A couple of thoughts from a non-Wasteland fan

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LadyErica
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A couple of thoughts from a non-Wasteland fan

Post by LadyErica » January 26th, 2017, 1:27 pm

Wasteland 1? Never heard of it, sorry. But I did try Wasteland 2, and... well... to be honest, I sort of hated it. Don't get me wrong, it definitely had its moments. But it just wasn't for me. Though that said, there are a few things I think could make Wasteland 3 a lot more interesting for me. This might not be for everyone, I know. It's just more of a "how to make me care" thing. :)

First of all, it's kinda vital to, if not tone down the number of skills avaliable, then at least let me know which ones are crucial for the late game, and which ones are more of a bonus. The number of skills avaliable in Wasteland 2 was just overwhelming. Should I go with a boring combat skill and leave out all the fun stuff like hacking etc, or should I focus on fun skills and don't stand a chance in combat? Without knowing anything about how many skills I could get, when I could get them and how many I needed, I was going in blind. So for Wasteland 3, I would love if we could sort skills in various categories depending on their usefulness. Maybe primary, secondary, tertiary etc.

Second, there's the visuals. I hated those. I get that we're in a post-apocalyptic wasteland (heh), but does it have to be so... brown? Everywhere I went, I found brown enviroments. Brown towns. Brown deserts. Brown bandit camps. Brown, brown, brown. I'm not saying I want a rainbow-colored wasteland, but spicing it up with a bit more color would really help get me interested. Fallout usually does a great job with this, so why can't Wasteland?

Third, do we really need the overworld map? I didn't like much to sit and watch the worldmap all the time while my party did the traveling. I want to do the traveling myself. I'm the player here. I'm not just a spectator. So why can't I play? I'm not asking for an open world or anything, but "teleporting" to locations would help speed up the traveling a lot, and get us more involved in the game itself.

Sorry, I know it by now might look like I hated Wasteland 2, but I didn't. Oh, sure, I kinda disliked it, but I also think it had some strong potential. It's one of those games where you can see a classic in the making, just... it's not quite there. But with a few tweaks here and there, it could reach its full potential and be something truly amazing. :)

And, again, these are just my opinions. By all means tear them to shreads if you want, but please try to keep things civilized. Thanks.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Kattekwaad » January 26th, 2017, 4:59 pm

I think the overwhelming experience of Wasteland's skills are really just a thing of the game genre and not something out of the ordinary. Problem with what you get if you dumb it down too much or let you know which ones are important at stages of the game leaves the game open to creating a party that is good at everything. That's just not the point of RPGs of this type imo. You've got to specialise your creatable rangers into roles and cover a wide area of skills whilst picking npc's that can fill the possible gaps. Sure there are some weird skills (Toaster Repair) but it does sorta make sense in the bigger scheme of the game. The trick is to provide good enough alternate ways of solving a problem.

You can always have 1 char being a good leader with higher charisma and speech skills whilst someone else is more techie/engineering oriented etc etc. A good game gives you alternative ways of solving the issues which I think WL2 did well enough. Combat is always going to be part of the game so I don't think having a ranger being completely useless in that arena will be a good idea so you sorta have to pick a 'boring combat skill'

I'm not so sure about the colour scheme since it has to represent the world/area/post-war effect. You must be referring to Bethesda's Fallout since the older one's distinctly gave you the impression of a bombed-out world. From what I saw with the one trailer it didn't seem all that dull so maybe you're in luck with that.

The whole overworld map was quite core to Fallout (non Bethesda) and Wasteland. I mention Fallout as far as I know the same creators of the older Fallout games work at inExile. The problem with what you're suggesting about the travelling is that teleporting would very much leave random encounters to scripting making the game linear. The only way you can then have certain random fights happen outside of mission areas is to have an open world really, so not sure how one can pull that off.

Not shooting you down..just some points to think about and, of course, just my opinion :)

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Re: A couple of thoughts from a non-Wasteland fan

Post by NickAragua » January 27th, 2017, 9:01 am

Right, this isn't a game that you can just pick up and play without reading the manual and maybe a couple of build guides on the forums. Well, you can, but you'll be struggling quite a bit.

There are a couple of "dump" stats and skills in the game, which is unfortunate. Also, some of the weapons are pretty useless, comparatively speaking (SMGs, pistols, heavy weapons, I'm looking at you). My second time through the game, I created a party that covered every possible skill by virtue of having intelligence at 4 for most of them (and like 8 or 10 for the one guy), although I did have to have NPCs to cover some gaps. I skipped barter and the melee skills, and also, a given character needs one and only one combat skill (any more is a waste of skill points). No less, either, since a very large portion of encounters cannot be resolved peacefully.

