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Wasteland 2 |OT| Explode 'em like a Blood Sausage

Metroidvania

People called Romanes they go the house?
I ma at the Titan Canyon and still just have 5 characters. How the hell am I missing people?

Assuming you got Angela Deth, you can get one from

The Ag Center or Highpool, depending on which you chose.

There's
one at the Leve'Lupe mine, but that might be hard, depending on your gear

There are also
Up to 3 choices at the Rail Nomad camp to the north, and one in Darwin (only if your charisma total of your total party is over 20

Do we know how difficulty levels impact the game yet? The details, I mean.

At the very least, it's more damage done to/by the party. I bumped it down to rookie for a bit, and my shots were doing more than the projected damage (approx. 1.5x ish)
 

slayn

needs to show more effort.
There's
one at the Leve'Lupe mine, but that might be hard, depending on your gear
This can actually be done entirely without combat.
I just gave the detonator thing to 1 ranger and had them sneak their way through to the end.
Took about 5 minutes of save/reloading though to do it.
 
Beta actually had vision cones at one point. Kind of sad to see that not present here, would've been useful many times. Though I understand that it can be a weird metagamey thing that might compromise the visuals even further, with these busy effects overlaid on everything...they'd have to make it optional.
 

slayn

needs to show more effort.
That's a shame. I would have really appreciated vision cones for stealthing around people and for getting my squad into better tactical positions before initiating combat. As long as vision cones were only for enemies that aggro on sight, I would have had those things on 100% of the time.
 

Sanctuary

Member
I've played through the Rail Nomad scenario twice, and both times got the "good" outcome. However, both times
Jessie randomly gets locked into the cage after I talked to Casey and getting him to realize he doesn't want the same fate for his daughter as what's been happening to the Topekans. I go back and talk to Kekkabah and she's randomly locked up, when she wasn't the first time I talked to him about trying to stop the war.

Seriously, what the hell?

In the patch, does anyone know what "Updated some weapon balance numbers." means?

I like how they mention weapon jamming too. I did say that the numbers listed were complete bullshit, when they kept jamming for every character every six to eight turns (2% - 4% chance to jam). I wonder if they also fixed the leadership tooltip error that claims to give twice the bonus it actually does.
 

Vaporak

Member
I like how they mention weapon jamming too. I did say that the numbers listed were complete bullshit, when they kept jamming for every character every six to eight turns (2% - 4% chance to jam). I wonder if they also fixed the leadership tooltip error that claims to give twice the bonus it actually does.

There was no error with weapon jamming tooltips, the patch just lowers the actual chance to jam for at least some weapons. My famas for example went from 7% to 4%, so that with the clip upgrade that lowers jamming it now has a 0%.
Haven't noticed any other changes though.
 

Sanctuary

Member
There was no error with weapon jamming tooltips, the patch just lowers the actual chance to jam for at least some weapons. My famas for example went from 7% to 4%, so that with the clip upgrade that lowers jamming it now has a 0%.
Haven't noticed any other changes though.

Look, I know how so many love to argue "RNG is RNG" but there's obviously something very wrong with either the tooltips or whatever calculations are being done. Does low luck count as bad luck and is a hidden modifier that works against you or something? With how my weapons were constantly jamming, it was on the order of ten times higher than what was listed in many cases. Sniper has a 2% chance? Okay, let's make sure it happens at least once every single battle!

Similarly with the chance to critical fail. You have a 92% chance to succeed with a 1% critical failure chance? Failed, Failed, Failed, Critical Failure? Yeah okay...
 

Dresden

Member
Look, I know how so many love to argue "RNG is RNG" but there's obviously something very wrong with either the tooltips or whatever calculations are being done. Does low luck count as bad luck and is a hidden modifier that works against you or something? With how my weapons were constantly jamming, it was on the order of ten times higher than what was listed in many cases. Sniper has a 2% chance? Okay, let's make sure it happens at least once every single battle!

Similarly with the chance to critical fail. You have a 92% chance to succeed with a 1% critical failure chance? Failed, Failed, Failed, Critical Failure? Yeah okay...

http://www.rpgcodex.net/forums/index.php?threads/people-bitching-about-jamming.94386/
 

Yep, that's a good #REKT.

Problem isn't the RNG, it is how high is jamming percentages, it's that simple. Even for weapons in a post apocalypse.
5%, 6%, 7%... is super high.
Because it's per bullet. That means the probability of using a single 30bullet magazine in an AR without jamming it it's super small. Imagine for a moment how silly would be to play a fps like Red Orchestra or Arma and having your weapons jamming in 4 of 5 magazines.
 

Sanctuary

Member

Did you notice this?

The code posted from Immortal is just doing a jam-chance-check each time you use the weapon independent of the previous shoots.

