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Wasteland Wasteland 2 Thread - Director's Cut

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Excidium II

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Btw what's up with armor goddamit? In vanilla it was mostly useless, this time around it's weird. Firstly, energy weapons work only on "conductive" armors but nowhere does it say which armor is actually conductive. I guess it applies only to robots? If I shoot a 10-armored human with my NP it does only piddling damage.
You'll get a blue shield icon on the enemy tooltip when your energy weapon deals extra damage to it. Plenty of the melee dudes in highpool had it, p. devastating against them. Like the raider boss chick dies in 4 energy hits.
 
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Excidium II

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Bleah. If every party has access to every option at all times, why make characters at all? Picking hairstyles?
This is how you can tell you have a shit game in front of you. It's all a matter of having or not having the winner option, so if you have all, you always win.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
You use demolitions for traps. Lockpicking/Safe Cracking/Brute Force to open stuff.

Alarm disarm is just to do exactly what the name implies from what I've used so far.
I haven't played DC but in the original you could open electronic safes with alarm disarm and I think bypass some other electric security systems. I thought they went for a "two ways to do everything" approach.
 

Daedalos

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Bleah. If every party has access to every option at all times, why make characters at all? Picking hairstyles?

You could try limiting yourself. That is, only running 4 rangers without any help from NPCs, and not trying to MIN-MAX every little detail. That makes the game a whole helluva lot harder and you won't ever have enough points to get everything, ever.
 
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Bubbles

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There are defintely some lockboxes that can only be opened with brute force.
 

Zombra

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You could try limiting yourself. That is, only running 4 rangers without any help from NPCs, and not trying to MIN-MAX every little detail. That makes the game a whole helluva lot harder and you won't ever have enough points to get everything, ever.
Sure, that works too. I like limiting myself by making parties with strengths and weaknesses instead of using cookie cutter builds and the latest, leetest exploits. (How many people here just put Disparnumerophobia on all 4 characters because of how broken it is? Don't all admit it at once.)

I just wanted to suggest to Somberlain that it's OK to not have the skills to cover absolutely every situation. Hell, look at Age of Decadence. You can't just pick your favorite option all the time because your character isn't a god who can do everything. That makes it a better game, not worse. Having to choose what you can't do as well as what you can is one of the fun parts of role-playing. Those who assume it's best to max out everything are seriously missing out.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Sure, that works too. I like limiting myself by making parties with strengths and weaknesses instead of using cookie cutter builds and the latest, leetest exploits. (How many people here just put Disparnumerophobia on all 4 characters because of how broken it is? Don't all admit it at once.)

I just wanted to suggest to Somberlain that it's OK to not have the skills to cover absolutely every situation. Hell, look at Age of Decadence. You can't just pick your favorite option all the time because your character isn't a god who can do everything. That makes it a better game, not worse. Having to choose what you can't do as well as what you can is one of the fun parts of role-playing. Those who assume it's best to max out everything are seriously missing out.
Game uses rules to create interesting situations vs game asks players please don't exploit our rules pls
 
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Excidium II

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I just wanted to suggest to Somberlain that it's OK to not have the skills to cover absolutely every situation. Hell, look at Age of Decadence. You can't just pick your favorite option all the time because your character isn't a god who can do everything. Having to choose what you can't do as well as what you can is one of the fun parts of role-playing. Those who assume it's best to max out everything are seriously missing out.
The fun of roleplaying is deciding how to approach each encounter and using your stats as the means to an end. Having very limited methods of approach completely decided at chargen is just not fun. Bad idea citing AoD as example lmao.
 

Gord

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Oh no, my OCD commands me to exploit every oversight and imbalance I can find...
 

Zombra

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Game uses rules to create interesting situations vs game asks players please don't exploit our rules pls
"Haha! You stupid devs didn't realize your rules could be exploited this way, but I beat you! Dum dums! Hooray for me! And now my reward is ... playing a game for 40-60 hours with a ruined difficulty curve ... hooray for me ..." :roll:
 

undecaf

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Shadorwun: Hong Kong Divinity: Original Sin 2
Also alarm disarm is the stupidest, most redundant skill in the bunch. They could really just use mechanical repair and computer science for the same purpose depending on the type of alarm you're tackling.

That's true to a point, but at least it has some clear uses (albeit a good bunch of them feel a bit out of place on fences and boxes in the middle of nowhere). Barter still doesn't seem to offer anything worth the investment, not even haggling attempts.


I don't really mind the skill setup so much (it could do some extra work, but...), but what bothers me more is how gamey and methodical it feels and how I catch myself hoarding skillpoints because despite the RNG at place, it still manages to feel as if it used thresholds...
The game could do with not showing the percentages by default and a tad different critical fail mechanic.
 
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Excidium II

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"Haha! You stupid devs didn't realize your rules could be exploited this way, but I beat you! Dum dums! Hooray for me! And now my reward is ... playing a game for 40-60 hours with a ruined difficulty curve ... hooray for me ..." :roll:
Power aside, Disparnumberuepohpebphobia is kinda boring, you can only level up on even levels. Actually none of the quirks really interested me, the drawbacks often looked worse than the benefits.

Only quirk I took was Repressed Rage on my energy guns guy, because it makes no sense not to take it as they can't crit normally in the first place. And it fit well with him being the token 10 int nerd.
 
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cvv

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Enjoy the Revolution! Another revolution around the sun that is.
You'll get a blue shield icon on the enemy tooltip when your energy weapon deals extra damage to it. Plenty of the melee dudes in highpool had it, p. devastating against them. Like the raider boss chick dies in 4 energy hits.

As far as I can see the shield icon in the tooltip is blue for all enemies. I just fought synths and some badgers and the icon seems the same but synths take double damage whereas the badgers don't.

As for the shield icon with the lightning that one shows only when you review your armor in the inventory.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
"Haha! You stupid devs didn't realize your rules could be exploited this way, but I beat you! Dum dums! Hooray for me! And now my reward is ... playing a game for 40-60 hours with a ruined difficulty curve ... hooray for me ..." :roll:
It's not about winning or losing something. It's about wanting the game to be designed to provide interesting choices.

Or to use your own language, "Haha you stupid player, here's an awesome sounding ability, but if you take it you get to enjoy 40-60 hours of boring. That'll show you."
 

Zombra

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Or to use your own language, "Haha you stupid player, here's an awesome sounding ability, but if you take it you get to enjoy 40-60 hours of boring. That'll show you."
Just level up when you level up instead of saving it for even numbers. It's not rocket science to figure out how it's supposed to affect the game.
 
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Ulminati

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So if regular edition bored me to tears, is it worth bothering with directors cut at all?

My main beef with the game was that writing was mediocre, lots of waiting around while I repeat the same skill check several times, uninspired exploration over an over map that may as well have been a giant turd and - most importantly - shitty combat that never required much on the way of tactics
 

Daedalos

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So if regular edition bored me to tears, is it worth bothering with directors cut at all?

My main beef with the game was that writing was mediocre, lots of waiting around while I repeat the same skill check several times, uninspired exploration over an over map that may as well have been a giant turd and - most importantly - shitty combat that never required much on the way of tactics

So still better than Divinity: OS, Pillars of Eternity and Shadowrun, then. Except for, the combat in D:OS.
 

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