I agree that the end of the world shouldn't turn everything brown automatically, but it looks like that'll be addressed at least partially in Wasteland 3.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Lix » January 27th, 2017, 12:55 pm

In my ideal version of Wasteland 3 every ranger could max out about three different skills, and there'd be about fourteen or fifteen skills to choose from. Your party could cover most of the skills in the game, but you'd still have to miss out on two or three skills. You could skip skills that are not so important, like barter or toaster repair, or you could skip more important skills if you like a challenge.

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Re: A couple of thoughts from a non-Wasteland fan

Post by NickAragua » January 27th, 2017, 2:37 pm

In reality, you can finish WL2 with just combat skills and first aid/doctor (if you're going to be doing a lot of fighting, you better have some medics on hand). All the other stuff is "optional roleplaying fluff" that lets you get extra loot, opens up alternate approaches to areas or lets you avoid a fight or two here or there. Or, uh lets you finish up a scenario without everyone dying. The way skill "maxing" works in WL2 is that a guy at the first int threshold can max out exactly one skill, a guy at the second int threshold can max out two, third threshold maxes out three and fourth threshold maxes out four (I also may be off by one, but I don't remember the exact numbers - sorry). So, you can trade off points in other attributes to build a giant nerd character who sucks at combat. Which I did with one of mine to get good skill coverage.

I personally prefer having more options for skills rather than less, but if I sink half my skill points into a skill and find out it gets used only twice, well, that's aggravating.

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Re: A couple of thoughts from a non-Wasteland fan

Post by LadyErica » January 30th, 2017, 5:15 am

Don't get me wrong, I'm not looking for an "easy mode" here. But think about the X-Com reboot. I loved it for quite some time, until I started getting a ton of UFO-sightings all over the world. And I mean tons of them. No matter how hard I tried to shoot them down, they just kept coming. Turned out I had to bulid more of those UFO-sensors early in the game to be able to detect them quickly enough. Since no one warned me about it, the aliens took over the world, and there was nothing I could do about it. In other words, I got a game over because I did a mistake several hours ago no one warned me about.

That's what I don't like about the skill system in Wasteland 2. I'm not looking for an "easy mode". What I want is not having to play 40+ hours, only to find out I made a mistake 20+ hours ago that makes the game unplayable now, so the last 20+ hours are all a waste of time. I want to create a party right from the start that I know will be able to finish the game.

And for that matter, is a jack-of-all-trades really that bad? If you think about it, it simply means having a party that's good at everything, but not "great" at any specific things. I can have a character that's good with both pistols and rifles, but someone dedicated to either pistols or rifles will be better than my character with that weapon. It allows me more freedom to choose what weapon I want, but I won't be "great" with any of them. Isn't that what RPGs are all about? Making your own character the way you want to play?

But the skill system in Wasteland 2 doesn't quite do that for me. It lets me build the character pretty much however I want, but it won't tell me anything about how good the character is, or if I will even be able to finish the game. What use is being able to have a long discussion with every animal in the entire game when you are unarmed and having to fight a bunch of powerful bandits?

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Re: A couple of thoughts from a non-Wasteland fan

Post by Kattekwaad » January 30th, 2017, 6:21 am

LadyErica wrote: But the skill system in Wasteland 2 doesn't quite do that for me. It lets me build the character pretty much however I want, but it won't tell me anything about how good the character is, or if I will even be able to finish the game. What use is being able to have a long discussion with every animal in the entire game when you are unarmed and having to fight a bunch of powerful bandits?
I do agree with you somewhat on that point. In fallout 1 you could finish the game by convincing the bad dude that he was wrong and he would commit suicide. There is absolutely no way in hell that the last fight in WL 2 could have been handled by a non-combat focused team, especially when you get that nasty surprise (not going to spoil it)

I think in WL 2 there should be multiple ways of achieving every big milestone. Personally I've always viewed Charisma/speech-based character attributes and traits as a little useless in light of the heavy combat-only solutions you have. Also, there is no point of barter since the most powerful weapons are found in the field in any case.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Woolfe » January 30th, 2017, 7:07 pm

LadyErica wrote:Don't get me wrong, I'm not looking for an "easy mode" here. But think about the X-Com reboot. I loved it for quite some time, until I started getting a ton of UFO-sightings all over the world. And I mean tons of them. No matter how hard I tried to shoot them down, they just kept coming. Turned out I had to bulid more of those UFO-sensors early in the game to be able to detect them quickly enough. Since no one warned me about it, the aliens took over the world, and there was nothing I could do about it. In other words, I got a game over because I did a mistake several hours ago no one warned me about.
So I didn't exactly like the new xcom, but I played it through. If you didn't get the whole detect the aliens thing, then that is a pretty major fail. Aside from my previous experience with the old games, it was pretty clear that I needed a Satellite(stupid idea) in a country to be able to detect the aliens in there. Hence one of my major priorities was getting sats up asap. I don't know how that wasn't clear. It was pretty obvious.

