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Wasteland Wasteland 2 Thread - Director's Cut

Zombra

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Since you are here, could you just tell us if concers about the writing, paricularly Vargas not even trying to save both locations at the start despite having more than enough resources to do so had been adressed? I know that not only Codexers complained about it but also people on Steam forums and Inxile's board.
I have not seen the slightest hint anywhere that any of the writing has been revamped. There is no reason to expect it or ask about it. I would be astonished if they threw out the Highpool/Ag Center choice for several reasons, including the fact that it is the primary example of C&C cited in two years of promotional material (including over a year before your Codex join date, I might add). I'd say it's time you let it go.
 
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Since you are here, could you just tell us if concers about the writing, paricularly Vargas not even trying to save both locations at the start despite having more than enough resources to do so had been adressed? I know that not only Codexers complained about it but also people on Steam forums and Inxile's board.
I have not seen the slightest hint anywhere that any of the writing has been revamped. There is no reason to expect it or ask about it. I would be astonished if they threw out the Highpool/Ag Center choice for several reasons, including the fact that it is the primary example of C&C cited in two years of promotional material (including over a year before your Codex join date, I might add). I'd say it's time you let it go.

Vargas sending another team to other locatin and that team getting wiped out while trying to help them would solve the issue. Vargas actually being busy with something other than talking through his walkie-talkie would also do just fine.
 

DeepOcean

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It would be so easy to make the Highpool vs. Ag Center choice better from an immersun perspective, Vargas wouldn't give you the mission to track Ace. That was a mission too risky and vital for rookies to do. He just send you with Angie to check out better the place Ace died as he doesn't expect much danger comming from there. You discover the robot but Vargas DOESN'T send you to track the transmission right away. He is thinking on mounting a veteran team for that and just send you on a regular patrol on the direction of the Ag Center as he doesn't expect too much danger comming from there and it was a nice place for Rookies to start.

When you are on your patrol, Vargas takes the call for help from Highpool and Ag Center and send all teams to both locations ASAP on a red alert (common, the primary source of water AND food for ranger citadel should be TOP priority.). You hearing Vargas having problems with the other teams that are having problems with Wrecking crew ambushes or animals escaping from Highpool and are going to arrive but probably late and instead of HIM sending a rookie to solve the problem it was you that offered yourself, as you being the closest to both locations, he accepted because it was better than just waiting for the other squads to arrive and you could do some scouting for when the real rangers arrived.

As Gangrelrumbler said, other squads of rangers, you just finishing Ag Center when the Ranger squads arrive and just you all smug telling them you solved everything by yourself, a surprised Vargas telling you to help other squads that are having problems on Highpool that unfortunately was destroyed with you saving some other rangers. Angie and Vargas should be surprised with your performance as what you just did should be difficult and more than enough to make you worthy of being considerated veteran rangers, veteran rangers that he just needs for a special mission. I understand the Rangers not being a huge military force but Highpool and Ag Center are way too crucial to just let rookies to handle.

What happened to both cities should be tied with the prison area that I kind thought was pointless as the Red Skorpions are set up as really hating the rangers and really dangerous to the point of Vargas letting them doing what the fuck they want because he couldn't wipe them out then he just send your squad alone to deal with an entire militia what was one of the biggest dumbfuck moments in the game.
 

Zombra

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Vargas sending another team to other locatin and that team getting wiped out while trying to help them would solve the issue. Vargas actually being busy with something other than talking through his walkie-talkie would also do just fine.
That would "solve the issue", huh? So no one would ever again complain that the game is unrealistic?

It would be so easy to make the Highpool vs. Ag Center choice better from an immersun perspective
"So easy"? So easy to pull some of the writing team off of the Torment schedule to come back and work on this? So easy to fly the Vargas voice actor in to fix this one thing? So easy to schedule and pay for the studio time for this one thing? So easy to bring back the level designers to redo sections of both ruined Ag Center and ruined Highpool to show the impact of the failed Ranger team? So easy to add in extra busywork content for you to do since Vargas isn't sending you to track the transmission until you become hardened veterans? You're talking about a major overhaul to the first chapter of the game. Or would it be better to completely half-ass such a retcon with a quick post-it saying "Poochie died on the way back to his home planet"? Perfect solution?

