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

Joined
Dec 31, 2011
Messages
892
Wasteland 2
Darkzone is a prosperous mathematical mastermind an autistic retard.
imweasel is a troll just a retard.

Diagonal movement should cost more ( 1.41 if you are an autist ), that's it.

This shit is boring, now please stop.
 

Lhynn

Arcane
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Aug 28, 2013
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So no matter what nonsense Imweasel will say, how many people Imweasel will insult, he will still be there?
Can we make a vote for throwing him out ?
shadup you commy, if the codex got rid of people that flamed other people this thing would be dead before the end of the day. now suck it up and troll him.
 

HiddenX

The Elder Spy
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Divinity: Original Sin Shadorwun: Hong Kong
imweasel:

It's always interesting to learn from others that I'm incompetent at everything other than bamboozling companies forums full of people!

his motto :)
 

imweasel

Guest
Diagonal movement should cost more ( 1.41 if you are an autist ), that's it.
No shit. Said that about 100 times. :lol:

imweasel:

It's always interesting to learn from others that I'm incompetent at everything other than bamboozling companies forums full of people!

his motto :)
I showed you an example (a real game, wow).

And watch out, here come the :butthurt: insults.
 

HiddenX

The Elder Spy
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Divinity: Original Sin Shadorwun: Hong Kong
imweasel: only your example doesn't match your words:

1) they are using 2 APs for a diagonal move
2) nothing to see from your "ideal circle" -> they simply calculate the maximum reach (with barriers and enemies calculated, too)
 

tuluse

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66764-Fire_Emblem_-_Path_of_Radiance_(Europe)_(En,Fr,De,Es,It)-3.jpg
In what universe are there any circles in this image?
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Um.. The controller at the bottom right corner is a circle. The 0s in the top left corner are 0s. The markers under the characters are circles. There are plenty of circles in that image... so.. WTfa re you smoking!?!
 

Gakkone

pretty cool guy eh
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
So no matter what nonsense Imweasel will say, how many people Imweasel will insult, he will still be there?
Can we make a vote for throwing him out ?

You registered just to argue with him. No matter how retarded he is (and he really is, we knew that already), I don't think you're in a position to demand any such actions against him.
 

Darkzone

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2,323
They are using for the automatic agents the A* and calculate the accesibility with a simple greedy graph making algorithm. But that was from the beginning clear if one has seen the new Demo. Therefore felipepe example was correct from the beginning, displaying the problems accurate, and Imweasels low computing power did not comprehend it. He went on displaying the lowest qualities, and making false examples.

Infinitron
that is a good one, thank you. Much better, i can spare me the whole BS from him, because it is highly doubtful that something good will ever come out of him, besides BS.

Gakkone
No i don't demanded anything, i have just asked. Very big difference. But thank you for reminding me of my position.
 

imweasel

Guest
imweasel: only your example doesn't match your words:

1) they are using 2 APs for a diagonal move
Because of the perspective the size of the squares on the grid changes, so that maximum movement is near a circle.

I guess I have to find a better example, right?


2) nothing to see from your "ideal circle" -> they simply calculate the maximum reach (with barriers and enemies calculated, too)
Yeah, no shit. Why wouldn't they? Have I ever said that they shouldn't? No, I said they should and have too.

Jesus Christ, why do you keep on putting words in my mouth, like that Darkzone faggot. :lol:
 

FeelTheRads

Arcane
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Messages
13,716
Games shouldn't do that, why do they do that then? Oh, because it makes sense.

Yes, I'm sure they did it because they thought: hurr.. "it's almost like a circle, but actually not even close". :retarded:

Because of the perspective the size of the squares on the grid changes, so that maximum movement is near a circle.

WHAT. THE. FUCK.

So, all your retarded blabbering is about how it looks. HURR IT MUST LOOK REALISTICZ.
Nevermind that it's so fucking painfully retarded what you just said.
1. The game is 3D with a pretty much free camera. There's is no one perspective.
2.
jm8zLB9.jpg

OMG, it's a perfect circle, and it's caused by perspective. :retarded:
 
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Gord

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Since Brother None has already said that AP cost during movement will be depending on character stats, and we can see in the demo that the movement cost per square are NOT integer values anyway (only the resulting total cost), there's nothing preventing them from using sqrt(2) as a multiplier for diagonal movement, should they wish to implement it (which I thought they said they would, didn't they Infinitron, Brother None ?).
 
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imweasel

Guest
In what universe are there any circles in this image?
The circle is not in a game.