That said I get what you mean.
That's what I don't like about the skill system in Wasteland 2. I'm not looking for an "easy mode". What I want is not having to play 40+ hours, only to find out I made a mistake 20+ hours ago that makes the game unplayable now, so the last 20+ hours are all a waste of time. I want to create a party right from the start that I know will be able to finish the game.
You had to do something pretty wrong to make WL2 un-finishable. So long as you could fight you could get through it.
And for that matter, is a jack-of-all-trades really that bad? If you think about it, it simply means having a party that's good at everything, but not "great" at any specific things. I can have a character that's good with both pistols and rifles, but someone dedicated to either pistols or rifles will be better than my character with that weapon. It allows me more freedom to choose what weapon I want, but I won't be "great" with any of them. Isn't that what RPGs are all about? Making your own character the way you want to play?
Nothing, I regularly have 1 or 2 "jacks" in my party lineup. I also have specialists. Because you know its a game about a team that works together. Thus building each to fit the lack of the others.
But the skill system in Wasteland 2 doesn't quite do that for me. It lets me build the character pretty much however I want, but it won't tell me anything about how good the character is, or if I will even be able to finish the game. What use is being able to have a long discussion with every animal in the entire game when you are unarmed and having to fight a bunch of powerful bandits?
Well, from the start it is a combat game. You are armed para military types. You get into fights as soon as you leave the starting area. If you need to be told that you really should have at least 1 combat ability, then maybe Combat type RPG's aren't for you.
But perhaps that was just a poor example. Maybe you meant, why would I need to have a long discussion with every animal, when there are locked boxes that I can't open. Forgetting the fact that you can do both of those things, as you have 4 pc and 3 companions, it means that there are multiple solutions to some things.
Can't open that door. Maybe you can convince the animal to show you a way around it.
Yes some of the skills weren't as heavily utilised, but the game could be completed without the skills anyway. You would just miss some content. Maybe you could replay the game to see the content you missed.
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Re: A couple of thoughts from a non-Wasteland fan

Post by Grampybone » January 31st, 2017, 6:56 am

I appreciate the OP, as even a Fallout veteran, I've struggled to grasp the extent of usefulness on certain skills.

Combine that with fact game can't be played as a pacifist, useless skill like toaster repair and amount of NPC with absurd skill / attribute distribution, I've started twice before feeling comfortable I know what I'm doing.

I feel like it would take a lot more time/money/effort than what was available for W2, to give all the skills and attributes meaningful a rewarding value ingame, on a Fallout level, and if that cannot be met, perhaps toning it down isn't such a bad idea, at least no expectations build up then.

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Re: A couple of thoughts from a non-Wasteland fan

Post by radscorpion9 » February 12th, 2017, 7:14 pm

I agree with you on a lot of points. Especially with respect to skillpoint distribution, its unclear who requires the kiss ass vs hard ass vs wise ass trait. It becomes slightly absurd because at some critical points in the game people only respond to one of those, and there aren't any secondary options to achieve your objective if you don't have the right one. It feels lame from an RPG perspective where you should ostensibly have many alternate pathways to the same goal.

Also many of the gun skills weren't useful; heavy weapons and small guns, smgs....compared to assault rifles they either wasted tons of ammo, or were quite weak in comparison. They also claimed assault rifle ammo was rare. It wasn't - there was TONS for sale and you can find as much as you need in the environment with a few good quickloads.

Most problematic was the fact that you had no idea what skills other NPCs had. You could max out on mechanic or toaster repair, only to find an NPC you want already has 6 skill points in it making your character's investment uselessly redundant. If you choose not to take that character, you find many of the other characters don't meaningfully benefit your party because their stat and skill point distributions are totally abysmal, making them useless in a fight or only useful for one thing since they are built with such low intelligence that they don't gain any skill points when they level up (I do recall one character having 2-3 points in strength, and 6 points in brawl for some bizarre reason...actually I know what it is and I will explain below why it is a bad reason).