Not to mention that reframing the crime solving first mission as a rats in the basement nothing mission would cause a whole new problem with the writing and player motivation. I don't want to be told at the beginning, rookies suck so we're not going to give you anything important to do, go follow Angie like lap dogs. This is a terrible idea that would like as not start a fresh round of complaints.
 
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Vargas sending another team to other locatin and that team getting wiped out while trying to help them would solve the issue. Vargas actually being busy with something other than talking through his walkie-talkie would also do just fine.
That would "solve the issue", huh? So no one would ever again complain that the game is unrealistic?

I think people bitching about that particular issue would be satisfied. On the other hand I'd be satsified if BN gave ma yes or no answer, even if the answer is no.
 

Zombra

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That would "solve the issue", huh? So no one would ever again complain that the game is unrealistic?
I think people bitching about that particular issue would be satisfied. On the other hand I'd be satsified if BN gave ma yes or no answer, even if the answer is no.
I wouldn't hold my breath, but it's your dime. I'll just reiterate that nothing was mentioned about a writing revamp in any of the GOTY announcements that I saw.
 

Infinitron

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Well....since we know they're adding more voice acting, there's the chance that some writing is being redone (cuz if you're gonna voice act it, you might as well go and tighten it up first). Doubt it's anything that significant, though.
 
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Well....since we know they're adding more voice acting, there's the chance that some writing is being redone (cuz if you're gonna voice act it, you might as well go and tighten it up first). Doubt it's anything that significant, though.

That's also what I was thinking.m
 

DeepOcean

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"So easy"? So easy to pull some of the writing team off of the Torment schedule to come back and work on this? So easy to fly the Vargas voice actor in to fix this one thing? So easy to schedule and pay for the studio time for this one thing? So easy to bring back the level designers to redo sections of both ruined Ag Center and ruined Highpool to show the impact of the failed Ranger team? So easy to add in extra busywork content for you to do since Vargas isn't sending you to track the transmission until you become hardened veterans? You're talking about a major overhaul to the first chapter of the game. Or would it be better to completely half-ass such a retcon with a quick post-it saying "Poochie died on the way back to his home planet"? Perfect solution?

Not to mention that reframing the crime solving first mission as a rats in the basement nothing mission would cause a whole new problem with the writing and player motivation. I don't want to be told at the beginning, rookies suck so we're not going to give you anything important to do, go follow Angie like lap dogs. This is a terrible idea that would like as not start a fresh round of complaints.
This isn't a retcon, retcon is when you change the major things that happen, you would still choose Ag Center or Highpool, the Wrecking Crew would still attack Highpool, the Ag center would still be sabotaged, you woudldn't even need to touch the maps (and as they are revamping the maps to look pretty it wouldn't be that far fetched to add very minor side stuff involving rangers). I don't think that adding a few flavor dialog lines from Vargas would be that hard as they are adding voice acting anyway, placing scripts for generic rangers to appear with one line of two of dialog when you are leaving highpool or Ag Center wouldn't be that hard to to do. Just add a few rangers maybe dead or still fighting on the contaminated farm and village just for flavor, or some random encounters with rangers being attacked by animals. Aren't they rebalancing the combat and messing with the encounters? Why don't add a few generic rangers here and there so you don't feel you are the only squad the rangers have?

If they are really messing with art assets to look cool on Unity 5, how about not getting the other ranger team dead by dogs on the base on California, maybe with a few more flavour rangers in there so the whole thing doesn't look retarded? Common... when the radio opperator guy send messages saying the rangers are there for help. I just laughed and tought: "Dude, you can't even protect yourself from dogs, who are you fooling?" About your characters being treated as rookies, that was a choice of the writers, if they wanted to Vargas treat your group like veterans, they should have set them as veterans, the way things are, it doesn't make the slightest of sense for Vargas expecting that rookies would kill half of the Arizona and don't even rise an eyebrow when that happen. After a certain point, I suspected the writers really wanted to make him look like an idiot or they didn't pay much attention to what they were doing.
 
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Zombra
Didn't respond sooner because I missed the edit.

But just like DeepOcean said, they are already adding lots of voice acting and changing areas around (I remember them mentioning adding more cover to the combat zones), so expecting the to add Vargas saing "shit Echo, team Derp got fucked" is not that far fetched.
 

Zombra

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This isn't a retcon, retcon is when you change the major things that happen
Horseshit. Any time you change the established facts, small or large, it is a retcon. Look it up.

