Official Wasteland 2 thread

As far as I know all the backers got beta keys for Steam recently. Unless it was just everyone over a certain tier. People all over have been complaining that the combat is very lame. From what I've gathered it's pretty much the same as all the previous Infinity Engine games (Baldur's Gate, Planescape Torment, Icewind Dale) and we all know combat wasn't the strong suite in those games.

I liked that combat in those games.
 
I liked that combat in those games.

Sigh, honestly some people should be banned from ever partaking in alphas and betas. Clearly they have no idea what those terms mean. Just looking at Wasteland 2 (which this thread is actually about) the game changed a great deal between the beta that I played (Dec 2013) and release (Sep 2014).
 
I liked that combat in those games.

I personally think it was kinda balls. Planescape Torment had atrocious combat, but I put up with it because it was still one of the best games ever.

But let me see myself out before Wyzak has a fit. :p

Sigh, honestly some people should be banned from ever partaking in alphas and betas. Clearly they have no idea what those terms mean. Just looking at Wasteland 2 (which this thread is actually about) the game changed a great deal between the beta that I played (Dec 2013) and release (Sep 2014).

Pillars of Eternity's beta came out last month. The full game is coming out Winter 2014, meaning somewhere in the next three months. I don't think a 'great deal' is going to change between now and then.
 
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As far as I know all the backers got beta keys for Steam recently. Unless it was just everyone over a certain tier. People all over have been complaining that the combat is very lame. From what I've gathered it's pretty much the same as all the previous Infinity Engine games (Baldur's Gate, Planescape Torment, Icewind Dale) and we all know combat wasn't the strong suite in those games.

nope, only backers above certain tier got the beta. and im totally cool with that, as i don't enjoy playing a game until its complete/released.

i loved Baldurs Gate, so don't mind if combat is like that. I already have plenty of TURN-based games, so keen to play a "Real Time With Pause" game.
 
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nope, only backers above certain tier got the BEAT. and im totally cool with that, as i don't enjoy playing a game until its complete/released.

i loved Baldurs Gate, so don't mind if combat is like that. I already have plenty of TURN-based games, so keen to play a "Real Time With Pause" game.

I'm enjoying what they've done in Wasteland 2 so far with regards to the RTwP, but lol, I often get disrupted while busy setting up my kill-formation and my guys have terrible initiative.
 
http://www.eurogamer.net/articles/2014-09-24-wasteland-2-sales-break-1-5m-in-four-days

UPDATE: Wasteland 2 did not sell 1.5 million copies in four days. Wasteland 2 did make $1.5 million in revenue from sales in four days.

There was a press relations error and the companies involved have apologised. Sorry!

ORIGINAL STORY: How will the champions of Kickstarter do in terms of real-world sales? Very well. Wasteland 2 has made more than $1.5m in revenue in four days on sale.

That's a significant take for the independent game, which had a budget of around $6m - "we put in twice as much money into this game than we raised from Kickstarter", Brian Fargo, head of developer inXile, once told us.

Eurogamer has reviewed Wasteland 2, written a guide and also produced a video showing what the final version of the game was like versus the beta. That video is below.

Incidentally, Wasteland 2's success follows the strong performance of another Kickstarter success story earlier this year: Divinity: Original Sin. Developer Larian revealed sales of more than 500,000 copies earlier this month - a figure that securely paves the way for a prosperous future.

Kickstarter giants still to come: Pillars of Eternity (winter 2014), Shroud of the Avatar (first-half 2015) and Torment: Tides of Numenera, inXile's new game.
 
NPCs have a charge to go rogue, that is there very nature and if you played Wasteland 1 you should be accustomed to this.

...some NPC followers (not companions)...

Learn to read.

I fail to see how the story is linear?

Really? Good for you. I guess you're one of those people who thought that Fallout 3 was incredibly non-linear as well.

Hint: Having the illusion of choice does not equate to having any tangible effect on the outcome of a story.

Which skills and attributes are you referring to? I've found cool uses for pretty much every skill in the book, although I do admit that I slightly prefer how some of the skills worked in wasteland 1.

Animal Whisperer -- aesthetic, the whole one quest in the game that requires it to lead a dog back to its master in Highpool, can be done by simply buying the trinket outside Ranger Citadel. Otherwise it's not worth the frustration to try and keep your 1HP pets alive in combat just for a small (and utterly pointless) +1 increase to an attribute.

Brute Force -- explosions have the same effect without the chance for critical failure. And for everything else, there's probably an NPC with it.

Barter -- Do I need to explain the irrelevance of a discount system in a game that has shopkeepers with a finite amount of cash? I have over 20,000 scrap and can't get rid of shit fast enough.

Leadership -- Something I had my main character specialise in--its effect at the start is incredibly minimal and by the time your character has it maxed out, guess what? Your entire party has their weapon specialisation maxed out too. And there's no tangible "benefit" to keeping your companions from going rogue.