So much was wrong about that, I had to restart the game and cheat by looking online at the companions available and what their skills were. That way I could choose the NPCs who were reasonably good at combat and not duplicate any skill sets unnecessarily. At the same time I could also figure out whether energy weapons was useful or another useless skill; thankfully there were some decent energy weapons in the game (one was outstanding).

If I remember correctly their justification for this was that "its realistic". Its such a bad reason though, because 99% of the game the player has fun through combat and passing skill checks to advance the plotline and or narrative. NOBODY cares if Alfred the mechanic has a realistic set of skill points when he sucks to play.

I recommend that they allow players to allocate skill points themselves, while still allowing for a premade backstory around each character that doesn't lock them into a specific set of abilities or skills. Secondly they should make sure that the weapons in the game can each be used on a regular basis without one being overpowering (aka assault rifles). Third they need to make sure you don't get screwed by choosing the wrong "ass" dialogue expertise. Frankly the whole "ass" skill tree needs to be removed and be replaced with a generic speech check.

And let me just say...on a completely separate topic. I really hope they change the "talking heads" they've introduced to something that does not look like it was taken out of a slightly scary children's cartoon. That fish lips guy looks like a talking pig. It looks silly, nothing like Fallout 1 and 2 which had gritty, realistic faces. Remember Harold the ghoul? The supermutant master? The master himself? Heck ANY of the characters were way better compared to fish lips; they all looked grittier, more realistic, and darker. Even with technology from the 90s Fallout 1 and 2 talking heads looked way better and made me feel like I was playing a game that I could take seriously, with outstanding (paragraphs long) dialogue. What I see here seems like a few sentences at most. But its only one character so I won't judge them on that.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Gizmo » February 15th, 2017, 1:56 am

LadyErica wrote:
  • First of all, it's kinda vital to, if not tone down the number of skills avaliable,
  • Third, do we really need the overworld map?
    I'm the player here. I'm not just a spectator.
  • "teleporting" to locations would help speed up the traveling a lot
I honestly wasn't sure if this was a serious post at first. I cannot even imagine an RPG ever being improved by these. This would certainly make any RPG worse for it IMO; with less scope/potential, and less fun to play.

Characters interact and influence the game-world though their skills and abilities; less of these does mean potentially less interaction and influence.
[Granted, the developers have to actually place the opportunities to use the skills; and failing that, an extended skillset can be a waste. :(]

An overworld map indicates the scale of the environment, and is a travel hardship that also commits time. FO3 effectively teleports [sadly], and even though the game does track and pass travel time ~it's meaningless in their game, and most people don't even realize it does this.

In personal experience, I have never played an RPG in place of the character(s). I am always the spectator; why make characters at all then? Bethesda's games are the ones where the PC is essentially in the way, and ruins their games as RPGs [for me]; expecting the player to substitute themselves in the PC's place.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Jozape » February 15th, 2017, 2:22 pm

LadyErica wrote:First of all, it's kinda vital to, if not tone down the number of skills avaliable, then at least let me know which ones are crucial for the late game, and which ones are more of a bonus.
The most useful skills tend to be combat skills because the Desert Rangers are an armed force and engage in many armed fights. After a handful of hours playing Wasteland 2, the importance of combat skills will be easy to guess.
The number of skills avaliable in Wasteland 2 was just overwhelming. Should I go with a boring combat skill and leave out all the fun stuff like hacking etc, or should I focus on fun skills and don't stand a chance in combat?
You are assuming Wasteland 2 is more simplistic than it actually is. You can create four rangers and recruit three more, excluding NPCs that can follow but not be commanded. You can manually upgrade every skill of the NPCs that can be commanded. That allows plenty of room for both combat skills and non-combat skills.

Wasteland 2 is not unusual for an RPG in its number of skills. You will adjust if you are not familiar with the genre yet.
Without knowing anything about how many skills I could get, when I could get them
The game goes out of its way to show you when skills can be upgraded. Don't turn off the tutorials if you haven't played the game yet or read the manual!
and how many I needed, I was going in blind. So for Wasteland 3, I would love if we could sort skills in various categories depending on their usefulness. Maybe primary, secondary, tertiary etc.
Many of the skills are overlapping in function and no individual skill or set of skills is necessary to reach Wasteland 2's official conclusion. If anything, any combat skill could be considered a primary need, but that should be obvious for a squad of Desert Rangers. I don't really think there are any true tertiary skills, with the possible exception of toaster repair. I didn't have toaster repair in my first squad and they didn't suffer. They also didn't have safecracking and didn't suffer.
Second, there's the visuals. I hated those. I get that we're in a post-apocalyptic wasteland (heh), but does it have to be so... brown? Everywhere I went, I found brown enviroments. Brown towns. Brown deserts. Brown bandit camps. Brown, brown, brown. I'm not saying I want a rainbow-colored wasteland, but spicing it up with a bit more color would really help get me interested. Fallout usually does a great job with this, so why can't Wasteland?
California has no brown. All brown is in Arizona, and that's only 1/2 of Wasteland 2. Also, Arizona is not all brown. One of the earliest missions in the game is the Agricultural Center, and that is definitely not brown.