You woudldn't even need to touch the maps (and as they are revamping the maps to look pretty it wouldn't be that far fetched to add very minor side stuff involving rangers). I don't think that adding a few flavor dialog lines from Vargas would be that hard as they are adding voice acting anyway, placing scripts for generic rangers to appear with one line of two of dialog when you are leaving highpool or Ag Center wouldn't be that hard to to do. Just add a few rangers maybe dead or still fighting on the contaminated farm and village just for flavor, or some random encounters with rangers being attacked by animals. Aren't they rebalancing the combat and messing with the encounters? Why don't add a few generic rangers here and there so you don't feel you are the only squad the rangers have?
What you are describing is a nontrivial amount of work. And personally, if I go to the wrecked city that Ranger Team Zulu tried to save but they didn't even leave behind bloodstains, I am going to say, "half-assed".

If they are really messing with art assets to look cool on Unity 5, how about not getting the other ranger team dead by dogs on the base on California, maybe with a few more flavour rangers in there so the whole thing doesn't look retarded? Common... when the radio opperator guy send messages saying the rangers are there for help. I just laughed and tought: "Dude, you can't even protect yourself from dogs, who are you fooling?"
So you want a major rewrite of that section? But somehow it would require next to no effort.

About your characters being treated as rookies, that was a choice of the writers, if they wanted to Vargas treat your group like veterans, they should have set them as veterans, the way things are, it doesn't make the slightest of sense for Vargas expecting that rookies would kill half of the Arizona and don't even rise an eyebrow when that happen. After a certain point, I suspected the writers really wanted to make him look like an idiot or they didn't pay much attention to what they were doing.
Well, about that and the thing with the dogs - and this applies to the entire game - it's OK in 80s type post-apocalypse stories for "realism" to take a back burner. Go watch Road Warrior and ask yourself every few minutes "But does this make sense?" Then ask yourself if changing everything to make it dull and realistic would be an improvement. The PCs have to be rookies or they don't get to start at level 1 and work their way up like in an RPG. Yet they have to be given an interesting mission or else the player is being given boring missions. If real life military commanders are shitting their pants because that's not how the Army would do it, too bad - it makes a better game. If you had played the first Wasteland you wouldn't be expecting a sensible game world in the first place.

ZombraBut just like DeepOcean said, they are already adding lots of voice acting and changing areas around (I remember them mentioning adding more cover to the combat zones), so expecting the to add Vargas saing "shit Echo, team Derp got fucked" is not that far fetched.
Fair enough. I guess I got annoyed because you seemed to be indicting "problems with the writing" for the game as a whole. If all you care about is this one specific thing getting changed, and if it's true that the player community has been highly vocal on that particular point to the exclusion of others, then hey, maybe it'll get changed. I don't really see it as like the one outstanding problem with the writing in a game that otherwise makes perfect sense, but I can be wrong.
 
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Zombra
The game has wonky writing as a whole, but the AG/Highpool problem is the most glaring one, so I'm using it as an example. The other problem is characters being unecesserily wordy in some places, to the poin the dialogues are tedious to read sometimes, which I think will be adressed since I'm sure Inxile wouldn't want to pay voice actors for the dialoge that will be skipped. And if they are changing these dialogues it might mean that they will change other dialogues too.
 

Zombra

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The game has wonky writing as a whole, but the AG/Highpool problem is the most glaring one, so I'm using it as an example.
I don't get it. Do you expect them to only fix that one example, or are you looking for an overhaul of the writing for the whole game?

A) If there is one single horrible, egregious example of bad writing that everyone is clamoring to have fixed, it is reasonable to ask about a change.

B) If you are asking about "concerns about the writing being addressed", i.e. the enitre script being revamped top to bottom, implied by several different examples you have cited over the past couple pages, it's safe to say that you can forget it.

Please pick one, I'm getting dizzy.
 
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The game has wonky writing as a whole, but the AG/Highpool problem is the most glaring one, so I'm using it as an example.
I don't get it. Do you expect them to only fix that one example, or are you looking for an overhaul of the writing for the whole game?

A) If there is one single horrible, egregious example of bad writing that everyone is clamoring to have fixed, it is reasonable to ask about a change.

B) If you are asking about "concerns about the writing being addressed", i.e. the enitre script being revamped top to bottom, implied by several different examples you have cited over the past couple pages, it's safe to say that you can forget it.

