Wasteland 3 announced, crowdfunding campaign to start on 5th of October

Yeah, it was optional in XCOM and I turned it off.
The problem I have here is that InXile will only have a certain amount of resources, budget and time to work on this game. Why is that being wasted on this piece of cinematic cam shit?

And it's not just that. resource management, co-op, base building, cinematic cam; They can only hire so many people (resources) with their budget (cashmoney), is it really a good idea to spread those two too thin? Cause let's say that all of those things work out perfectly; What about the rest of the game, how perfect will it be? There are already problems with the core game of Wasteland 2 that they've yet to show that they will be able to polish for WL3 and now they're just spreading what they'll have thinner and thinner.

It worries me.

I want a good squad-based cRPG with a reasonable emphasis on combat.

Nowhere in this does co-op, base-building, resource management or cinematic cam, for the 2 kool 4 sk00l kids who can't be bothered with a game unless it is action'y, fit into what I expect out of a Wasteland experience. And I worry that by spreading themselves too thin the Wasteland experience will be underdeveloped.
 
Yeah, it was optional in XCOM and I turned it off.
The problem I have here is that InXile will only have a certain amount of resources, budget and time to work on this game. Why is that being wasted on this piece of cinematic cam shit?

And it's not just that. resource management, co-op, base building, cinematic cam; They can only hire so many people (resources) with their budget (cashmoney), is it really a good idea to spread those two too thin? Cause let's say that all of those things work out perfectly; What about the rest of the game, how perfect will it be? There are already problems with the core game of Wasteland 2 that they've yet to show that they will be able to polish for WL3 and now they're just spreading what they'll have thinner and thinner.

It worries me.

I want a good squad-based cRPG with a reasonable emphasis on combat.

Nowhere in this does co-op, base-building, resource management or cinematic cam, for the 2 kool 4 sk00l kids who can't be bothered with a game unless it is action'y, fit into what I expect out of a Wasteland experience. And I worry that by spreading themselves too thin the Wasteland experience will be underdeveloped.
Have faith Mr Fish
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Oh
 
I just read the Polygon article on this and I have to admit, I'm getting more sceptical. Apparently that "Cinematic Camera" will be used for dialogue conversations as well and Fargo implies the dialogue will be all voiced. Is it really wise to be throwing so much money away on voice acting? A $7 million dollar budget is really low for the number of new features they are promising and I suspect they'll have to cut significantly in one area or another. Also the way Fargo seems to imply isometric is boring grates on me as well. Not everything has to be "cinematic" and "KA-BOOM" Brian.
 
That is from DSIII actually. Faith > Intelligence imo
Really? The font is awful, makes it look photoshopped.

check the phoenix point, a sucessor of Gollop Xenonauts
My internet is so slow right now that I can't look it up. Wasteland 2 is a cRPG with a reasonable emphasis on combat. X-COM is a combat-focused turn-based game. Which one of the two is Phoenix Point? Cause the latter? I can't stand. (X-COM got so repetitive and boring to me..)
 
Really? The font is awful, makes it look photoshopped.
I photoshopped it together. Dunno if the font was lost in location or something, but yeah, it's pretty bland.
At least the Stat screen is in real time now.
 
My internet is so slow right now that I can't look it up. Wasteland 2 is a cRPG with a reasonable emphasis on combat. X-COM is a combat-focused turn-based game. Which one of the two is Phoenix Point? Cause the latter? I can't stand. (X-COM got so repetitive and boring to me..)

It more closer to X-com apocalypse than the first series, you get these Non playable faction that you trade, wage war, completing storyline and research agreement with. So the basic point is fullified, there's basic storyline and world building that make sense. Yes, its alien invasion plot is rather a subversion, rather than making our enemies have superior technology, they appear as lovercraftian like with numerical and psionic superiority.

the game is still in early concept, but if you look at my thread that i create it looks like a pre-alpha enough.

http://www.nma-fallout.com/threads/...evelop-the-x-com-creator.205954/#post-4156157

so instead of wasteland 3, you might want to wait for that
 
It more closer to X-com apocalypse than the first series, you get these Non playable faction that you trade, wage war, completing storyline and research agreement with. So the basic point is fullified, there's basic storyline and world building that make sense. Yes, its alien invasion plot is rather a subversion, rather than making our enemies have superior technology, they appear as lovercraftian like with numerical and psionic superiority.

the game is still in early concept, but if you look at my thread that i create it looks like a pre-alpha enough.

http://www.nma-fallout.com/threads/...evelop-the-x-com-creator.205954/#post-4156157

so instead of wasteland 3, you might want to wait for that
Meh.
 
ah usual mr fish

i find it more promising than firaxis xcom or wasteland 2, as a fans of julian gollop direction regarding AP design (not every game have huge amount of decimal in AP like x-com)
 
I don't have a problem with those kinds of games, they're just not my type of game. :shrug:
I like roleplaying games with turn-based combat. I don't like grand strategy games or strictly combat games with turn-based combat all that much.
 
From reading that article, it does seem like they just used a check-list about things that all the 'cool' kidz like these days. Base building? Check!
Resource management? Check!
Voiced Dialog? Check!
Budged now to small to make a deep, proper cRPG? Check!
 
I really hope they don't go overboard with the " cool cinematic experience", and the "totally not tedious base building" and still focus on making a actuall rpg.
 
I think one of the problems InXile is facing is the usual "well, we made the game, now we got to make a sequel and make sure people are excited about it, so what new stuff can we add to make it feel like it is worth it as a sequel?"

