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I'm afraid to activate it on the Steam version because it is supposed to be revoked soon. Can I use it multiple times? Or should I wait to the Steam code included in my Collector's boxed copy?
So far I have noted that it pops up in blue text on the printer display with lore tidbits and callbacks to WL1.
You can use it as many times as you want in any copy of the game.
Also even if your steam copy is revoked, the fact that it isn't tied to steamworks DRM I think would leave your steam copy intact. You just probably couldn't launch it through steam any longer or get updates/redownload. But launched from the exe in the steamapps folder it will probably continue to work. This is just my speculation.
I'd be able to say from experience as I did the same thing with DOS but I think Larian told a little fib and never actually revoked any keys.
Can a bro buy me a laptop so I can play this? Only have a shitty work pos without sufficient rights to install shit. Cleve's legal assault is the only entertainment I have right now, but it's not enough to fill the gaps.
Game is alright so far. Graphics are bad and the atmosphere has been pretty forgettable so far. Finished AG center and highpool (doing the center first). AG was a bit of a slough. Only real difficulty I'm having is keeping a constant supply of ammunition, since there are no vendors early. (playing on 'seasoned') Have a feeling that there's going to be a huge abundance of it later on (similar to most of the Fallout games' starts)
Too early to form strong opinions, but I will say it feels like it's moving really slowly, probably since every area is crammed full of trash enemies.
The only thing that I don't like so far is the loot system(?). Who the hell keeps 2 slugs and 10$ in an electronic safe? Waste of time... and the shitty thing is that some actually have good treasure so I have to open everything up. Fuck.
The only thing that I don't like so far is the loot system(?). Who the hell keeps 2 slugs and 10$ in an electronic safe? Waste of time... and the shitty thing is that some actually have good treasure so I have to open everything up. Fuck.
Positioning, positioning, positioning. I have 2 guys with shotgun, and they can use them well. It if more difficult to aim than with a rifle, but the higher damage output compensates this. I just go to melee range with them, so the cone of fire is not too wide.
The only thing that I don't like so far is the loot system(?). Who the hell keeps 2 slugs and 10$ in an electronic safe? Waste of time... and the shitty thing is that some actually have good treasure so I have to open everything up. Fuck.
In this world, where ammo and money is like gold? I bet they keep them in a safe. I think those constant skill uses are fun, and at least we get some XP for them.
The only thing that I don't like so far is the loot system(?). Who the hell keeps 2 slugs and 10$ in an electronic safe? Waste of time... and the shitty thing is that some actually have good treasure so I have to open everything up. Fuck.
Yeah this is a very bad system. Incidentally I played Risen 2 recently which is a shining example of how it should NOT be done - loot completely independent of the difficulty of the lock/area/monsters guarding it. There's nothing worse, including a sphincter cancer, than fighting through a horde of high level mobs and lockpicking a very hard chest just to find some generic vendor trash in it.
I don't understand how the devs don't get it, isn't it blindingly obvious that it's a huge damper? That it screws with the brain reward system? That said it's not a towering problem in W2 because ammo and money are still quite valuable but still...
Hmm... how do you get only one of your guys to shoot out of combat? I'm trying to bust those explosive pod plants, and all my team members shoot at the same time, wasting ammo.
The only thing that I don't like so far is the loot system(?). Who the hell keeps 2 slugs and 10$ in an electronic safe? Waste of time... and the shitty thing is that some actually have good treasure so I have to open everything up. Fuck.
Yeah this is a very bad system. Incidentally I played Risen 2 recently which is a shining example of how it should NOT be done - loot completely independent of the difficulty of the lock/area/monsters guarding it. There's nothing worse, including a sphincter cancer, than fighting through a horde of high level mobs and lockpicking a very hard chest just to find some generic vendor trash in it.
I don't understand how the devs don't get it, isn't it blindingly obvious that it's a huge damper? That it screws with the brain reward system? That said it's not a towering problem in W2 because ammo and money are still quite valuable but still...
Yeah, this could be better. Although I don't mind loot trash, I'm such a filthy jew, that I even collect pigeon shit and bullshit (literally), so I can sell them later.
Just trying it out for the first time, and played for a few hours, and here are some initial impressions without a lot of prior knowledge
I think combat or gunplay specifically could use some more variety of attacks. It reminds me of the recent X-Com games with covers (also destructible) and overwatch/ambush, without the crazy amount of contrivances that block your access to their excuse of gameplay features for sake of variety. I don't mind it too much though, but it would be nice to have targeted shots and run n' gun, shoot from hip, etc.
I admit I warmed up to the combat after reaching the destroyed Ag Centre and fighting the infested doctor boss springing an ambush. He uses some skill called 'Atomic Heart' that spelled doom for at least one of my party members until I specifically made them fan out after the first turn, and limited the range of his powerful pistol and evaded explosion upon his death. It felt at that point positioning did matter in preventing critical injuries.
