And what the hell would their "base of operations" achieve anyway? Anioter "SECRET BASE!!!" under a huge sign?
The problem is that you have all those completely modern factions in a PA setting.
It is a big deal - but what happens when you choose one of the three options is as retarded as the ending of ass defect 3.
And completely out of your control.
The whole place gets overrun by some "chaotic raiders" who appear out of the sky and kill everyone.
Best ending...?
This is a poll on RPG's in their entirety, not their combat systems. It's also a poll hosted on a forum that voted Planescape: Torment as the #1 RPG, and the two Fallouts as second and third best RPG.He said or implied that WL2 combat is bad which affects the perception of the filler combat. I pointed out that there is no consensus on WL2 combat on the Codex. If you don't see how it's relevant here, I can't explain it to you.
It's a combat-heavy game that got a fairly high rating on the Codex.
813 votes, 75% think it's Good or Excellent. While it's possible that some people like it that much despite combat, it's unlikely that the majority thinks the combat is "not very good'.
Wasteland 2 has more going on than combat, more so than PS:T (where you were either talking to stuff or murdering stuff). You can't really make statements like 'most Codexers thought the combat in WL2 was great' by referring to a poll on RPG's in their totality. My own comments about how there was significant criticism about the combat referred to posts criticizing the combat, and the large amount of brofists those got. I haven't played Heroine's Quest, but I don't think the combat in that game was very good, and it ranks higher than WL2.It's a combat heavy game, thus it's unlikely that people who voted 4/5 and 5/5 thought that combat sucks or isn't very good. WL2 doesn't excel in a single area the way PST does, for example. It's a sum of its parts game and combat is the central part.
It doesn't by default, but it does in the absence of other positive aspects of combat - although not being able to do much in combat besides moving and dealing damage all by itself is a pretty huge flaw. 'Plenty of people still liked it' isn't a very constructive counter-argument.Which doesn't make it a bad or 'not very good' system by default.
PST was a beautifully written game with a great story, unique setting, memorable companions, and well-integrated text-adventure elements. That's why it's the top 3 RPG on the Codex despite weak combat. WL2 doesn't have any of these things.Wasteland 2 has more going on than combat, more so than PS:T (where you were either talking to stuff or murdering stuff).
I'm not saying most Codexers thought the combat was great. I'm saying most Codexers didn't think it was bad. And why shouldn't we refer to that poll? It's fairly detailed and shows how many people rated it and what rating they gave it.You can't really make statements like 'most Codexers thought the combat in WL2 was great' by referring to a poll on RPG's in their totality.
Seriously? So we can't use a detailed poll that rates games but brofists are a totally legit way to measure something? How many brofists did these post get? Hundreds? Thousands?My own comments about how there was significant criticism about the combat referred to posts criticizing the combat, and the large amount of brofists those got.
Did you miss my post explaining it? Let's try it again then:I haven't played Heroine's Quest, but I don't think the combat in that game was very good, and it ranks higher than WL2.
Since when?It doesn't by default, but it does in the absence of other positive aspects of combat - although not being able to do much in combat besides moving and dealing damage all by itself is a pretty huge flaw.Which doesn't make it a bad or 'not very good' system by default.
It's not an argument. It's a fact (without 'still' which implies they liked it despite the combat) pointing at the flaw in your assumption.'Plenty of people still liked it' isn't a very constructive counter-argument.
Assuming 'great' means the same as 'very good', we agree then? Quoting from one of my previous posts:I'm not saying most Codexers thought the combat was great. I'm saying most Codexers didn't think it was bad.You can't really make statements like 'most Codexers thought the combat in WL2 was great' by referring to a poll on RPG's in their totality.
from what I have seen, opinions on combat are mostly divided between 'does its job' and 'bad'. Both of which technically fall within the classification mentioned in my previous post, 'not very good'.
It's not a poll on combat systems. Incidentally, Blackguards, a game that received high praise for its combat, ranked very low on the number 20 spot.And why shouldn't we refer to that poll? It's fairly detailed and shows how many people rated it and what rating they gave it.
