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Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

Blaine

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How is it like Fallout? Isometric perspective? Mark Morgan?

Isometric perspective, Mark Morgan, hex grid, AP usage, UI layout and design, post-apocalyptic setting, and probably some other details not worth mentioning. Two years ago, if I'd said "Isometric, AP, and Mark Morgan—which game am I thinking of?", everyone would have known exactly which game I was referring to, likely before I even got to the Mark Morgan bit. Proof enough that the two games share many similarities, I think.

Oh, and isn't Ron Perlman doing some voice work for Wasteland 2?

I forgot one of my "nitpicks", by the way: I don't like the big chalky Ranger badge graphic used as the under-foot highlight for the Rangers. As for my earlier "nitpick" about the fonts (yes, we all know it's an alpha version), I realized it doesn't matter what inXile uses anyway, because WL2 will be highly moddable... though if they hardcode certain UI elements in certain ways, compatibility/clipping might be an issue.
 

Wultima

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When you mention Fallout, there are those that cringe at the thought of the first and second game, as well as those that feel that the third game and NV created a horrible disturbance in the force. I am one of the latter and I approve of what was seen in this first look of the unfinished game. I am also glad that they did not bother with voice acting all that much, for obvious reasons.
 

suejak

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How is it like Fallout? Isometric perspective? Mark Morgan?

Isometric perspective, Mark Morgan, hex grid, AP usage, UI layout and design, post-apocalyptic setting, and probably some other details not worth mentioning.

I forgot one of my "nitpicks", by the way: I don't like the big chalky Ranger badge graphic used as the under-foot highlight for the Rangers. As for my earlier "nitpick" about the fonts (yes, we all know it's an alpha version), I realized it doesn't matter what inXile uses anyway, because WL2 will be highly moddable... though if they hardcode certain UI elements in certain ways, compatibility/clipping might be an issue.
I'll concede that the perspective and hence combat system have been made more like Fallout (or actually, more like TOEE), but other than that, there's really nothing else about them that's been "made similar".

Certainly they're not similar enough to necessitate a Fallout dialogue tree over the traditional Wasteland keyword system.
 

Captain Shrek

Guest
Dialogue trees have never been a Wasteland thing. They're not making a Fallout game; they're making a Wasteland game.

That's kind of arbitrary, though. The game has already been made more like Fallout in so many ways.

Personally, I think that keyword-based dialogue tends to work well in games where you're playing a blank-slate, investigative and impartial authority figure (such as the Avatar in Ultima)
It has nothing to do with Fallout like.

For example AP is an excellent way to convey Turn based mechanics into combat. I am happy they decided to go that way. As to the keyword based mechanics, I think you are reading too much into it. It is one way of having dialogue in games. Surely, well written complete sentences are aesthetically better if you have the talent to write them. But keyword based communication does not lose a lot in terms of information. What I would LIKE to know is if there is a dialogue based skill (persuasion, bluff, seduce etc) and how that is incorporated in the Keywords.
 

Blaine

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When you mention Fallout, there are those that cringe at the thought of the first and second game, as well as those that feel that the third game and NV created a horrible disturbance in the force. I am one of the latter and I approve of what was seen in this first look of the unfinished game.

Does anyone else find it amusing that someone who claims to be a fan of the originals has a New Vegas Vault Boy avatar?

Try this classic instead.

65094ovzy9.jpg
 

Brother None

inXile Entertainment
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It is certainly influenced by Fallout, and Fallout Tactics as well. And other games. Take all the lessons on board of RPGs in the two+ decades since Wasteland 2, both to know what to do and what not to do.

Biggest nitpick for me was the Bethesda 'RUMORS' dialog system. The thing I really liked about Fallout and Torment was the dialog trees. I thought Wasteland 2 was going to have those. They can still have the user inputted keywords alongside, like Fallout 1 and 2 did.

It has dialog trees. It just doesn't have fully written lines. I'm a little confused, as in, I've seen people use "dialog tree" to mean fully written lines but as far as I'm concerned tree refers to the structure of branching dialog, which Wasteland 2 does have, as far as I know.
 

Captain Shrek

Guest
The fact Brother none, remains, that Fallout did some things exquisitely right. No need to discard that which is good. A lot would be gained if good mechanics were the only things that we copy from other games.
 

hiver

Guest
It has dialog trees. It just doesn't have fully written lines. I'm a little confused, as in, I've seen people use "dialog tree" to mean fully written lines but as far as I'm concerned tree refers to the structure of branching dialog, which Wasteland 2 does have, as far as I know.
You mean to say there are moments where a player chooses "what to say" between few different options?