I'm fine with graphics, animation seems smooth and overall well done. The reactions to shots are visceral and the guns jamming (perhaps due to its usage rate? there is no deterioration of weapons) made things tense. Some of the elements in the game like lightning effects seem to draw a lot of horsepower from the GPU (with SSAO turned off), which shut off once after going past 90 degrees Celsius that I never in my entire computing experience have witnessed. Granted I didn't put the case fans on full blast and while that certainly helped, never would I have imagined to pay due for my inattention for GPU temperatures on this game.
As for graphics bugs, there are some flashing textures, a bit of stutter while bringing up inventory, and some characters clash into the ground. Also general slowness exists in certain parts of indoor environments.
Some gameplay bugs that I noticed: the 'swap weapons' button for the character situated in the rightmost portrait panel sometimes doesn't work. In Highpool, freeing up the 'vulture lady' doesn't draw any attention, until after I exit the map and come back. And I believe the doctor in Highpool mentioned something about curing the people on sickbeds but it wasn't noted in the logbook. Also this is not a bug per se, but as I didn't quite realize the consequences of not helping the Ag Centre, I was surprised to note that the Rangers at the Citadel assumed my knowledge that the radar there was beyond repair, and repeated the same song and dance about having to go to Damonta after I verified this by going to the Centre myself. I got the same nuanced message of having failed the Rangers in Highpool faction tug-o-war, but this time I was able to still be a factor after I revisited the town
It would be helpful if I can affix some notes on the Maps screen or if the legend or points of interest stay out of fog of war. And I am sure the enemy is not scaled on the overland mode at least because my party gets constantly jumped by high level rail thugs in travels between first few areas that wipe the floor clean with ease. Perhaps I could lower the difficulty in these encounters but it's been a glaring spike in challenge along a decently paced curve. The loot system is random, because I recall getting a fancy sniper gun in some chest before the PC crapped out due to GPU overheating. Returned there, and only a pack of shotgun shells.
I like the game, it has been a long while since I was last immersed for hours in a game on its release, and I am impressed by the content thus far.
Remade my party. You guys didn't see the first draft so you don't care, but I'm posting the new version here anyway.
My two biggest mistakes starting out yesterday: * Being careless with skill points at character generation. Levels come a lot slower than they did in beta. I recommend a tight skill focus for every character.
* Making a character concept of a mechanically inclined guy and only giving him a 2 INT. The "guy who opens things" will need a LOT of skill points, unless you choose to spread those skills around or skip some of them.
* Being careless with skill points at character generation. Levels come a lot slower than they did in beta. I recommend a tight skill focus for every character.
Ehh FFS it still keeps crashing regardless of any settings. Looks like it's Unity3D related problem, I tried the engine demo and it aslo crashes in the same manner.
Ehhhh I'm not an expert yet. My first build, I threw a point here and a point there without really thinking about it. I gave my mechanic a point in Perception when he already had too many other things to increase. I gave my medic a rank in Hard Ass, not really realizing that speech skills require heavy investment to be better than worthless even a little ways into Arizona. (I don't recommend making a "face" with all three conversation skills unless you're prepared for him to do literally nothing else.) I gave my leader a rank in Barter ... 1% discount? Yeah those points can be better spent.
I guess I'd say every character should have a "favored" combat skill to focus on, probably a secondary weapon type (having a melee weapon as backup is très useful, at least in the early game), and no more than 2 support skills assuming a 4 INT. You can see that I deviated from this a bit above: my medic only has one combat skill, and my mechanic is spread very thin - I'm hoping that 8 INT will help him keep up.
It bears mentioning that I didn't get far at all before making these decisions; my first draft guys only made it to level 4 before my builds bothered me to the point of rerolling. Maybe later on in the game the skill points flow like water, but yeah, I think being stingy as hell and ensuring zero waste is a very good idea at the beginning for any difficulty above Rookie. (My first playthrough is at Seasoned.)
Lastly, anyone who looks at those stats will say I'm an idiot anyway because I don't dump Luck on every (or any) character, and therefore my advice is going to be bad. I just hate the idea of dump stats, and that's my cross to bear. So take all this for whatever you think it's worth.
Also restarted and emporarily retired my A team. I probably must force myself to stick with a team and not restart all the time..like i did in D OS....
Stats with a little more variety instead of everything mediocre like i did in the previous party, demolition added as it seemed pretty viable to invest in (at lesst early on). Indeed also dumped barter as it appears useless.
At least i can restart once and not play the same stuff again (highpool this time).
It was much easier in the previous versions to have all your rangers with a very high SP/Level up increase. Now it's much more common to have rangers with a 2 SP/level with more then that forcing you to dump other stats like Charisma. And having less charisma slows your XP gain.
Looking at Zombra's characters he didn't give any of them less than 4 INT so they could all get 3SP / Level or more.
Wish I had a table of how it worked exactly in the beta because I'm terrible at remembering these kind of details.
I'm not sure how much slower the leveling is for the same reason. I know you ended the beta at around lvl 20-23 but I can't remember the in between.
On Supreme Jerk I didn't make many adjustments from how I played in the beta and if I had to do it again I would give every character 3 levels in their weapon at the start as opposed to 2. I'd focus on 3 skills to start then branch out to 4-5 as I leveled up.
* Being careless with skill points at character generation. Levels come a lot slower than they did in beta. I recommend a tight skill focus for every character.