Fallout is the brownest role-playing game ever created. Same with Fallout 2, 3, and New Vegas to varying degrees. I haven't played Fallout 4, so I can't comment on that iteration.
Third, do we really need the overworld map? I didn't like much to sit and watch the worldmap all the time while my party did the traveling. I want to do the traveling myself. I'm the player here. I'm not just a spectator. So why can't I play? I'm not asking for an open world or anything, but "teleporting" to locations would help speed up the traveling a lot, and get us more involved in the game itself.
I like the overworld map personally. I think that its potential wasn't fully tapped out, and that the original Wasteland had a better overworld map. I would like to be able to do long distance battles on the overworld, for example.

Also, aesthetically, I think I would have preferred a 2D map to a 3D map.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Jozape » February 15th, 2017, 2:39 pm

LadyErica wrote:That's what I don't like about the skill system in Wasteland 2. I'm not looking for an "easy mode". What I want is not having to play 40+ hours, only to find out I made a mistake 20+ hours ago that makes the game unplayable now, so the last 20+ hours are all a waste of time. I want to create a party right from the start that I know will be able to finish the game.
Is this a hypothetical or did this actually happen? If this is not a hypothetical, please give specifics.
And for that matter, is a jack-of-all-trades really that bad? If you think about it, it simply means having a party that's good at everything, but not "great" at any specific things. I can have a character that's good with both pistols and rifles, but someone dedicated to either pistols or rifles will be better than my character with that weapon. It allows me more freedom to choose what weapon I want, but I won't be "great" with any of them. Isn't that what RPGs are all about? Making your own character the way you want to play?

But the skill system in Wasteland 2 doesn't quite do that for me. It lets me build the character pretty much however I want, but it won't tell me anything about how good the character is, or if I will even be able to finish the game. What use is being able to have a long discussion with every animal in the entire game when you are unarmed and having to fight a bunch of powerful bandits?
You do realize that you don't need to make every character in a party of seven a dedicated animal whisperer?

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Re: A couple of thoughts from a non-Wasteland fan

Post by Woolfe » February 15th, 2017, 3:55 pm

Gizmo wrote: In personal experience, I have never played an RPG in place of the character(s). I am always the spectator; why make characters at all then? Bethesda's games are the ones where the PC is essentially in the way, and ruins their games as RPGs [for me]; expecting the player to substitute themselves in the PC's place.
This.

In a party based game, I am the spectator, or rather the "director" I am pushing the story along playing the characters as they should in the situation.

In a Single player game, I am playing the character, making decisions for that character alone.
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Re: A couple of thoughts from a non-Wasteland fan

Post by Gizmo » February 15th, 2017, 4:32 pm

LadyErica wrote: Isn't that what RPGs are all about? Making your own character the way you want to play?
I don't think so, because there can be great RPGs where the PC is assigned to the player, and still affords in-depth character roleplaying opportunities. The Witcher and Planescape both ~somewhat fall into this category, though both use the crutch of redefining through amnesia.
Arx Fatalis does much the same, with the same tactic. All three are superb RPGs IMO; and yet all three provide only a male PC with a defined past.

Making a wholly custom PC is a great feature in an RPG, if handled well; but it's actually easier to make a great RPG without that ~when the character(s) is a known personality for the writers, who can then tailor the interactive narrative to the PC in ways far more specific than they [feasibly] could with an complete enigma.
Woolfe wrote:In a party based game, I am the spectator, or rather the "director" I am pushing the story along playing the characters as they should in the situation.