Admittedly it's not the most scientifically objective methodology, but neither is you using the poll results to bolster your argument.Seriously? So we can't use a detailed poll that rates games but brofists are a totally legit way to measure something? How many brofists did these post get? Hundreds? ThousandsMy own comments about how there was significant criticism about the combat referred to posts criticizing the combat, and the large amount of brofists those got.
I don't see the problem. More people that played HQ enjoyed it compared to the amount of people that played WL2 and enjoyed it. The poll results reflect this.Out of 813 people who rated WL2 75% (610 people) think that it's either good or excellent. Out of 165 people who rated HQ 79% (130 people) think that it's good or excellent. If it were a different poll that counted the number of positive votes rather the avg, WL2 would have easily beaten all games but D:OS.
Uhm, this would be your queue to explain what are important things in a turn-based combat system. And do I really need to explain my post? If your options are very limited in combat, a turn-based system has less and less added value compared to the alternative. The major advantage of turn-based combat is being able to implement a lot of tactically interesting mechanics that would be unduly frustrating to use in say a real-time environment. The only other flaw that's as glaring as what I described before (your complete inability in WL2 to control the battle field through attacks of opportunity, impactful status ailments or zones of control) would be only being able to control a single-character in turn-based combat, something Fallout was guilty of.Since when?It doesn't by default, but it does in the absence of other positive aspects of combat - although not being able to do much in combat besides moving and dealing damage all by itself is a pretty huge flaw.
'Still' actually refers to the limited options in combat, not the combat system itself. Still, it isn't a fact since the poll results aren't conclusive.It's not an argument. It's a fact (without 'still' which implies they liked it despite the combat) pointing at the flaw in your assumption.
hiver said:Vault Dweller said:813 votes, 75% think it's Good or Excellent. While it's possible that some people like it that much despite combat, it's unlikely that the majority thinks the combat is "not very good'.
Are you a BELIEBER vd?
You gotta admit that was a pretty good burn VD
As for Heroine's Quest, it's the magic of the voting system. It got 165 votes (vs WL2's 813) but %-wise it got more positive votes (only 3% rated it below 3/5). If you go by the number of positive votes, WL2 comes second.
Single area...WL2 doesn't excel in a single area the way PST does, for example.
:lolcopter:It's a sum of its parts game and combat is the central part.
I humbly disagree with it but we're about to start talking semantics, so let's drop it.Assuming 'great' means the same as 'very good', we agree then? Quoting from one of my previous posts:
"from what I have seen, opinions on combat are mostly divided between 'does its job' and 'bad'. Both of which technically fall within the classification mentioned in my previous post, 'not very good'."
I think it goes to show that a few enthusiastic and brofisted posts don't always translate into the universal praise.It's not a poll on combat systems. Incidentally, Blackguards, a game that received high praise for its combat, ranked very low on the number 20 spot.And why shouldn't we refer to that poll? It's fairly detailed and shows how many people rated it and what rating they gave it.
What else should we use? Both the poll and the brofists are facts, but I assume that the post in question got 20, maybe 50 brofists at most whereas according to the poll 610 people out of 813 rated WL2 as good or great.Admittedly it's not the most scientifically objective methodology, but neither is you using the poll results to bolster your argument.
Then I suppose that a game played only by 2 people who'd both give it 5/5 would be the Codex game of the year. How veryMore people that played HQ enjoyed it compared to the amount of people that played WL2 and enjoyed it. The poll results reflect this.
Here is how I see it. Depth is good but you don't need depth to craft good encounters. WL2 system is fairly simple and nobody would call it complex, yet, as I mentioned in my review, it works and works well. WL2 circumvent depth by assigning different roles which makes combat fairly entertaining and challenging (the combination of sharpshooters, sprayers, lobbers, and heavy gunners).Uhm, this would be your queue to explain what are important things in a turn-based combat system. And do I really need to explain my post? If your options are very limited in combat, a turn-based system has less and less added value compared to the alternative. The major advantage of turn-based combat is being able to implement a lot of tactically interesting mechanics that would be unduly frustrating to use in say a real-time environment. The only other flaw that's as glaring as what I just described would be only being able to control a single-character in turn-based combat, something Fallout was guilty of.
ba dum tshh!yet, as I mentioned in my review, it works and works well.
