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I fucking hate these bugs this game has. Red Bayowsky, who came with me to do a quest in Damonta he just disappeared somewhere (I'm sure he didn't died). And now there is an open quest in my journal, which I fucking HATE!
I already looted that plane and he just kept looking around with no option to say I already got the loot, but in the end slides it was as if he looted it with me.
I'm going to be typing in codes because there's no way in hell I'm going to put any points at all into any of those lockpicking skills. I know I'm going to hate it so I won't ever bother.
I'm going to be typing in codes because there's no way in hell I'm going to put any points at all into any of those lockpicking skills. I know I'm going to hate it so I won't ever bother.
Yeah, the randomized loot is really pissing me off. I shouldn't be coming across safes with an 11 challenge rating, only to get a handful of ammo and some garbage. That's a 25% success rate if you max out the skill and all for garbage.
Just stop looting that stuff unless you need a better weapon, are low on ammo, or are running low on cash. I didn't follow this advice but everyone else should. I'm pretty sure there isn't any hand placed loot in any of it. Only the toasters have unique loot. The game is probably a lot better without bothering with that crap.
Wonder how W2 is doing in the sales department. They have dropped off from the top-sales list on Steam. Part of me also wonders how much sales were actually hurt by the early access period: for one thing hype tends to lose steam if you drag it out for such a long period and for second people's interest tends to drop when they get to satisfy their curiosity. Even when its basically alpha point something.
Anyway W2 is most likely going to be slow burner- just like most of the classic RPG-s. Relatively small release burst but a long shelf-life. Just hope the initial burst is enough to keep the enterprise afloat. From past experience it has not always been enough- Troika for example.
Where do you think the stumbling block is with the old publisher model, when you guys have proven so definitively—two or three times now, between you and Obsidian—that there’s a market for this stuff? Why do they have such a hard time working with you guys on that?
I think it’s a matter of perspective. If you think about… Let’s take Torment for example. Let’s say we have about 60,000 backers, roughly. We may get to 60-70,000, whatever the number is. Then let’s say we roll out and sell another 100,000 digital copies. It could be much higher, but let’s just say 100,000. That would be great for us. We’d make a nice little profit. I could have some security for my guys. We could keep doing it.
Those kind of units, for a big publisher, are not interesting to them at all. They could sit around and think about how could they sell 150,000 more units of Call of Duty or SimCity. That’s an easier thing for them to get their heads around. I just read the other day that Tomb Raider sold 3 million units and they considered that a failure.
Though I am dissapoint that I have not seen at least a single comment, not even from the rangers at the Citadel about the fact I have the ugly fucker following me around. Guess you see a lot of weird shit in the radioactive wasteland.
I'm sure they're trying very hard to not make eye contact and not say a word. I see this all the time in real life. If you have something sufficiently weird going on, people will go out of their way to not say a word about it. Particularly if you act like this is perfectly fine and nothing is wrong.
Just stop looting that stuff unless you need a better weapon, are low on ammo, or are running low on cash. I didn't follow this advice but everyone else should. I'm pretty sure there isn't any hand placed loot in any of it. Only the toasters have unique loot. The game is probably a lot better without bothering with that crap.
I thoroughly enjoyed it all the way through up to Hollywood where the game finally smashed into the coding walls of bugged out quest lines. I pretty much had to rampage through the God's Militia just to force the story along. The ending feels adequate and so does the story. It works as a module, which is at its base what this game is. It really makes me look forward to the release of modding tools, if it allows users to generate their own modules with the WL2 rules.
Towards the end, I really wanted to rush it through just to start over with a new party. That's the highest compliment I think I can give to a CRPG.
At first it was jarring to see so many NPCs in California using the "Faceless" portrait, but then it got me wondering why the rest of the game wasn't like that. It's much less jarring to have unimportant NPCs have a blank portrait than to have portraits recycled over and over again.
At first it was jarring to see so many NPCs in California using the "Faceless" portrait, but then it got me wondering why the rest of the game wasn't like that. It's much less jarring to have unimportant NPCs have a blank portrait than to have portraits recycled over and over again.
Well yeah, that would've been better. Just have most of the random, unimportant NPCs have the faceless ones.
But also, obviously some portraits of the 'more important' NPCs look nothing like their descriptions. I'm sure it's been brought up before, several times. And I'm just sayin', it'd be nice if that was fixed in the future.
I'd just like it if the guy whom the description text clearly identifies as being black would actually have a portrait of a black guy, instead of a Spider-Jerusalem looking motherfucker in tea shades.
What's the entrance code? I've tried everything. I can hack the door but I'm curious.
Also, wtf is "hopw roewur ne"? Can I know? I almost have brofisting rights...
Edit: It's only the two floors? Any secret in there? I probably missed something but I expected more... At least, the experience from the two shrines was nice.
50 hours in the game and halfway(?) the game, about the step in the choppah. A good point to reflect on what I've seen so far.
I think one area where the writing and the design could've been improved is the way that choices are presented. Quite often you're not really making a choice, you're just picking one option at random from a pool of limited options. Highpool/AG Center, DBM/SotMC etc. Often a binary choice, made on very little background information and thinking and analysis.
You don't have to sit down and think, you're not forced to really make tough choices. I'm certain there will be consequences in the ending slides, but I doubt I'll feel much ownership. After all, I just picked one, wishing for the best.
I'm not saying that much would be needed to be changed. Just presenting it a bit more smartly and giving the player the possibility to properly investigate and make his own conclusions and assumptions based on that. Many of the locations have excellent building blocks that are simply used half-assedly. Take the Prison location, for example. You basically have two options: violent and non-violent. The non-violent one requires several skill checks, while the violent option is just a couple of easy fights (and using one item). So by design, it is already quite obvious what is the "optimal" choice here.
Maybe the player could be made to want to take revenge? Well, that would work. But unfortunately there isn't much to fuel such emotion. No negative reaction to fear from your companions or Ranger's at Citadel (why don't they have factions and internal politics btw?). Only one random NPC who you just met. Hell, maybe the player could be made to test their resolve for the non-violent solution by revealing something while in the process of solving the quest...? Yes, that could work as well. We already have a horribly abused fellow Ranger and all... but nah, he's treated as a joke. Not even his superior officer is interested in hearing what is being done to him.
And what about the price of making the right choice? I'm guessing it'll come in the ending slides again. But why not give some hints and some chances to influence that outcome. Like with the unhappy guy who storms off if you choose the non-violent solution to the Jail location. It's rather obvious that we'll be seeing the circle of hatred in action here. But what if you put a bullet in his head there? Why not ask the player that question, if they're willing to kill an innocent victim to make sure the peace negotiations go as smoothly as possible. That'd be much more interesting way to approach situations like this.
I think the choices should also affect the player more. Since there is no character-building for the NPCs, you probably won't care one way or another, but if your precious characters and their gear and stats would be in question...
And talking about caring... Vargas' voice actor is horrible. I mean, the scenes with
his old friends dying or being reported dead
delivered without an ounce of emotion... unless the big spoiler for the ending is that he is a synth too... I'd rather read it as text with descriptions of emotion.
What's the entrance code? I've tried everything. I can hack the door but I'm curious.
Also, wtf is "hopw roewur ne"? Can I know? I almost have brofisting rights...
Edit: It's only the two floors? Any secret in there? I probably missed something but I expected more... At least, the experience from the two shrines was nice.