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Wasteland Wasteland 2 Thread - Director's Cut

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,355
Rail Nomad Camp is so annoying, both now and in the beta. The map layout is convoluted and not at all intuitive, and is often filled with very same-looking rail carts, so it's hard to keep track of where you are, where you've been, especially when exiting buildings resets your camera angle. And then the quests themselves have a lot of walking around built in. Then there is combat - of pretty variable difficulty - and those minefields where sometimes you set off 5 mines before you can tell them to stop walking and you get a party wipe.

Just a lot of time spent walking back and forth and reloading and doing the walking back and forth again.
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
:yeah:

cmPb1Dc.jpg
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
I must have won the lottery, because I'm finishing up Ag Center (never played this far in beta) and have had only a handful of gun jams, at least two of which were on the crappy .38 I generally use to pop explosive cylinders, landmines, and pods. It has a 9% chance to jam.

On another note, my surgeon's pile of pocket medkits is now larger than my reserve of sniper ammo. Also, lack of a demolitionist is no problem when I can just have traps explode on Angela Deth about half a dozen times per run, although I have a strong feeling that luxury will soon depart once I get back to the Citadel.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,704
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Traps start to get deadly only after a while, for a long time they do like 25-35 damage.
AG center is a bit easy since there is only 1 enemy with a gun . After a while where your enemies become human or bots your party start to eat lots of damage, enemy snipers/sharpshooters really hurt when they have good weapons.
Also pocket medkits lose their effectiveness when you rangers are high level, you need 4-5 of them for a complete heal.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
100,097
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
Something Awful likes Wasteland 2: http://www.somethingawful.com/video-game-article/wasteland-character-tips/

I Wish I Had Known These Wasteland 2 Tips

Wasteland 2 is the sort of enormous, complex PC RPG that you can lose yourself in for weeks. You will smell bad. You will forget to eat, and hurriedly make up for it with poor dining decisions. It's fantastic.

It's also intimidating. Being confronted with the party creation screen feels like landing a space shuttle that has its buttons and readouts printed in dwarven runes. There are a ton of opaque choices to be made, and you don't have enough information to make most of them.

What follows are a few things I wish I had known when I began playing the game for review. For the record, this isn't one of those facetious articles that completely abandons the premise after a few lines. These are real tips.

Character Creation

- No matter how you decide to spread out your attribute points, you will want each character to have at least a 12 in the Combat Initiative derived stat. Anything less and enemies will frequently get their turn before you. They will use their turns to shoot you in the face. This is bad.

- How many skills do you want to focus on with a given character? With average Intelligence you can handle three or maybe four skills, just like real life. If you want five skills you'll have to stretch and invest in more Int. The breakpoints are 4 Intelligence for 3 skill points per level, 8 Int for 4 points per level, and 10 Int for 5 per level.

- If you want to free up attribute points, you can drop Luck to 1 without suffering consequences like stepping on rakes or having post-apocalypse psychos find out your cool spikey armor is made of pleather. If you don't care about recruiting NPCs, feel free to do the same with Charisma. Normal quest-solving dialog checks are handled by dialog skills, which are wholly independent of Charisma.

- Speaking of Charisma, when the game checks the stat it looks at the average of your entire party. This means that using Cha as a dump stat with three characters and having one super charismatic guy/girl with really great hair is effectively the same as having a party with fairly low Charisma. It's sort of an all-or-nothing proposition where your entire party must give up a bit of combat effectiveness and/or access to other skills. You'll have to decide if the tradeoffs are worth it.

- Take the Perception skill. It spots alarms and traps. There are a lot of these things because making lethal traps is apparently the national pastime in blown-up America. Disabling them grants a significant amount of XP which really adds up. I'd suggest putting the Demolitions skill (which disables traps) on your main character, to save yourself the hassle of constantly switching between characters.

- Most of the outfits (and, let's face it, character models) are pretty ugly. Don't worry, you'll spend most of the game with the camera pulled way out, and will find all sorts of cosmetic items as loot. Unfortunately, I have yet to come across the hockey mask that defines my trademark style in real life.

General

- Energy weapons are incredible against armored enemies, but otherwise fairly weak. You might want to pair them with a backup like SMGs or shotguns, which are both inherently strong against opponents with low armor. I shouldn't have to tell this to you if you spent any time in the Boy or Girl Scouts.

