Wasteland 2 first look video released, update

Grotesque said:
to all the motherfuckers who started to bash Fallout just to be the first in line to "wax the shaft" of a particular Mr. Fargo, shame on you!

"Keywords work better with party based RPGs"
FFFUUUUUUUcKK!


Fallout 1 and I dare to say even Fallout 2 will remain 10 times better than this future Wasteland 2.

If the Wasteland 2 video would have had quality written dialogue choices, none of you waxers would have said "yeah... but keywords would be better in this party based RPG"

wait, wait... I thought this was Wasteland 2, not Fallout 4? or was I wrong?

or are you going to complain about the lack of Power Armor and Vaults too?
 
Grotesque said:
to all the motherfuckers who started to bash Fallout just to be the first in line to "wax the shaft" of a particular Mr. Fargo, shame on you!

"Keywords work better with party based RPGs"
FFFUUUUUUUcKK!


Fallout 1 and I dare to say even Fallout 2 will remain 10 times better than this future Wasteland 2.

If the Wasteland 2 video would have had quality written dialogue choices, none of you waxers would have said "yeah... but keywords would be better in this party based RPG"
You are wrong except for the fact that fallout 1/2 is 10 times better that Wasteland 1 (but it was quite a different kind of game too).
But i'm bored with dialog trees, FNV disgusted me of this system.
In fallout it was perfect because the lines were excellent but also because you had not so much auto win skill check dialog option (and yes because it was single player, your fault if you can't figure the difference).
FNV really show the limit of this system though and the necessity of a new kind of dialog more gamey. Too many brainless auto win click lines skills dialog checks
A well made dialog keywords system can be the solution for more gamey dialog system in cRPG, your loss if you can't see how.
Now i hope W2 will have a well implemented keywords system.
 
This is the stupidest argument nitpicking I've ever had the displeasure of reading on these boards.
 
So... are we done here?
I looked at skills from kickstarter update.
tUPcO.png

So besides asking we'll be able to intimidiate and spot lie (something else?). Still not impressive but at least it's something.
I really need to know more about their plans. I checked answers from ask dev week too, but found only something obvious about voice acting.
 
Beelzebud said:
The point is that they are different games. It's not about "bashing" Fallout. People who expected this game to just be a clone of Fallout are going to be disappointed.

Personally I'm not about to sit here and pretend that I have some philosophical reason to favor one dialogue system over another. The fact is that either system would have worked just fine, but this one actually does make sense in context of the game, considering there really is no "hero" character.
really, all I am expecting here is to see quality writing. Thats all the setting actually needs. Who cares if you use keywords or full dialogue trees as long it makes "sense" what you chose. And particularly as long it feels natural for the setting and game. Interaction with the game world as far as RPGs go are only good if they are actually meaningfull in the end. Going down route A or B should be a bit more then your typical Mass Effectian experience. If you catch my drift.
 
Crni Vuk said:
Beelzebud said:
The point is that they are different games. It's not about "bashing" Fallout. People who expected this game to just be a clone of Fallout are going to be disappointed.

Personally I'm not about to sit here and pretend that I have some philosophical reason to favor one dialogue system over another. The fact is that either system would have worked just fine, but this one actually does make sense in context of the game, considering there really is no "hero" character.
really, all I am expecting here is to see quality writing. Thats all the setting actually needs. Who cares if you use keywords or full dialogue trees as long it makes "sense" what you chose. And particularly as long it feels natural for the setting and game. Interaction with the game world as far as RPGs go are only good if they are actually meaningfull in the end. Going down route A or B should be a bit more then your typical Mass Effectian experience. If you catch my drift.

Well said.
 
Why did the enemies suddenly see everybody in the team!? That was so annoying for me

When the was showing off that cover thing against the single opponent, his line-of sight was against the one in front of him, who then shot at him first... But then the enemy started shotting at those guys HE HAVEN'T EVEN SEEN OR HEARD?!

That's just bad, makes such tactics totally useless.
And I'm surprised noone else on this board has pointed it out? I think it's an obvious flaw
 
mobucks said:
Holy crap this looks waaaaaaaaaaay better than I thought a million dollars would buy.

Exactly! It's not just that it looks and feels great, it's that it looks and feels much better than expectations.

On the one hand, I find it annoying that everyone is complaining about the dialog system. On the other hand, I agree with the complaints and definitely miss the option to choose whole sentences (reflecting different ways of responding with the same keyword, which often are the same response internally, and are just there to entertain the player). So, I don't know why I should be annoyed. :)

* Dialog System
* Fallout
* Expectations
* Coffee
* Million Dollars

[Dialog System] I guess it's fine. It's not lame like the Mass Effect style "up to 4 choices radial dialog". And I'm enough of a role player that I can read the response however I want in my head.