Please pick one, I'm getting dizzy.

There are some major issues in the plot that can be changed by fixing a bunch of making some bigger changes like writing new dialogues and there are also other minor issues withs some dialogues being too long that could be fixed by just cutting them. I'd prefer if both this issues are fixed, but wouldn't mind if they stayed the same. I'm asking because I'm interested.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
UPDATE: https://www.kickstarter.com/projects/inxile/wasteland-2/posts/1236879

The Gang’s All Here
The first thing we wanted to do with the GOTY Edition is make it easier to jump right into the game and get up to speed with a squad that can tackle the dangers of the wasteland. To do so, we've added the Squad Overview interface.


Now, you'll have a better picture of your entire squad at a glance, so you can identify changes to make before starting on your mission. Your attributes, skills and traits are displayed here to help you identify your Ranger squad’s strengths and weaknesses.

When you dive into each squad member's details, there's more new stuff to see. We've rearranged the layout of the Character Creation process significantly. Now, you customize your character's appearance, portrait, and bio as the first step. This provides a more natural progression, letting you establish your character's style before you think about what stats to give them. We've also added some quality of life improvements, such as an improved portrait gallery.

From there, we move on to the Customize Ranger screen, where you edit all your stats and skills. It works just the same as before, but it's been visually upgraded to match the rest of our art changes and reorganized to be a bit easier to digest.


We all have a few Quirks, right?
The idea of a unique defining quality for your character has been a common and well-loved one in CRPGs for many years now. Quirks have great role-playing value by letting your characters have distinct personality elements from each other, which give them a special bonus that only they have. In a party-based game, we think it's important that all your characters feel unique, and that's what quirks will let you do.


When we approached quirk design for Wasteland 2, we wanted to achieve a few different goals. It was important for us to avoid quirks that you "have to pick" in order to play your character the right way, or create quirks that are so good you'll always want to pick them on all your characters. By giving each quirk both an upside and a downside, we can make sure that they are interesting to play without becoming overpowered. This also means that quirks are optional – you can choose to go quirk-free if you want to, and you won't feel disadvantaged in doing so.

We also wanted to have quirks that go beyond your typical stat tweaks, and act as fun or unpredictable gameplay modifiers. While some of our quirks take a simpler approach, some will give you a more radical change to gameplay that might require you make careful trade-offs and considerations. Of course, giving them a unique or compelling personality-based theme also means you'll definitely want to try them out.


One such example is Repressed Rage. Some people are more mild-mannered than others, but sometimes it's the quiet ones you need to be careful about. With this quirk, you'll keep your anger bottled up inside, but you can only keep it that way for so long. When you take a critical hit in combat, you become enraged and gain a heavy damage bonus, in addition to a higher chance of scoring a critical hit. But on the flip side, your mild-mannered self won't be able to inflict "normal" critical hits. Obviously, this will have some implications for how you choose to build your character throughout the game.

Another quirk we've had a lot of fun making is Two-Pump Chump. With this one, you live life fast – but perhaps a little too fast at times. You'll start combat racing for the finish line, and on those crucial early turns will have some bonus Action Points and a higher damage output to help you eliminate the enemy quickly. But what happens if your tank runs dry and you sputter out? After a few turns, your character will start to lose stamina and will suffer decreasing effectiveness over time. You'll want to make sure your initial zeal is powerful enough to take care of business before you become much less useful.

And that's just a very small sampling. We have 20 quirks in total, and we hope you'll have as much fun building out your squad with these new modifiers as we had coming up with all of them.
 

Roguey

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Remember when everyone kept telling inXile that they wanted character creation to have all the info presented on one screen like in Fallout and they finally gave in, well too bad, enjoy your consolized tabs.
 

Zombra

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20 quirks seems kind of low for a game with a party size of 7 tbh.
I would like to see more, but yeah, with only one Quirk per character and only four PCs to choose them for, there's at least some selection.

Also interesting ... all the examples given seem terrible!
 

Roguey

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Not counting personality traits, JA2 "only" had 14 so...
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
I really hope they'll actually do a proper rebalancing and most improtantly change the whole Energy Weapons vs Armor scheme into something more...logical.
It seemed extremely dumb to fight robots naked because their energy weapons would do less damage this way...
 

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