This is naive implementation and basically if the RNG generator is fucked (stays in some limited range) then you can have infinite JAMs. The algorithm allows this.

Basically I don't see anything wrong with the code but we don't have all the code in that picture: please post the content of current.GetBonus("chanceToJam") function.

Until then my assumption is that Unity's RNG generator might be fucked meaning that it generates more numbers closed to 0 (could be a special case just for some type of processors).

Other than this, the code is unoptimized: the addition of chanceToJam each fucking time is retarded. I wonder why?

I'm not just the unluckiest person in the world, and my weapons do in fact jam waaaaaaay more than statistically possible according to the percentages given.
 
I think I have my self stuck. Any help would be appreciated. Still in AZ by the way in case anyone is worried about spoilers

I'm in the Titan Valley with the Mad Monks and the DBM. I couldn't find the DBM my first time through so I completed the whole section and exited which left my monk escort at the end gate.

I went back in and it gave me the option to start at either end. Since I knew the DBM entrance was somewhere on the first side I chose that. So it started me at the entrance between the 1st and 2nd section, not the beginning of the 1st. I worked my way to DBM and got their mission.

Now I'm stuck in the middle. Raiders and Mad Monks block going either direction and I fear that the Monks will be permanently aggressive if I have to fight back against any of the raiders. I've even tried sneaking through the temple itself which led me to the computer I'm supposed to decode for the DBM, which isn't what I'm wanting to do. I snuck through to the other entrance which has like 8 more mad monks.

Any ideas on ways to get out of this map without running through raiders or angry monks?

Solved it! I wont spoil it unless anyone finds themselves in the same spot.
 

Vaporak

Member
Did you notice this?



I'm not just the unluckiest person in the world, and my weapons do in fact jam waaaaaaay more than statistically possible according to the percentages given.

The quote you are quoting is literally saying that the RNG used in WL2 is actually a real random number generator, and doesn't purposefully implement the gamblers fallacy like most human intuitions about a RNG do.
 

Narras

Member
The more I play Wasteland, the more I kind of wanted it to be like Fallout Tactics combat wise. Also, if they ever make a Wasteland 3, they should implement a stealth feature for melee characters.
 

Gazoinks

Member
The more I play Wasteland, the more I kind of wanted it to be like Fallout Tactics combat wise. Also, if they ever make a Wasteland 3, they should implement a stealth feature for melee characters.

Stealth definitely seems like the biggest missing mechanic. I'd also really like if they implemented something like Divinity's grouping mechanic so I could stick all my melee guys together, move them around, put my snipers together, etc. without having to do a bunch of manual selection.
 
The more I play Wasteland, the more I kind of wanted it to be like Fallout Tactics combat wise. Also, if they ever make a Wasteland 3, they should implement a stealth feature for melee characters.

That's an obvious wish. FT was a pure tactical squad combat game, so of course the combat was pretty good. Here, they were slightly distracted by all the rest of things like characters, dialogue, quests, mechanics, etc etc.
I mean, given the lack of polish and the jank in the second part of the game, they barely finished the game on time as it is (not really, it was delayed by some months), making also a much better and polished combat would have added at least half a year more of development. And sales aren't being very strong, once passed the release day (and lots of games in the coming weeks that will distract possible buyers).
 

Sothpaw

Member
Alright one quest is bugging me. So as far as I know, I have completed everything in the Ag Center and am working my way through rail nomads. That said, I still have an Ag Center quest entry for "Save the workers from the infected creatures." The text reads "In the eastern greenhouse of the central section, we encountered a group of field hands under attack by mutant flies, larvae and pod people."

I helped these people (there are a group of four people standing in a circle that were surrounded by bugs). When I click on them they thank me for saving them. I also got the quest reward from the guy in the wheelchair for helping out his workers. So I think I have completed the quest, but for whatever reason it is still in my log.

Edit: And with is up with
The Provost
who keeps following me around rail nomads? Hopefully leads to something cool. Oh nm he's dead now.

Other than that, still loving this game very much.
 
The more I play Wasteland, the more I kind of wanted it to be like Fallout Tactics combat wise. Also, if they ever make a Wasteland 3, they should implement a stealth feature for melee characters.

It originally had stealth, but it got removed. I think it was really hard for them to balance.
 
And sales aren't being very strong, once passed the release day (and lots of games in the coming weeks that will distract possible buyers).

I'm not too surprised, considering pre-sales of the game funded its development. I realize that even kickstarted games should be able to expect good sales but I also expect them to be less than they might otherwise have had.
 

Almighty

Member
Well that patch seems like it will fix that strange water bug I ran into yesterday. Found an army backpack that gave me +20 water and carrying capacity, but when i have it equipped my water resets to 60 after any random encounter. No matter how much water I had. It was annoying.

