Our close relationship with the guys at Obsidian mean that we have access to their dialogue tools that they used for The Outer Worlds, and we’re using that to create a much deeper and interwoven story than we’d been able to in the past.
We also have a team of writers on this project, where for Wasteland 2 it was essentially just one guy
Well D:OS was written entirely by Jan Van Dosselaer and Sarah Baylus. It obviously depends on the person.We also have a team of writers on this project, where for Wasteland 2 it was essentially just one guy
There goes the favorite Codex theory that having one guy masterminding everything leads to landmark masterpieces for people with exquisite taste.
devs always say this crap. then the game comes out and everyone is likeOur close relationship with the guys at Obsidian mean that we have access to their dialogue tools that they used for The Outer Worlds, and we’re using that to create a much deeper and interwoven story than we’d been able to in the past.
Uh, didn't inXile talk about using Obsidian's dialogue tools in Wasteland 2 and Tides of Numenera???? It's not like they've significantly improved.
my favorite part about Wasteland 2 was fighting dogs and badgers.
-gary
Honey badgers, the true menace of the Wastelandmy favorite part about Wasteland 2 was fighting dogs and badgers.
-gary
Badgers?
So how does the companion in WL 3 works? Do they have personal quest or unique abilities now?
So how does the companion in WL 3 works? Do they have personal quest or unique abilities now?
Haven't seen any unique abilities, but they're fully voiced and do seem to be much better integrated into the story.
The two recruitable companions in the Beta have strong ties to specific factions, so I could see that becoming an issue later in the campaign.
Hey hey, welcome to the Codex. I suspected you were a lurker here.
So how does the companion in WL 3 works? Do they have personal quest or unique abilities now?
Haven't seen any unique abilities, but they're fully voiced and do seem to be much better integrated into the story.
The two recruitable companions in the Beta have strong ties to specific factions, so I could see that becoming an issue later in the campaign.
Just held off on making an account because, well, you know. Things get kind of weird here.
It's really wordy, that's for sure. Really, really wordy.Just held off on making an account because, well, you know. Things get kind of weird here.
So what changed in the meantime?
Did the Corona made you wiser and made you embrace the weirdness all of a sudden?
All I am interested about Wasteland 3 is if it will also have more words than the bible, as Fargo said about one of his former masterpieces.
Beta Survey Result Highlights
Before we jump into this update, we wanted to thank you. A few weeks ago, we announced that Wasteland 3’s release date would be moved to August 28, and we were sincerely humbled by your incredibly kind and supportive responses.
Since that announcement we’ve been hard at work iterating on the specific feedback we received from the Wasteland 3 Beta. We’re going to be sharing specifics before too long, but the primary areas we’re focusing on are tactical combat improvements, game performance, UI, and controls. That’s not an exhaustive list but were the primary areas of feedback we received.
One of the ways we got your feedback was through a survey, and we thought it’d be illuminating to share a few of the stats we saw. Keep in mind that the following information includes just a few of the highlights and isn’t a summary of all the feedback received.
Backer Beta Survey Highlights
We estimated the Beta to be the first 2-3 hours of the full game, but we can see that we were wrong and are bad at estimating play time. Ultimately, we think this data is a good indicator though toward the game’s replayability.
Almost half of you finished the Beta and completed it in one playthrough. Perhaps unsurprisingly, the other half of surveyed participants indicated that they elected to not play too far into it. Beta participation often reveals rough edges and story elements that some would prefer saved for the full playthrough.
A quarter of you who were surveyed were ready for a fight, and you started from the get-go at the more difficult Ranger or Supreme Jerk settings. Most responders, just about 2/3 of those surveyed, indicated they played at the default Wastelander setting.
A summary of all difficulties shows that almost all of you thought the difficulty was about right, with a slight tilt towards being a bit too easy. This was especially true for Supreme Jerk where about a 1/3 of you said it was too easy. This is one thing we have our eye on for further tuning passes.
When starting the game, you can begin with a premade duo or customize your own. As could maybe be expected, a majority of you chose to make your own characters.
The Sniper Rifle and the Pistol were the most used weapons, with the Flamethrower and brawl/blunt weapons being the least used. To some degree this is about weapon type availability in the beginning, but also about what kinds of weapons players gravitate toward when creating new characters (and this is also not an exhaustive list of weapon types). We'll continue our process of iteration using the survey data we collected from you, as well as our own tuning passes.
We saw that most of you thought tactical positioning felt rewarding, but that it was difficult to pull off. That was based on several reasons given by respondents such as enemy sight and being spotted, where a Ranger will snap to on the grid, crouch/sneak concerns, and group selection struggles, to name a few. This is one of the more complex areas we’re wading into and will provide more specific changes we’re making soon.
The Strike system (the ability that charges up through basic attacks) is an area we’re taking a look at as many of you found it confusing, and/or felt that they charged too slowly and therefore were too valuable to waste. We have some tuning to do there.
Back to Work
Overall, what you liked about the Beta, what you loved, and what you didn’t, rang clear to us, and it was great to see that much of the public feedback from the Wasteland 3 Beta was in alignment with areas we’re already focusing on. We’ll be sharing more specific updates about the improvements and iterations you can expect in the retail version of Wasteland 3 when it arrives on August 28. We’re extremely excited to reveal what’s to come and have a strong feeling you’ll agree that the wait was worth it.
Again, we want to thank you for your excitement and passion, we couldn’t do this without your support. Until the next update Rangers, stay safe and healthy. We’ll talk to you again soon!
The Wasteland 3 Team
disgusting, filthy casuals
Jesus fucking christ.Wasteland 3 Hands-On: Better Than Fallout?
I can appreciate that the combat mechanics have clearly been very finely honed. In fact, this is where Wasteland really differentiates itself from the likes of Fallout. In Fallout, the stories, cast and locales are the hook, but I don’t think anyone could reasonably argue that it plays well as a first-person shooter.