Weaponsmithing -- Again, do I need to explain why this is largely aesthetic? Really? Because, shucks, that -1 AP for using a weapon, that 3% increased chance to hit or that +10 cone size is just so meaningful.

Now for the attributes:

Luck -- the only significant benefit is that it "helps" to prevent your weapons from jamming.

Charisma -- the absolute only benefit of Charisma in this game is to expand the range of influence of Leadership and to increase your individual character's XP rewards each level. It has zero effect on any of the "Ass" skills and, at greater levels, there's only a marginal difference in levels between a character with 10-charisma and a character with only 1.

As for the rest of your post... I can see that this is going to turn into another of your Watch Dogs rose-tinted fanboi arguments, so please excuse me if this is the last time I bother responding to you.

Would you suggest I wait for some bug fixes before I really get into it?

The bugs aren't really the biggest issue that I have with it. I don't know how you'd feel about it. I'd say give it a shot and see how it goes.

People all over have been complaining that the combat is very lame. From what I've gathered it's pretty much the same as all the previous Infinity Engine games (Baldur's Gate, Planescape Torment, Icewind Dale) and we all know combat wasn't the strong suite in those games.

The combat? :confused: It's a turn-based RPG, ffs, what kind of combat were they expecting? FPS? :p I'm very fond of this kind of gameplay so perhaps it's a love it or hate it kind of thing.

Anyway...

giphy.gif

Another let down.

Moving on! :D
 
As far as I know all the backers got beta keys for Steam recently. Unless it was just everyone over a certain tier. People all over have been complaining that the combat is very lame. From what I've gathered it's pretty much the same as all the previous Infinity Engine games (Baldur's Gate, Planescape Torment, Icewind Dale) and we all know combat wasn't the strong suite in those games.

Maybe it's just nostalgia, but I really liked that combat. When I was in school, I played a lot of DnD and I enjoyed the fact that the combat was so true to the DnD mechanics. Part of the appeal of those games for a lot of people was that they went as far as they could in emulating a DnD experience. However, I realise that without that draw-card, the combat probably felt a bit too mechanical. If Pillars of Eternity's combat is like that, I'll actually be quite happy.
 
Maybe it's just nostalgia, but I really liked that combat. When I was in school, I played a lot of DnD and I enjoyed the fact that the combat was so true to the DnD mechanics. Part of the appeal of those games for a lot of people was that they went as far as they could in emulating a DnD experience. However, I realise that without that draw-card, the combat probably felt a bit too mechanical. If Pillars of Eternity's combat is like that, I'll actually be quite happy.

Obsidian is one of the few developers who, in my totally humble eyes, have always released great games, even if buggy. And yes, I even really enjoyed Dungeon Siege III :o

I can't imagine Pillars of Eternity being anything less than stellar :love:
 
So you expect to have more control over random guys who follow you around than actual companions who decide to join your cause for said amount of time? Right, clearly the game is at fault here!

Animal Whisperer -- aesthetic, the whole one quest in the game that requires it to lead a dog back to its master in Highpool, can be done by simply buying the trinket outside Ranger Citadel. Otherwise it's not worth the frustration to try and keep your 1HP pets alive in combat just for a small (and utterly pointless) +1 increase to an attribute.
There are several quests which rely on animal whisperer. The pig one in the prison as well. Also +1 increase to attributes that you can't easily increase otherwise is beneficial.

Brute Force -- explosions have the same effect without the chance for critical failure. And for everything else, there's probably an NPC with it.
I don't think the farmer will be very happy if you blow up his wagon.

Barter -- Do I need to explain the irrelevance of a discount system in a game that has shopkeepers with a finite amount of cash? I have over 20,000 scrap and can't get rid of shit fast enough.
Maybe you should up the difficulty then?

Leadership -- Something I had my main character specialise in--its effect at the start is incredibly minimal and by the time your character has it maxed out, guess what? Your entire party has their weapon specialisation maxed out too. And there's no tangible "benefit" to keeping your companions from going rogue.
The improved hit chance and maintaining better control over companions is invaluable while levelling up.

Weaponsmithing -- Again, do I need to explain why this is largely aesthetic? Really? Because, shucks, that -1 AP for using a weapon, that 3% increased chance to hit or that +10 cone size is just so meaningful.
Decreasing a jam chance of a weapon from 7% down to 3%, or reducing the AP cost of a weapon by 1 allowing you to take twice in one turn, yeah completely meaningless... Weaponsmithing also provides you with scrap weapon parts which you can sell to the guy at guardian citadel for a lot of scrap.

Luck -- the only significant benefit is that it "helps" to prevent your weapons from jamming.
Luck is that undefinable innate something that just makes life easier from some of us than for others. Luck is one of the more versatile attributes, giving a wide variety of small bonuses that might just give you the edge in combat. Luck influences: Critical Hit Chance,
Chance to Evade, chance for bonus Action Points in a turn, and chance for bonus CON at level up.