1m ≙ 1 tile. You have 5 AP. if you are able to move 5 meters vertically or horizontally, then you should only be able to move 5 meters in any other direction (you move from the center of one tile to the center of the next tile)

In this example green tiles can be walked on, red tiles are too far away (you start in the middle where the cross is). If objects are in the way on the green tiles, then you have to walk around them. The grid is of course not a perfect circle, but it comes as close as possible (I seriously have no idea why FeelTheRads and DarkZone bitch about this. But they are just aggresive retards, so whatever).

That is all the circle means, nothing else. I seriously cannot explain it better.

vy5zb6.png
 
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Brother None

inXile Entertainment
Developer
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Bah, I unwatch this thread coz it's just getting silly and then of course someone tags me in it :mad:

Gord I don't think we've said anything about diagonal movement but yes, diagonal movement is in. We're going to talk about the square grid system and some of the tweaks we're doing in the upcoming update, too.
 

Rake

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Messages
2,969
:lol:
Between this thread and the eternity "apple pies vs orange pies, which is better and why" thread, i'm taking brain damage reading the Codex today.
Couldn't we become "prestigious magazine" without becoming IGN as well?
 

imweasel

Guest
Well, Brother None did the right thing by not responding to the retarded bitching in this forum. He knows it is uselss to discuss with retards why a square grid is fine.

You put a circle on a grid and say "hey guys, a square grid is just fine. Look here." and then all of retardia goes totally ape shit. :lol:
 

FeelTheRads

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The grid is of course not a perfect circle, but it comes as close as possible (I seriously have no idea why FeelTheRads and DarkZone bitch about this

Because it's fucking irrelevant, that's why. For the last time: NOBODY CARES. If your movement costs AP per square not per distance then who the fuck cares if it's a circle or not?

You put a circle on a grid and say "hey guys, a square grid is just fine. Look here." and then all of retardia goes totally ape shit.

Because it doesn't prove anything. Putting a circle on it doesn't make it "fine". It might be "fine" but it's certainly not because you put a circle on it.

And I understand what you mean when you say that it "looks" like a circle (leaving aside that it's irrelevant) but it would help your case if you didn't use brain dead shit like "perspective makes it look like a circle".
 

imweasel

Guest
Because it's fucking irrelevant, that's why. For the last time: NOBODY CARES. If your movement costs AP per square not per distance then who the fuck cares if it's a circle or not?
Save the your energy for bitching at Brian Fargo. He is putting a square grid in the game (oh noes, it will be total shit now), not me.

This discussion is so fucking retarded. I'm out.
 
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FeelTheRads

Arcane
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Messages
13,716
You were never in to begin with.
And you still fail to understand that I didn't argue with against the square grid but against your arguments for it.
 

Infinitron

I post news
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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
New Gamescom preview: http://thegamershub.net/2013/09/wasteland-2-preview/

Cast your mind back to 1988 – if you can – and remember the delights of Wasteland. Released in the days before Windows even existed and the Apple II was one of the most desirable pieces of home computing hardware around. Wasteland garnered many fans, fans who went on to play Interplay’s delightfully dark spiritual sequel Fallout and Fallout 2. Since then, Brian Fargo’s original apocalyptic RPG epic has sat unloved. The limelight passed onto Fallout and then Bethesda changed the model into a lush open-world shooter instead of the isometric fare the classic utilised. Now though, 25 years on and 20 years of hard work pushing his idea, Fargo has finally managed to give Wasteland the sequel it deserves thanks to Kickstarter backers.

Brian’s fully aware that if it wasn’t for Kickstarter he, and his team from InXile, wouldn’t be sat in a small room with us at Gamescom showing off the latest build of Wasteland 2. It’s incredibly humbling to hear that the entire team want nothing more than to create a game that both lives up to the Wasteland legacy, but also delivers exactly what the fans want.

And that’s what the team has done. The HUD of your team stats, inventory, map, compass, notes, descriptions etc, is all fully customisable; you can put it wherever you want on screen – if you even want it at all. They’ve also painstakingly written novel-like descriptions for your environments and encounters, aping back to those text-adventure quests of the early days of PC RPGs and the style that the original Wasteland game was loved for. In essence, there’s just so much here that shows that InXile really care about what you as a player, customer and fan really want out of their game.

But lets not get bogged down in the fan service and loyalty that InXile has for Wasteland, instead lets talk about what you can expect from it. Any backer of the project on Kickstarter has probably been following its progress rather closely, but it’s wonderful to see that the soul of the original hasn’t been sullied despite being modernised. Not only is Wasteland a beautiful game to look at, with its modern veneer alongside the isometric view that the classic provided. The maps are also absolutely huge, providing plenty of space to explore and to experiment with combat, and hidden almost everywhere is a quest or side mission that you wouldn’t expect to come across.