:patriot:makes combat fairly entertaining and challenging
As for Heroine's Quest, it's the magic of the voting system. It got 165 votes (vs WL2's 813) but %-wise it got more positive votes (only 3% rated it below 3/5). If you go by the number of positive votes, WL2 comes second.
toro !! Your expertize in poll fixing is needed!
On the subject of C&C, it's not a novelty concept. It's as old as, well, Wasteland. Here is my article on RoA2: http://www.irontowerstudio.com/forum/index.php/topic,2365.0.html
You're offered a choice at the very beginning and there are quite a few choices throughout the game. So, no, claiming that C&C has nothing to do with 'old school' is incorrect. Same goes for the conclusion that C&C and filler are mutually exclusive concepts.
When some of the wasted opportunities are pointed out in comparison to Fallout (horrible map, lack of perks, etc.) they used the “this-was-never-meant-as-a-Fallout-game” excuse, even if Fallout was a successor of Wasteland and Wasteland 2 has a lot of Falloutish elements such as post-apocalyptic setting and crazy groups (Mannerites, Robbinsons, followers of Titan, etc). So many lame excuses!
Crazy groups and postapocalyptic setting are not "falloutish elements", they are Wasteland elements. WL2 hardly owes anything to Fallout. And "perks" fucking suck.
The problem is that you have all those completely modern factions in a PA setting.hiver
They are just 2 para-military organizations, not a big deal.And what the hell would their "base of operations" achieve anyway? Anioter "SECRET BASE!!!" under a huge sign?
The problem is that you have all those completely modern factions in a PA setting.
No. You dont.In Fallout universe you have entire countries with presidents, senators and shit.
It is a big deal - but what happens when you choose one of the three options is as retarded as the ending of ass defect 3.
And completely out of your control.
And it is so because it says it is so, right?In W2 it's just a subversive ending for one location that shows that some fools in the wastes just can't be helped.
How it made you feel is completely irrelevant to its actual quality.The whole location being doomed from the beginning was what made the quest memorable for me.
We already established that DBM make no fucking sense in that setting. So whatever happens from that side makes no sense at all.Exactly. If you detonate it, the entire place is irradiated and the impassable, if you help DBM the whole place is taken over by professional terrorists, who are now in possession of a working nuke. If you disarm it, the place becomes overrun by bandits but it's nothing Rangers can't deal with in their free time. One Ranger in the citadel even tells you that it just disarming the nuke just makes it easier for Rangers to take over the place.The whole place gets overrun by some "chaotic raiders" who appear out of the sky and kill everyone.
Best ending...?
Darklands?You’re a asshole. Sneaking up on me when my guard is down and inducing me to play games when I have no time. I was hoping to finish my KoDP before Ganezzar is completely fleshed out, but you have to do this. What is curious is that in my blissful newfag ignorance I thought that AoD was the first game to sadistically exploit our expectations about cRPG commonplaces. Little I knew about “Realms of Arkania”! I will have to buy the whole trilogy. Do you have another similar game (with text-adventures and C&C) to recommend?
I prefer C&C and very little filler myself, but I disagree that it's the only way. Take Wiz 8, for example. It does have some C&C and some are fairly interesting, but overall it's a combat heavy game loaded to the brim with random encounters. You can easily add more C&C which would only make the game even better.Back to the argument, RoA2 is a oldschool game with C&C but very little filler. I guess your example just proved my point. Don’t you agree?
Thanks for the tips! I already knew Darklands though. I will put Wiz8 on my “To Play” list. Is not as if I only cared about C&C.Darklands? It's been on my top 10 RPG list for two decades. I should probably do an LP one day.
I’m not saying is the only way, I’m saying that is the most natural way for this kind of game, for obvious reasons. The limit of possible combinations in any kind of narrative, game, song, movie, etc., is almost infinite. The combinations of elements that really have chemistry is another matter entirely.I prefer C&C and very little filler myself, but I disagree that it's the only way.