* Mass Effect
* Expectations
* Coffee

[roll play] I don't know anything about that.

[role] Yeah, I like RPG game role playing sometimes. I don't do larping or cosplay. That's just weird.

[Expectations] I know it's 2013, and I shouldn't be surprised when a game looks and feels good. Game engine technology is an established art, and game art is an established, um, art. But, I'm surprised and impressed with the look, feel, and all that. It's not just that it's technically excellent or beautiful to look at, it's also tasteful, interesting, and desirable. The GUI and the mechanics make me WANT THIS GAME, er, I mean "are very compelling."

(Terrified that if I get too optimistic I'll be let down later. Props to Bethesda for making that fear a permanent part of my enthusiasm over any new release of anything.)

* Done

[Done] I've been talking your ear off, haven't I? If you have more questions, I'll be standing somewhere in this part of the map, occasionally shifting my weight.
 
rattlenik said:
So... are we done here?
I looked at skills from kickstarter update.
tUPcO.png

So besides asking we'll be able to intimidiate and spot lie (something else?). Still not impressive but at least it's something.
I really need to know more about their plans. I checked answers from ask dev week too, but found only something obvious about voice acting.

One of the devs does briefly talk about how stats and skills will affect dialogue in the "Ask a Dev" forum. Mentions intimidating and charming. You select which ranger does the talking and that rangers build will affect the dialogue choices and outcomes. I.e. If you want to be diplomatic or persuasive then let the diplomatic ranger do the talking. If the brutish intimdating ranger does the talking then you'll get different options and responses from NPC's.


brakiri said:
Stats will definitely affect what things you can say and, more importantly, how effective you are at saying them. While we're still fleshing out the specific dialog options and responses for each NPC, we've been very focused on including this kind of reactivity. A character with a well-developed ability to intimidate is going to be able to squeeze some NPCs for extra info, while a charmer might elicit totally different details or even change the nature of an offered quest.

Beyond that, your character's other, non-dialog-focused skills may change NPC responses. Asking about a piece of hardware with a higher technical skill is likely to get you extra info.

As for whose value is checked, you'll basically have control over that. Whichever character is selected is considered to be the one talking. This will default to the first character in your party, but you can change it.

http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=30&t=3048
 
It looks absolutely awesome, and I am giving it long, longing looks - but - will it be a strictly team-based gameplay?

I like being the hero, like you are in FO and FO2, although I am happy with FoT's team-play FoT sortof makes it reasonable being more of a military game.

I'm not really familiar with the gameplay of the original Wasteland.
 
zegh8578 said:
It looks absolutely awesome, and I am giving it long, longing looks - but - will it be a strictly team-based gameplay?

I like being the hero, like you are in FO and FO2, although I am happy with FoT's team-play FoT sortof makes it reasonable being more of a military game.

I'm not really familiar with the gameplay of the original Wasteland.

I'm pretty sure the game is going to be balanced for a team of rangers. You could choose to have just one ranger in the team and make life very difficult for yourself. And you might end up in that situation if a battle goes badly wrong. I'm not sure if that would be viable for the whole game though.
 
Back when this project launched I was excited and happily contributed. After the initial hype and as the dust had settled a bit, I had some fears about the project.

When I saw this video my fears have proven wrong, maybe I was even slightly positively surprised, and now I'm once again excited.

Actually it's a bit scary how similar the gameplay looks to my initial idea of the end product from last year. Which was something along the lines "fallout in 3D engine with some new touch"
 
AnotherZaphod said:
zegh8578 said:
It looks absolutely awesome, and I am giving it long, longing looks - but - will it be a strictly team-based gameplay?

I like being the hero, like you are in FO and FO2, although I am happy with FoT's team-play FoT sortof makes it reasonable being more of a military game.

I'm not really familiar with the gameplay of the original Wasteland.

I'm pretty sure the game is going to be balanced for a team of rangers. You could choose to have just one ranger in the team and make life very difficult for yourself. And you might end up in that situation if a battle goes badly wrong. I'm not sure if that would be viable for the whole game though.

Yeah I seem to recall Brian Fargo mentioning that you could create a single character and just use him through the game, but it would be very difficult as the game was designed around having a team of Rangers.

Sounds like a decent challenge to me. :p
 
There seems to be a bit too many skills to make them all relevant. I get that with a party it's easy to cover a lot of skills but... safecracking and lockpick are separated? It seems a bit contrived. I also have no idea what ''backer skill'' is
 
Ilosar said:
There seems to be a bit too many skills to make them all relevant. I get that with a party it's easy to cover a lot of skills but... safecracking and lockpick are separated? It seems a bit contrived. I also have no idea what ''backer skill'' is

It's the skill that Kickstarter Backers get access to that I don't think's been revealed yet. It's not supposed to have any use in-game as far as I know other than being humorous or something along those lines.
 
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