Fans will also be pleased to know that these quests are still like that of the original. Their dark and morbidly funny lines of dialogue work even better than they did before thanks to the injection of some internet memes to ground this gritty adventure in a reality we’re all rather familiar with. One instance saw the need to clear a minefield for our band of Desert Rangers to pass through unharmed. Naturally, this meant tempting across a screaming goat from the other side, and yes, they’re voiced by the wonderful screaming goats of YouTube fame. Another instance saw us come across an ill bed-ridden woman who’s husband had disappeared when looking for medicine. In the playthrough we saw the decision was made to… euthanize… the lady – at which point her husband turned up from his expedition. And, there’s no karma bar or good-evil split anywhere here, it’s just completely down to you and how you want to play.

However, in both these instances there’s plenty of ways to approach the situation. Nobody made us kill the woman, or her husband upon his return. We could have just as easily left her, or if our medical/surgical skill was high enough, just healed her on the spot. Indeed, nobody actually made us partake in the quest at all. You can just as happily leave the quest and later on you may have run into the husband on his errands, or perhaps found that upon healing the woman she repaid you later in the game if you crossed paths. Killing merchants or other NPCs means they won’t appear anywhere else again, and that could mean you close off quests for yourself altogether. Essentially, InXile are aiming to craft an adventure where no two people will have the same experience, and you can go back and find that things have changed on a different playthrough. In essence, there’s just so much content to see here that you certainly won’t see it all in one playthrough.

One thing that’s really interesting is that the story of the Red Scorpion Nation, who are the primary desert antagonists, is told through radio transmissions that you pick up while wondering the desert. It’s also how quests are discovered while exploring too as people call out over the radio for help. It’s an incredibly interesting mechanic that adds some more realism to whole exploration of the desert.

Another nice touch is that your Rangers can be accompanied by up to 3 other CNPCs. You’ll encounter these on your journey and there are 20 of them to pick from, and each one has a unique personality and agendas that come through during your time with them. One example given was a drunk who keeps drinking alcohol supplies and generally brings down group morale, but the trade-off comes in having an extra man’s expertise and new missions to undertake as you help him in his agenda.

It’s not just characters that are deep either as the combat is an evolution of the classic system found in Wasteland. You’ll still be able to see dice rolls in the text description menu, so you’re never left in the dark about what you’re doing, but thanks to the immense amount of weapons and their individual levels of customisation, you could be going up against almost anything. Even the different type of ammunition you chose to use had an effect on the damage and accuracy of your attack. Some bullets can cause more impact damage, while others may cause bleed-out, others might be incendiary and some could even affect the drop rate of a sniper bullet or the amount of recoil from an individual weapon. It’s just mind boggling how InXile has managed to cram so much into one game. And don’t worry, you’ve still got your different weapon classes, character classes and skills to learn and level up as you see fit.

While Brian’s announced release date of October 2013 isn’t far away at all, it looks as if Wasteland 2 is shaping up to be everything and more than anyone could have expected. It’s a shame it’s taken this long for a sequel to one of the best PC games ever to actually arrive. But by god am I glad it’s finally coming. From what we’ve seen so far, if you loved the original, or even Brian’s similar works with Fallout, then you’ll love what Wasteland 2 has to offer. All you Kickstarter backers out there won’t be disappointed at all.

Internet memes? In b4 massive butthurt. (I guess he's talking about the stupid goats)
 

slackerwizrd

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Because it's fucking irrelevant, that's why. For the last time: NOBODY CARES. If your movement costs AP per square not per distance then who the fuck cares if it's a circle or not?
Save the your energy for bitching at Brian Fargo. He is putting a square grid in the game (oh noes, it will be total shit now), not me.

This discussion is so fucking retarded. I'm out.

Thank god. I'm tired of checking this thread to see if anything worthwhile was posted.

Bah, I unwatch this thread coz it's just getting silly and then of course someone tags me in it :mad:

Gord I don't think we've said anything about diagonal movement but yes, diagonal movement is in. We're going to talk about the square grid system and some of the tweaks we're doing in the upcoming update, too.

Well, that should bode over well, and by well, I mean, we'll all see another 5+ pages of trivial nonsense on hexes, squares, and the 'ideal' circle.
 

imweasel

Guest
Weeeell, diagonal movement is in the game, BN just said so.

:smug:

That is all.
 

Gurkog

Erudite
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Oct 7, 2012
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The Great Northwest
Project: Eternity
Who is the bigger butthurt retard, the fool or the one arguing with the fool?
 

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