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

Diablo169

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Yeah as I read the interview I thought right away. Oh god this sounds like Molyneux. I like Fargo but don't over hype this game.
 

Crooked Bee

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Combat followed shortly thereafter. Without missing a beat, the world went turn-based – just like in the ’90s, before seamlessly flowing time was invented.

:hmmm:

Hopefully just a lame joke.
 

Diablo169

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Never can tell with RPS these days. Also It sounds like game is currently ropey as shit and the combat is extremely simplistic? Personally hope this gets delayed again so they can make it right.
 

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
Combat followed shortly thereafter. Without missing a beat, the world went turn-based – just like in the ’90s, before seamlessly flowing time was invented.

:hmmm:

Hopefully just a lame joke.


RPS gonna RPS.

Never can tell with RPS these days. Also It sounds like game is currently ropey as shit and the combat is extremely simplistic? Personally hope this gets delayed again so they can make it right.


Read the full article and not just the first sentence in every paragraph
 

Monad

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Never can tell with RPS these days. Also It sounds like game is currently ropey as shit and the combat is extremely simplistic? Personally hope this gets delayed again so they can make it right.
Read again....?
 

Grunker

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Honestly I'll be hugely surprised if the combat isn't simplistic. It was in Wasteland, it was in Fallout and it probably will be in Wasteland 2. Enemies could do the exact things he lists in that article in neo-XCOM and Shadowrun: Returns as well.
 
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Honestly I'll be hugely surprised if the combat isn't simplistic. It was in Wasteland, it was in Fallout and it probably will be in Wasteland 2.
Climbing on shit an destructible cover is on Wasteland 2, it's like a decade ahead of most CRPGs
 

Grunker

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    • Blunt Weapons
    • Bladed Weapons
    • Anti-Tank-Weapons
    • SMG
    • Shotguns
    • Energy Weapons
    • Assault Rifles
    • Sniper Rifle
    • Handguns
    • Picklock
    • Safecrack
    • Alarm Disarm
    • Toaster Repair – “People put a lot of shit in toasters. You repair them and you get a little ‘Ping!’ Out pops something good. It’s a big callback to the original Wasteland.”
    • Computer Tech – “That one allows you to hack various computers and have different things happen. It may turn on a robot that now fights for you. It may turn on a security camera that you can see different areas through. Maybe it’ll open a vent to solve a puzzle or something that way.”
    • Synth Tech – “Synth Tech is turning a robot on to your side in combat, or you can use it if there’s a downed robot that you want to repair and turn him on to your team.”
    • Demolitions – “Break down big doors. Use it in combat as well.”
    • Brute Force – “Kind of the same thing, but a little bit less reliant on money. You don’t have to purchase or find demolitions. But it’s also not as impactful for blowing down the big things.”
    • Silent Move – “Stealth.”
    • Salvaging – “Salvaging is kind of a looting mechanic. If you’re running around the world and I’m collecting a bunch of stuff with my guys, and I don’t like the kind of normal game mechanic of running back to a store and selling my stuff, I can salvage it right there on the spot.”
    • Kiss Ass, Hard Ass, and Smart Ass – “Those are some temp names for conversation, different ways of dealing with people in conversations.”
    • Outdoorsman – “You can use that on the world map. We have a water mechanic out there where you have to be able to fill your canteens to get over certain amounts of distance. It allows you to mitigate that a little bit, and also start to spot some of the random encounters that happen on the world map.”
    • Evasion – “Pretty much what it sounds like.”
    • Leadership – “How much the NPCs will listen to you. That one is a competing skill. You also get a little area of effect buff to your team. If they’re around the leader, they tend to do a little bit better, if they’re within a tight proximity. If there’s two leaders on the team above a certain level, then it turns out to be a negative. There’s bickering. Too many chiefs on the team. So you have to keep them away from each other in combat.”
    • Cliff Calvin Backer Skill – “We just made that a quirky world knowledge skill, because players didn’t want it affecting gameplay directly. As you go through different areas, you’re going to be able to pick up really interesting stories and things happening around you that other people might not.”
    • Animal Whisperer – “My favorite laughable skill in the game is Animal Whisperer. You basically can go talk to specific animal types. Like if you’re in combat with a wolf or something, you can have them run away from combat. But there are cats and dogs and goats and all that. You can lure them to follow you. They’ll just be little pets that follow you around.”
    • Field Medic and Surgeon – “Field Medics are the guys who are going to do a little more of the initial healing on you. They feel a little more comfortable on the battlefield. When you get to the Surgeons, they are not great in combat scenarios, but what they can do well is, if you have some sort of a status effect on you – if you’re poisoned by something – they can work to remove that.”
    • Weapon Smithing and Field Stripping – “We have a little crafting system with Weaponsmithing, where if you find weapons within the game, you can use a Fieldstripping skill on it, break it down into parts, and have a chance to find a better scope, buttstock, different things that will affect your weapons. So you can mod your weapons a little bit too as you go along, and continue to build up the current weapon that you have.”
    • Perception – “Perception is both passive and active. Each character has their own perception spheres. As you build it up, there’s a small perception zone around the character that also changes based on their movement speeds. If I’m running, I don’t have a whole lot of chance to look around and understand my environment. If I go to walking, that perception sphere builds out a little bit. If I’m in stealth, it’s much bigger. It represents you walking around and carefully examining all the objects.”
    • Combat Shooting – “Combat Shooting was in the original Wasteland, and it was actually something that didn’t do anything. Everybody thought it was going to be an awesome skill. It sounds great. But it had no effect whatsoever in there. In our game it’s going to be the most overpowered skill that you find. You’re going to get it near the tail end of the game. You hear the myth of Combat Shooting. Nobody knows what it really is.”
Half of these skills are combat skills, and a good portion of the other half sound useless.
 

