Wasteland 2 forum posts

Brother None

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While no definitive, final details were shared, Wasteland 2 producer Chris Keenan posted some comments on both the inventory UI and character system. Replying to a fanmade inventory UI mockup.<blockquote>We have been spending some time working on the inventory system recently. It's such a cornerstone to the game that we did an early concept and are actually hooking it up into the main game code right now. There are many similarities between the one you did and what we are playing around with right now.</blockquote>And on the character system.<blockquote>That's a fair point. We are staying true to the original in many areas but also improving others. The core attributes from WL1 will be modified a bit. Perception played such an important role in the game that we feel it deserves to be its own main attribute.

The front runner right now is an attribute and skill system where the skill points are initially derived from the attributes as opposed to being independent systems. You can then increase your skills through a few methods...first is leveling up, second is on a "by use" basis, third through a few slots you have available for "trinket" type items (many of these from backer rewards in the Kickstarter) and finally there are a few points in the game where you can discover things (can't reveal them yet though) that will give you permanent skill increases.

I tend to agree with the people saying that some points in the article are a fail safe for picking an incorrect build. Brian wants this game to be an old school kickback so we aren't worried about a casual friendly design. There won't be a situation where by end game, most of your guys are fully loaded with skills. It's still going to be a trade off. I'm not sure there will be a "properly specialized team" where if you pick some "perfect build", you'll be able to solve every situation the way you want. The way the level design is going, this game is made for replayability and the skill system will follow that lead. The way we've been working with our level designers, they don't need to know the full details of exactly how the skills work. They're using some key descriptive words to talk about skill usage and enemies, then as we balance it, we'll make sure to tweak it to match the theme they were looking for but aren't bogging them down with details that will change as we iterate.
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Mmh.. interesting move for the character system.

I wonder if *every* skill will have an attribute-level starting point? I kind of liked the fact that later in the game more specialized skills would open up, and that even in the beginning, you could grab a few points of a some utility skills for variety and quest solutions but.. if all skills have an attribute-based starting points and you don't have to spend points on them to get them, it changes the balance towards something more SPECIAL-like.

Too early to make any informed comments though, I just hope the skill system will keep Wasteland's breadth with the kind of enhancements we've come to expect in the last 20 years or so.
 
Trinket items? Horrible idea, if you ask me, especially since it's backer-related.

I'm not too glad with the whole attribute-dependent skills, I hope you can still Tag certain skills to get a few points and easier leveling in them.

The inventory idea is great though.
 
Sounds good to me.

If you can't build a weak, one-sided character who has difficulty with even the simplest challenge, it's not much of an RPG, is it?
 
tekhedd said:
If you can't build a weak, one-sided character who has difficulty with even the simplest challenge, it's not much of an RPG, is it?
Why the hell would anyone want to roleplay as my mother-in-law?

[spoiler:7c570d318c]
:drummer:[/spoiler:7c570d318c]
 
Sub-Human said:
I'm not too glad with the whole attribute-dependent skills, I hope you can still Tag certain skills to get a few points and easier leveling in them.

There never was a tag option in Wasteland.
 
WorstUsernameEver said:
There never was a tag option in Wasteland.

I know, but I'm hoping they introduce it. Even Jagged Alliance 2's system (1.13), where you could specialize in certain areas.
 
Sub-Human said:
WorstUsernameEver said:
There never was a tag option in Wasteland.

I know, but I'm hoping they introduce it. Even Jagged Alliance 2's system (1.13), where you could specialize in certain areas.

I'm not sure if a tag system would play well into the system unless it is significantly overhauled (although, to be fair, it does look like they're changing quite a few things).

With tags + attribute-based starting level skills, it would be a lot closer to SPECIAL. Except, without the only thing I was actually hoping they'd add from it (perks).
 
WorstUsernameEver said:
I'm not sure if a tag system would play well into the system unless it is significantly overhauled...

Why not? They've already removed the option of actually tinkering with your starting skills, at least have some pity and let us specialize our characters. (Using a SPECIAL example here), a doctor who's tagged First Aid/Doctor skills (and their equivalent in Wasteland) is far better then a guy with just a high Intelligence.
 
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