Also HEY GUISE - YOU CAN PULL THE CAMERA INTO A TOP DOWN PERSPECTIVE YOU KNOOOOW?
 

imweasel

Guest
The dialogue system shown in the video is ok, I can live with it. It is just not what I (and apparently others) prefer.

fallout2_dialogue.jpg


Buh bye sweet entertaining dialog...
 

Infinitron

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Roguey

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imweasel is Moribund is Knotanalt/Drocon/etc.

That being said those dialogue lines could be replaced with keywords
No
Yes
Flattered
Hostile
Bye
 
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imweasel is Moribund is Knotanalt/Drocon/etc.

That being said those dialogue lines could be replaced with keywords
No
Yes
Flattered
Hostile
Bye

I think most people fear that NPCs are going to be information kiosks, like in Morrowind, and that there won't be a real dialogue, which I think is not the case, as they have repeatedly said that there will be dialogue reactivity and choices that rangers can make inside a dialogue.
 

imweasel

Guest
Just go and whine to a mod and tell him to check the IPs you fucking Josh Sawyer cock sucking whinefag. :roll:

I swear, some of you fags really make this place feel like BSN sometimes. FFS.
 

Roguey

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Just go and whine to a mod and tell him to check the IPs you fucking Josh Sawyer cock sucking whinefag. :roll:

I swear, some of you fags really make this place feel like BSN sometimes. FFS.
Infinitron has called you out on talking to yourself. Just like you did before you were nuked.
 
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I think most people fear that NPCs are going to be information kiosks, like in Morrowind, and that there won't be a real dialogue, which I think is not the case, as they have repeatedly said that there will be dialogue reactivity and choices that rangers can make inside a dialogue.


Strangely enough Morrowind had amazing quests and depth. I wonder if you realize that.

I'm talking about the dialogue system, not quests. And how people are scared of not being able to "utter cool" lines.
 

imweasel

Guest
Just go and whine to a mod and tell him to check the IPs you fucking Josh Sawyer cock sucking whinefag. :roll:

I swear, some of you fags really make this place feel like BSN sometimes. FFS.
Infinitron has called you out on talking to yourself. Just like you did before you were nuked.
Feel free to ignore my posts then you whinefag. I will post my opinions and criticism in these threads if you like it or not.

Even if it is about that retard named Josh Sawyer whose cock you love to suck. Now fuck off and stop wasting my time.
 
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If they implement choices and reactivity within the dialogue in the quantity (and quality) that the Fallouts had (at least), with Wasteland keywords and "detective" work, and some thinking required, like for Morrowind quests where you obtained info about shit and where to find it (quests, artifacts) from books, or npcs I think this "dialogue" system of keywords will be spot on.
 

imweasel

Guest
If they will implement choices and reactivity within the dialogue in the quantity that at least the Fallouts had, with Wasteland keywords and "detective" work, and some thinking required, like for morrowind quests where you obtained info about shit and where to find it (quests, artifacts) from books, or npcs I think this "dialogue" system of keywords will be spot on.
That is already in and confirmed. This is what is really important.

The "cool lines" were just for entertainment, just like any other dialogue. If Fargo doesn't want them in the game for some reason, then that is the way it is.
 

hoverdog

dog that is hovering, Wastelands Interactive
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: x
 

FeelTheRads

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imweasel is Moribund is Knotanalt/Drocon/etc.

That being said those dialogue lines could be replaced with keywords
No
Yes
Flattered
Hostile
Bye

I don't think you know what keywords mean.
And if that's what you would replace them with, then what the fuck did you solve? Helped "redding is teh hard" people?
 

likaq

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Messages
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Strangely enough Morrowind had amazing quests and depth. I wonder if you realize that.


:killit:


Amazing quests and depth. Big fucking LOL.
Morrowind was nothing more than extremely dumped down version of Daggerfall.
And Daggerfall was nothing special to begin with.
And these amazing quests? Fed-ex shit and 'go to place x and kill person a then return' is now considered as good quest design?
What next? Skyrim is good crpg? OH WAIT.
Codex went to shit.
 

thesisko

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Project: Eternity Wasteland 2

Taking population into account paints a rather different picture:

Iceland
Finland
Sweden
Norway
Denmark
Croatia
Estonia
Australia
Poland
Canada
New Zealand
USA
Singapore
Ireland
Lithuania
Czech Republic
Israel
Slovakia
UK
Hungary
Austria
Netherlands
Serbia
Germany
Belgium
Bulgaria
Greece
Portugal
Romania
France
Russia
Argentina
Spain
Ukraine
Italy
Malaysia
Chile
Turkey
Brazil
Philippines
South Korea
Mexico
Japan
Indonesia
India

Fucking Germans, no wonder PB went popamole.
 

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