Charisma -- the absolute only benefit of Charisma in this game is to expand the range of influence of Leadership and to increase your individual character's XP rewards each level. It has zero effect on any of the "Ass" skills and, at greater levels, there's only a marginal difference in levels between a character with 10-charisma and a character with only 1.
Charisma is a unique attribute that does not directly impact any derived stats, but your party's total Charisma as well as the charisma of individual Rangers will have a real impact out in the world. Some companion NPCs (CNPCs) may not be willing to join if you lack the required Charisma. Charisma influences: Leadership Skill Radius, and bonus Experience Point growth.

A lot of the Charisma benefits are also party wide and not character wide.

If you feel any of the attributes or skills were wasted, do another playthrough and don't spend any points on them and see how that affects the game.
 
So you expect to have more control over random guys who follow you around than actual companions who decide to join your cause for said amount of time? Right, clearly the game is at fault here!

Yes, because my problem is that they don't follow me and not, perhaps, the fact that they have ridiculously low health for an area (Damonta) with high-level, angry robots who cut through them like a hot knife through butter :rolleyes:

There are several quests which rely on animal whisperer. The pig one in the prison as well. Also +1 increase to attributes that you can't easily increase otherwise is beneficial.

Because the attributes are so fucking meaningful.

I don't think the farmer will be very happy if you blow up his wagon.

Brute Force -- explosions have the same effect without the chance for critical failure. And for everything else, there's probably an NPC with it.

You need to learn to read. Seriously.

Maybe you should up the difficulty then?

Yeah, because item prices are related to difficulty.

The improved hit chance and maintaining better control over companions is invaluable while levelling up.

No, it really isn't.

Decreasing a jam chance of a weapon from 7% down to 3%, or reducing the AP cost of a weapon by 1 allowing you to take twice in one turn, yeah completely meaningless... Weaponsmithing also provides you with scrap weapon parts which you can sell to the guy at guardian citadel for a lot of scrap.

Yes, because I'm so fucking short on cash and a 4% difference in weapon jamming is so much more meaningful to me than say, tile movement and action points.

Luck is that undefinable innate something that just makes life easier from some of us than for others. Luck is one of the more versatile attributes, giving a wide variety of small bonuses that might just give you the edge in combat. Luck influences: Critical Hit Chance,
Chance to Evade, chance for bonus Action Points in a turn, and chance for bonus CON at level up.

Luck is not "indefinable" (can we stick to real words, please?), it's clearly defined and its purpose is insignificant compared to other significantly more valuable attributes.

Charisma is a unique attribute that does not directly impact any derived stats, but your party's total Charisma as well as the charisma of individual Rangers will have a real impact out in the world. Some companion NPCs (CNPCs) may not be willing to join if you lack the required Charisma.

Er... exactly which companion NPCs would be unwilling to join you based on Charisma? And please illustrate this "real impact out in the world" that the total Chrisma of my individual rangers has. I'd like specifics, please.

Charisma influences: Leadership Skill Radius, and bonus Experience Point growth.
...the absolute only benefit of Charisma in this game is to expand the range of influence of Leadership and to increase your individual character's XP rewards each level.

Your ability to repeat what I've written astounds me. Well done.

A lot of the Charisma benefits are also party wide and not character wide.

Examples, pl0x.

If you feel any of the attributes or skills were wasted, do another playthrough and don't spend any points on them and see how that affects the game.

I'd prefer to have a clear and concise description of these purported effects than some "take my word for it" garbage which seems to litter the forums.
 
Yeah, because item prices are related to difficulty.
A higher difficulty will result in you having to spend more scrap on ammo, and on repairs. It will probably also affect the amount of loot that is readily available. It's not rocket science.

No, it really isn't.

Yes, because I'm so fucking short on cash and a 4% difference in weapon jamming is so much more meaningful to me than say, tile movement and action points.
Upping the difficulty will make that difference. As above you will have less cash, and that 7% to 3% drop can be the difference between life or death.

Luck is not "indefinable" (can we stick to real words, please?), it's clearly defined and its purpose is insignificant compared to other significantly more valuable attributes.
What happened to "Because the attributes are so fucking meaningful."?

Er... exactly which companion NPCs would be unwilling to join you based on Charisma? And please illustrate this "real impact out in the world" that the total Chrisma of my individual rangers has. I'd like specifics, please.
A lot of work was done to try and make charisma more meaningful in the last few months of the beta. The forum should be littered with this.

I'd prefer to have a clear and concise description of these purported effects than some "take my word for it" garbage which seems to litter the forums.

You are welcome to go to their forums and ask them to spoon feed you. Some of us actually like to discover things for ourselves.
 
Can anyone that played the first one tell me what is the use of taking anything but intelligent attribute?

Got a character with 8 strength but only 3 in brute strength can't bust down a door.
Got another one with 2 Strength and 5 brute strength can bust down the door.
 
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