In a Single player game, I am playing the character, making decisions for that character alone.
I'm always the spectator in both cases. ;)

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Re: A couple of thoughts from a non-Wasteland fan

Post by Drool » February 16th, 2017, 10:29 pm

Jozape wrote:I haven't played Fallout 4, so I can't comment on that iteration.
Brown.
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Re: A couple of thoughts from a non-Wasteland fan

Post by Jozape » February 17th, 2017, 3:31 am

Drool wrote:
Jozape wrote:I haven't played Fallout 4, so I can't comment on that iteration.
Brown.
Brevity is a virtue. :P I didn't expect Fallout 4 to be much different, but the few short clips I've seen of Fallout 4 does suggest they have less brown than any of the others. You don't have to insert much color to achieve that, though.

I don't know why it didn't occur to me earlier -- I'm playing Wasteland 2 so I probably only thought of Wasteland 2 -- but we know Wasteland 3 will be very white and seemingly very blue to match the frozen and snowy Colorado wasteland. We've known this since for almost 6 months now. This page throws it in your face too.

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Re: A couple of thoughts from a non-Wasteland fan

Post by Drool » February 17th, 2017, 8:48 pm

And, honestly, Arizona in WL2 easily had as much yellow as it did brown.

That said, the color palette that we've seen so far for WL3 looks lovely.
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Re: A couple of thoughts from a non-Wasteland fan

Post by Grampybone » February 18th, 2017, 1:15 am

radscorpion9 wrote:I agree with you on a lot of points. Especially with respect to skillpoint distribution, its unclear who requires the kiss ass vs hard ass vs wise ass trait. It becomes slightly absurd because at some critical points in the game people only respond to one of those, and there aren't any secondary options to achieve your objective if you don't have the right one. It feels lame from an RPG perspective where you should ostensibly have many alternate pathways to the same goal.

Also many of the gun skills weren't useful; heavy weapons and small guns, smgs....compared to assault rifles they either wasted tons of ammo, or were quite weak in comparison. They also claimed assault rifle ammo was rare. It wasn't - there was TONS for sale and you can find as much as you need in the environment with a few good quickloads.

Most problematic was the fact that you had no idea what skills other NPCs had. You could max out on mechanic or toaster repair, only to find an NPC you want already has 6 skill points in it making your character's investment uselessly redundant. If you choose not to take that character, you find many of the other characters don't meaningfully benefit your party because their stat and skill point distributions are totally abysmal, making them useless in a fight or only useful for one thing since they are built with such low intelligence that they don't gain any skill points when they level up (I do recall one character having 2-3 points in strength, and 6 points in brawl for some bizarre reason...actually I know what it is and I will explain below why it is a bad reason).

So much was wrong about that, I had to restart the game and cheat by looking online at the companions available and what their skills were. That way I could choose the NPCs who were reasonably good at combat and not duplicate any skill sets unnecessarily. At the same time I could also figure out whether energy weapons was useful or another useless skill; thankfully there were some decent energy weapons in the game (one was outstanding).

If I remember correctly their justification for this was that "its realistic". Its such a bad reason though, because 99% of the game the player has fun through combat and passing skill checks to advance the plotline and or narrative. NOBODY cares if Alfred the mechanic has a realistic set of skill points when he sucks to play.

I recommend that they allow players to allocate skill points themselves, while still allowing for a premade backstory around each character that doesn't lock them into a specific set of abilities or skills. Secondly they should make sure that the weapons in the game can each be used on a regular basis without one being overpowering (aka assault rifles). Third they need to make sure you don't get screwed by choosing the wrong "ass" dialogue expertise. Frankly the whole "ass" skill tree needs to be removed and be replaced with a generic speech check.

And let me just say...on a completely separate topic. I really hope they change the "talking heads" they've introduced to something that does not look like it was taken out of a slightly scary children's cartoon. That fish lips guy looks like a talking pig. It looks silly, nothing like Fallout 1 and 2 which had gritty, realistic faces. Remember Harold the ghoul? The supermutant master? The master himself? Heck ANY of the characters were way better compared to fish lips; they all looked grittier, more realistic, and darker. Even with technology from the 90s Fallout 1 and 2 talking heads looked way better and made me feel like I was playing a game that I could take seriously, with outstanding (paragraphs long) dialogue. What I see here seems like a few sentences at most. But its only one character so I won't judge them on that.
The post I couldn't be arsed typing. /agree

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crimsoncorporation
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Re: A couple of thoughts from a non-Wasteland fan

Post by crimsoncorporation » February 18th, 2017, 1:42 am

radscorpion9 wrote: and you can find as much as you need in the environment with a few good quickloads.

[...]

So much was wrong about that, I had to restart the game and cheat by looking online at the companions available and what their skills were.
So quickloading is fine with you, but planning your companions is cheating?

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