Basically, a sequel can't just be more of the same but polished up (Fallout 2), it HAS to have some new flare to it cause why else buy it? Personally, Fallout 1 and Fallout 2 show exactly how I want a sequel to be made. I do not give a flying fuck about flare or new gimmicks or shit. I loved the first game for its gameplay and the reason I'd want a second one is so that I can explore a new story in a new region with new opportunities to roleplay using the mechanics I've learned from its predecessor.

The 2nd problem is that InXile has grown, right? And Fargo is probably thinking about the future of the company and their ability to develop games. If they want to be self-sustained then they need to have a couple of strong hitters in their catalogue and they have to make sure that if a game is a flop then they have the money to sustain themselves and develop another (probably safer) game. And in order to make that kind of bang for the buck? Consoles. And console "c"RPG's could work, I suppose.

But putting these two problems together I just... I don't have high hopes for WL3. From what I've heard from Fargo it seems like he wants to build something up, something bigger, something more expansive. He's not content with being what the developers behind Underrail or Age Of Decadence are, he wants to make a mark on the gaming scene again.

I fear he is going to lose track of what cRPG's 'should' be about because of this.
 
Now then, instead of just being a whiny cunt I'm going to propose a couple of things that Wasteland 3 'should' have focused on:

* Climbing
You can now actually climb shit and get into places you otherwise couldn't or would have to fight your way through. Which can help you avoid combat encounters or get into sniping positions or get a higher ground accurcy bonus or get into the office of some politician you've been hired to take out.

* Sneaking
Cause it is quite frankly pathetic IMO that Wasteland 2 lacked this.

* Stealing/pickpocketing
Cause it adds a whole layer to the design of the game. You need to get into this club run by leather mobsters? Well then, go to a hotel where one of them is playing cards and take part of it, after you win or lose enough and they call it the night go ahead and just slip your hand inside his pocket and nab a card that allows you access inside. You need to get someone out of your way in an area controlled by a kind of police force? Plant something on the guy and tell the guard you'd like to report a crime and then he'll be out of the way for X amount of time.

* The ability to pause the real-time outside of combat and set up walk routes for your characters that will play out once you unpause so that they can get into the position you want them to before the fight starts. Each square they have to walk would count toward what their AP cost would be for the same distance in combat so if you want a character to move quite far in this "Set Up" pause thingie then after they'd move 9 squares then it would show a big green dot, this green dot means that if combat initiates (enemy spots one of them) before they meet it then that is where they will stop but if combat is initiated after he's walked past this green dot then even if combat is initiated he will finish his walk. You can even set up for your characters to simultaneously shoot certain targets after they are all in position so that if you manage to get everyone into position without being spotted then they'll get free shots or free overwatch.

* PC's you create should have "Personalities". This would be a new feature that would determine how they would speak their line in dialogue and could affect how the NPC reacts to them. If a character has the personality trait "Selfish" then that character would not be kind towards someone who's accusing that character of being unfair. You'd have to pick some good traits and some negative traits and you'd be forced to pick one strong of each. A strong personality trait means that if you have character X do the talking and an NPC's dialogue triggers what their STRONG personality trait then they will automatically select that one and you won't get a chance to switch characters for a better option. Not every dialogue option in the game would need to have 10 different flavours of text and consequence for it but it would happen at least once for every NPC, even a random nobody merchant.

Would you look at that. Features that would've actually been good for Wasteland 3. But nope. Kill cam, base building, cinematic dialogue and fucking co-op is more important.
 
Now then, instead of just being a whiny cunt I'm going to propose a couple of things that Wasteland 3 'should' have focused on:

* Climbing
You can now actually climb shit and get into places you otherwise couldn't or would have to fight your way through. Which can help you avoid combat encounters or get into sniping positions or get a higher ground accurcy bonus or get into the office of some politician you've been hired to take out.

* Sneaking
Cause it is quite frankly pathetic IMO that Wasteland 2 lacked this.

* Stealing/pickpocketing
Cause it adds a whole layer to the design of the game. You need to get into this club run by leather mobsters? Well then, go to a hotel where one of them is playing cards and take part of it, after you win or lose enough and they call it the night go ahead and just slip your hand inside his pocket and nab a card that allows you access inside. You need to get someone out of your way in an area controlled by a kind of police force? Plant something on the guy and tell the guard you'd like to report a crime and then he'll be out of the way for X amount of time.

* The ability to pause the real-time outside of combat and set up walk routes for your characters that will play out once you unpause so that they can get into the position you want them to before the fight starts. Each square they have to walk would count toward what their AP cost would be for the same distance in combat so if you want a character to move quite far in this "Set Up" pause thingie then after they'd move 9 squares then it would show a big green dot, this green dot means that if combat initiates (enemy spots one of them) before they meet it then that is where they will stop but if combat is initiated after he's walked past this green dot then even if combat is initiated he will finish his walk. You can even set up for your characters to simultaneously shoot certain targets after they are all in position so that if you manage to get everyone into position without being spotted then they'll get free shots or free overwatch.

* PC's you create should have "Personalities". This would be a new feature that would determine how they would speak their line in dialogue and could affect how the NPC reacts to them. If a character has the personality trait "Selfish" then that character would not be kind towards someone who's accusing that character of being unfair. You'd have to pick some good traits and some negative traits and you'd be forced to pick one strong of each. A strong personality trait means that if you have character X do the talking and an NPC's dialogue triggers what their STRONG personality trait then they will automatically select that one and you won't get a chance to switch characters for a better option. Not every dialogue option in the game would need to have 10 different flavours of text and consequence for it but it would happen at least once for every NPC, even a random nobody merchant.

Would you look at that. Features that would've actually been good for Wasteland 3. But nope. Kill cam, base building, cinematic dialogue and fucking co-op is more important.
basically you want larian studio to do wasteland 3 instead of inxile...
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And a group of grognards :monocle: (almost forgot that one)
 
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