Shadenuat

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I did not get if writer was trying to be clever or is just an ass. Reading about importance of Shepard-syndrome handled and how locations aren't as open as Bethesda's Fallout made me cringe.
 

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 did not get if writer was trying to be clever or is just an ass. Reading about importance of Shepard-syndrome handled and how locations aren't as open as Bethesda's Fallout made me cringe.


It's Nathan Grayson, he's a douche

Half of these skills are combat skills, and a good portion of the other half sound useless.

And that's how it should be. We already have a game that's all about balance. Let Wasteland 2 be its own thing.

Also, that's Cliff Clavin. Ignoramuses.
 

Grunker

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Honestly I'll be hugely surprised if the combat isn't simplistic. It was in Wasteland, it was in Fallout and it probably will be in Wasteland 2.
Climbing on shit an destructible cover is on Wasteland 2, it's like a decade ahead of most CRPGs

Neo-XCOM had more than climbing, it had full-fledged scaling of levels with roofs and stairs and balconys and shit, topped off with different varieties of jetpacks. It also had destructible terrain.

None of that stopped it from being very simplistic, though certainly more complex than Wasteland 1 or Fallout, I must admit.

I did not get if writer was trying to be clever or is just an ass. Reading about importance of Shepard-syndrome handled and how locations aren't as open as Bethesda's Fallout made me cringe.


It's Nathan Grayson, he's a douche

Half of these skills are combat skills, and a good portion of the other half sound useless.

And that's how it should be. We already have a game that's all about balance. Let Wasteland 2 be its own thing.

I'm not complaining about balance. I'm complaining about lack of interesting choices.
 

NotTale

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I am absolutely spending points on toaster repair.

I just know there will be one super difficult quest that can be completely bypassed with toaster repair for the best reward. Like some bad guy is building death robots and you would have to fight your way through them, or find the keycode to deactive them. But the central core of the control system just so happens to have been hobbled together from a Cuisinart.

I got this.
 

Jashiin

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Mar 28, 2012
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Inexile's offices will probably burn down next week. I'm really done getting excited until the product is installed on my pc.
 
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Grunker

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Half of these skills are combat skills, and a good portion of the other half sound useless.

And that's how it should be. We already have a game that's all about balance. Let Wasteland 2 be its own thing.
Y'know both extremes are shit


Realms of Arkania is extreme. This isn't extreme.
It is, there are a bunch of skills that could be logically merged there

P. much. Reads like a purposefully bloated list to say "lewk @ awl dem skillz we gots!"
 

Shadenuat

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They said you have to roam the world to actually find some of the skills. Maybe you will start with a basic skill set, but learning Toaster Repair would be almost an achievement of world exploration, and at that point you will already have important skills high enough to allow put points into easter egg skills.

For me nothing ruins character building like a "Thieving" skill, for example. I want my thief to invest in all sorts of shit, from lockpicking and stealing to safecracking and stealth and whatever they will give me. That sort of complexity lets you make unique characters, not just Guns+Thieving Guns+Doctor Guns+Driver.
 

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
People in this thread: "ALL RPGS MUST HAVE MY IDEALIZED DESIGN PHILOSOPHY THAT EXISTS ONLY IN MY HEAD."

"I want the skills to be balanced...but not TOO balanced! I want the combat to be complex...but not TOO complex!"
 

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