- Remember to use your Z key while exploring. It highlights interactive objects, and there are all sorts of little details you'd probably miss with the naked eye. For instance, there's dirt and rust all over the place!

- In combat there's a button labeled Ambush. It's not explained at all, but this is basically Overwatch from XCOM. It ends the selected character's turn by telling him/her to attack any enemies that make a move within weapon range. There is no button to brush a hand along other unit's arms and laugh suggestively when they make a move.

For every fiddly or opaque mechanic there are a dozen hours of Fallout 1/2-ish adventuring and XCOM/Shadowrun Returns-ish combat, which means there are many dozens of very fun hours. 9/10
 

Makagulfazel

Educated
Joined
Sep 14, 2012
Messages
80
While I understand the random loot can be annoying in Wasteland 2 for people, at least it's somewhat consistent. Containers seem to spawn an assortment of items with relatively equal value. I hated how containers in D:OS would spawn an inconsistent range of items. You want two legendary items or a bunch of white junk? Faaaaahk you.

My preferred system is random - equivalent - loot generated on map entry with a dash of placed items(to avoid the urge for save scumming or choreographing subsequent playthroughs).
 
Joined
Jul 27, 2013
Messages
1,567
Rail Nomad Camp is so annoying, both now and in the beta. The map layout is convoluted and not at all intuitive, and is often filled with very same-looking rail carts, so it's hard to keep track of where you are, where you've been, especially when exiting buildings resets your camera angle. And then the quests themselves have a lot of walking around built in. Then there is combat - of pretty variable difficulty - and those minefields where sometimes you set off 5 mines before you can tell them to stop walking and you get a party wipe.

Just a lot of time spent walking back and forth and reloading and doing the walking back and forth again.
Not to mention the quest itself is convoluted as fuck, depending on what order you talk to characters you may never get the ideal solution, it would be fine if it was based off of a skill or an actual choice, but no, it's based on the order of the buildings you've checked out.
 

Jools

Eater of Apples
Patron
Joined
Feb 1, 2009
Messages
10,789
Location
Mêlée Island
Codex 2014 Make the Codex Great Again! Insert Title Here Codex Year of the Donut Codex+ Now Streaming! Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,412
Divinity: Original Sin Divinity: Original Sin 2
I've reached Temple of Titan and I have $4700 and around level 8 for the characters main gun. (rangersr levels are 17 17 18 18)
I have the feeling the game lacks proper money sinks and XP income is tuned badly.
If I reach a level cap 3/4 of the game I...
:argh: :argh: :argh: :argh:
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,704
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
I've reached Temple of Titan and I have $4700 and around level 8 for the characters main gun. (rangersr levels are 17 17 18 18)
I have the feeling the game lacks proper money sinks and XP income is tuned badly.
If I reach a level cap 3/4 of the game I...
:argh: :argh: :argh: :argh:

I completed Arizona with 20 ish rangers (only leader with 8 CHA was 21) since its %40 of the game I'm pretty sure it'll be a bit hard to reach the level cap. Unless enemies start to give 1000 XP per head. Though one can always "grind" random encounters...
Money sinks are generally armors, exploısives and weapons but only if you buy them as soon as you find them at traders. There are some good armor&explosives hidden around inside caches/burried and weapons can drop from enemies or you can get lucky with random loot from safes. Ammo quits becoming a problem early on.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,776
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I've reached Temple of Titan and I have $4700 and around level 8 for the characters main gun. (rangersr levels are 17 17 18 18)
I have the feeling the game lacks proper money sinks and XP income is tuned badly.
If I reach a level cap 3/4 of the game I...
:argh: :argh: :argh: :argh:
yeah, the game was easy in arizona. you'll lack money and ammo in L.A. though, and enemies will be much more difficult even if u have 10 points in weapon skills.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,439
Location
spite
Not to mention he say about excitement if WL2 have as good sale as D:OS when it hit 160k sold copies...
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,439
Location
Warszawa
Even when it's $1,5mil, it means that InXile has reached break even point. It's good, I hope that they will start expansion Kickstarter campaign soon.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,842
Location
Copenhagen
I'd prefer they kickstart another game.
Sell me more dreams, mr. Fargo, you know I'm easy. :avatard:

Isn't the dream that these teams will establish a "new old" business model of medium-sized teams being able to produce games like this on a somewhat steady basis? They won't be able to without Kickstarter I'd imagine, so my guess is we'll see something when things calm down after WL2.
 

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