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Preview Wasteland 2 Gamescom Preview at Wasteland 2 Guru

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Then this mystery will never be solved.
 

Roguey

Codex Staff
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There is no general party splitting mechanic in Wasteland 2.
This struck me as odd and then I remembered why
http://wasteland.wikia.com/wiki/Wasteland_2_Vision_Document
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.

You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.

There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.

http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=7&t=2273#p44990
There will be a blend of active and passive skill use. You shouldn't need to manage your party with an Excel sheet, but at the same time we do want you to need to manage various aspects of your party. For example, water will be vital (as it should in a post-apocalyptic environment) and there should be times when you need to decide if you should travel together or split your party up and have the fastest who can purify water and find food head into the wilderness as your team continues on to a time critical distress call, and then hope they can catch up with supplies before the party is consumed by the desert. There should be hard choices with severe consequences.
Kickstarter-funded games, where promised features go to die.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
28,044
There is no general party splitting mechanic in Wasteland 2.
This struck me as odd and then I remembered why
http://wasteland.wikia.com/wiki/Wasteland_2_Vision_Document
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.

You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.

There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.

http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=7&t=2273#p44990
There will be a blend of active and passive skill use. You shouldn't need to manage your party with an Excel sheet, but at the same time we do want you to need to manage various aspects of your party. For example, water will be vital (as it should in a post-apocalyptic environment) and there should be times when you need to decide if you should travel together or split your party up and have the fastest who can purify water and find food head into the wilderness as your team continues on to a time critical distress call, and then hope they can catch up with supplies before the party is consumed by the desert. There should be hard choices with severe consequences.
Kickstarter-funded games, where promised features go to die.
This was definitely one of the most interesting features.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
vision doc said:
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.

You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.

There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.
As far as I can tell, everything stated here is still true.
 

Grunker

RPG Codex Ghost
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It has been clear from the start that the 'split mechanic' was splitting up the party on single maps.

If they've said it would be more than that I haven't seen it.
 
Last edited:

Roguey

Codex Staff
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Messages
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It has been clear from the start that the 'split mechanic' was splitting up the party on single maps.
The dev post I quoted definitely described something greater than splitting up a party on a single map.

Plus that's not anything special in a party-based game.
 

tuluse

Arcane
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Messages
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Plus that's not anything special in a party-based game.
Try splitting your party up in any of the past 4 Bioware games and tell me how it goes.

Being a true party based RPG is special in it's own right these days.
 

Roguey

Codex Staff
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I approve this decision, I'm just stating it in a way that would cause annoyance in others. That's what I do.

Try splitting your party up in any of the past 4 Bioware games and tell me how it goes.

Being a true party based RPG is special in it's own right these days.
You can in fact split up your party in DA:O and 2. You don't really have much reason to though, aside from aggro'ing mobs into ambushes or sending a rogue ahead to disarm traps.
 

Infinitron

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Codex Year of the Donut 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
I approve this decision, I'm just stating it in a way that would cause annoyance in others. That's what I do.

Oh good.

Anyway, I've actually known for months that the Wasteland 1-style party split was removed from the game (I think I saw it in a post on the official forums) but for some reason I never bothered to post it on the Codex.
 

tuluse

Arcane
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
IYou can in fact split up your party in DA:O and 2. You don't really have much reason to though, aside from aggro'ing mobs into ambushes or sending a rogue ahead to disarm traps.
For some reason I was thinking Mass Effect came out after DA:O. I never played 2, but people complained about the party mechanics.
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
It"s a shame we can't split the party, it was the most interesting original feature of the game IMO.
Especially with a party of potentially 7 people.
Would have open great perspectives gameplay wise.
Moreover it would have been a way to have two rangers develop the same skill without being a waste.
 

Roguey

Codex Staff
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For some reason I was thinking Mass Effect came out after DA:O. I never played 2, but people complained about the party mechanics.
That's a squad-based shooter, so different expectations.
 

Outlander

Custom Tags Are For Fags.
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Divinity: Original Sin Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I should still be able to fire it and waste ammo if I want to roleplay a retard with a sniper rifle (who was actually a character in my never-finished novel), even if I have 2% to-hit chance, or am mor elikely to shoot myself in the foot than hit the enemy.

Ideally, they should make distinctions between bolt action and semi automatic sniper rifles, and also between different calibers (which usually directly relates to how heavy the weapon is). See, a 12,7 mm (also known as .50 cal) sniper rifle such as the French PGM can weigh more than 17 kg if you include the scope and loaded magazine, and let me tell you it's a son of a bitch to carry around, let alone operate it. Forget about shooting it while standing up as the recoil would knock your ass over.

For gameplay reasons I guess you can group all handguns into one group, SMGs into one group, assault rifles into one group and so on, but a clear distinction should be made between different types of sniper rifles.
 

Liston

Augur
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Mar 28, 2013
Messages
200
I should still be able to fire it and waste ammo if I want to roleplay a retard with a sniper rifle (who was actually a character in my never-finished novel), even if I have 2% to-hit chance, or am mor elikely to shoot myself in the foot than hit the enemy.

Ideally, they should make distinctions between bolt action and semi automatic sniper rifles, and also between different calibers (which usually directly relates to how heavy the weapon is). See, a 12,7 mm (also known as .50 cal) sniper rifle such as the French PGM can weigh more than 17 kg if you include the scope and loaded magazine, and let me tell you it's a son of a bitch to carry around, let alone operate it. Forget about shooting it while standing up as the recoil would knock your ass over.

For gameplay reasons I guess you can group all handguns into one group, SMGs into one group, assault rifles into one group and so on, but a clear distinction should be made between different types of sniper rifles.

They should also implement gravity, wind, Earth spin, and other environmental conditions that affect trajectory of a bullet. Also don't forget equipment maintenance, they should add some kind of system that requires that player learns proper maintenance procedures for every piece of equipment he/she caries or else they break. Also most games forget excrement management, I always wanted to play a fighter that gets a huge urge to take a dump in the middle of firefight.
 

dunno lah

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B-b-but a bolt-action rifle *is* gonna take more AP to use than a semi-auto right? Right?!
 

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