimes kinetic weapons themselves don't appear to have advanced, either. Future weapons won't necessarily ''look'' more "advanced" or really be that different from modern ones: whether rounds are fired from a modern rifle or a space railgun, it still functions the same. Precise guides held by a solid external structure are still required to accelerate the projectile. Compare Rock Beats Laser, Boring, but Practical, Modern Stasis and Break Out The Museum Piece. Usually goes hand in hand with Our Weapons Will Be Boxy In The Future. Contrast We Will Use Lasers In The Future, where energy weapons are more prevalent than kinetic weapons.
Why would laser weapons be weak against organic materials?
Because kinetic weapons are just better...
The story is set in some high-tech and/or futuristic society. There are massive computer networks, sentient robots, and ships that can zip across space with the same amount of effort it takes you to go to the store down the street. Despite all this technology, however, combat isn't all that different. Battle armor may have some gizmos on it, the guns may have higher muzzle velocities and an ammo count greater than the population of several rural communities, war vehicles may be able to do some fancy new tricks, but combat is the same at heart, bullets and shells still rule the battlefield.
If there are energy weapons in the universe, they either are experimental and wracked with issues like overheating and unwanted by-products, or they're horribly disadvantaged with few available shots before a recharge or a new power pack is required. They will often also be the first type of weapon to go wrong; the more complex parts a weapon has the more likely it is to break. The reason for favouring projectiles in fiction is Rule Of Cool — while subjecting stuff to melting or explosive evaporation is cool, broken pieces of the same stuff flying away with a boom may be even better than the mediocre zap of a laser. This does of course have its roots in the fact that Reality Is Unrealistic: serious laser weaponry actually uses short duration pulses with incredibly high energies that would simply explode an object into plasma the same as if it were hit by a high-velocity projectile... but audiences still expect to see Laser Cutters, so we're stuck with them. There are also real world scientific reasons for using projectiles instead of energy weapons, especially against shielded ships. In defending against lasers, the in-universe shields may be extremely effective at re-radiating heat back into space. To stop a projectile, the shield has to decelerate it, and any force applied to the projectile is in turn applied to the shield generator. Mike Wong of Stardestroyer.net does a good job explaining how the strength of even the strongest shield can come down to how well it's attached to the superstructure of the ship. Sometimes kinetic weapons themselves don't appear to have advanced, either. Future weapons won't necessarily ''look'' more "advanced" or really be that different from modern ones: whether rounds are fired from a modern rifle or a space railgun, it still functions the same. Precise guides held by a solid external structure are still required to accelerate the projectile. Compare Rock Beats Laser, Boring, but Practical, Modern Stasis and Break Out The Museum Piece. Usually goes hand in hand with Our Weapons Will Be Boxy In The Future. Contrast We Will Use Lasers In The Future, where energy weapons are more prevalent than kinetic weapons.