And sales aren't being very strong, once passed the release day (and lots of games in the coming weeks that will distract possible buyers).

I dunno I think Wateland 2 is selling pretty well for a game as niche as it is. It's peak player count is pretty good and it has been setting in the top ten best selling games on Steam since launch I believe.
 

Narras

Member
making also a much better and polished combat would have added at least half a year more of development
I haven't gotten that far
I'm up to the Prison
, but I think for a game where there seems to be a ton of combat, a little polish would have been nice. I could have waited. I have the patience. :D
 
Wasteland 2's sales are fine. It will have a long tail, even if only because it's such an uncommonly high-profile release for this genre.

You do understand the difference between randomness and probability right? Apparently some don't.

Not really. Or, at least, not in a way I could articulate.

But confirmation bias is a thing that can be dificult to cope with in ANY game that has a RNG. Lucky or unlucky, it will always feel unfair to some degree.
 

DiscoJer

Member
The gun jamming stuff is annoying, but it seems to be one of those game mechanic things. You're presumably supposed to mod your weapons so they don't jam, or to reduce it so it's very low.

Which is silly, but I guess it's how they justify the skill.

The gun stats are also really strange. Why is the M16 such an uber weapon, when other rifles which shoot the same bullets are sucky? The game really gets easy once you get a couple rangers with M16s.

And the M16 has such a low base jamming percentage (3%) when in reality, it's notorious for jamming if it's not constantly cleaned.

Meanwhile, the .38 revolver has a relatively high chance of jamming, yet revolvers really don't ever jam unless there is something really wrong with it..

I ma at the Titan Canyon and still just have 5 characters. How the hell am I missing people?

I'm not sure when you are supposed to go there, but you can pick someone up at Darwin Village.

Though I think you are supposed to do it first, because it's pretty easy and you can get there with the crappy rad suits you can buy at Ranger Citadel, as opposed to the ones you need to get to the Canyon.
 

Dresden

Member
I remember being all excited to find new assault rifles - M4, AK47, etc - only to find that they still weren't good as the M16. It's definitely an outlier and needs to be retuned. It's even better than the sniper rifles in that part of the game.

Almost done with Arizona now, just have the
Prison
left to wrap up. Best thing I've played all year, janks and all.
 

Grayman

Member
I remember being all excited to find new assault rifles - M4, AK47, etc - only to find that they still weren't good as the M16. It's definitely an outlier and needs to be retuned. It's even better than the sniper rifles in that part of the game.

Almost done with Arizona now, just have the
Prison
left to wrap up. Best thing I've played all year, janks and all.

Yeah M16 is just poorly placed. There seem to be several tiers of AR below it that are never used.
 

Uriah

Member
Early game Spoilers

So I'm at the Ag center and I'm getting my ass kicked. Can I head to Highpool and return later to the Ag center without causing problems?
 

Dresden

Member
Early game Spoilers

So I'm at the Ag center and I'm getting my ass kicked. Can I head to Highpool and return later to the Ag center without causing problems?

Once you're close to finishing one, the other one will be lost, so it's up to you. No way to save both.
 

Arulan

Member
I got one of my friends from Spain to play the game. Keep in mind he has never played what most people consider the classic cRPGs, but has really enjoyed what he has played (mostly modern examples, Fallout 3, NV, Elder Scrolls, DA: Origins, etc.). I've tried to get him to play Fallout 1 and 2, Baldur's Gate, and Planescape: Torment but he's been reluctant so far.

Anyways, he played for several hours before starting over and making this video and has really enjoyed the game so far. I'm a little surprised by how much he is enjoying it. It's great to see someone who has never played classic cRPGs really get into one despite being so different from what they're used to playing.

https://www.youtube.com/watch?v=zLifhFrn0XA&list=UUwNVCr25YrCBZ68WoEeVI7w (He makes a lot of mistakes, but I didn't want to hand-hold him too much. I did explain to him after watching this that he could have lowered attribute points to 1 instead of 3.)

I hope to see more newcomers to the cRPG genre come to enjoy them as much as we do, especially given the onslaught of releases this year and the next.
 
Anybody else having trouble getting downsampling to work? It seemed fine in early access, but I can't get anything higher than my native res to stick.

Edit: Nvm, just had to set desktop resolution to downsample res before starting game.
 

Sanctuary

Member
So I am playing with the update, and I'm not sure what happened but a few things changed right off from the start.

During the very first conversation I have options for Kiss, Hard and Smart Ass, and all are selectable even though I only have points in Smart Ass. The other isn't really a big deal but it's kind of strange after being used to 40+ hours of it. They removed the sound effect when you loot any items. Now there's nothing, at least not for me.
 
I wonder how much of that is in exile or obsidian.

Aren't most of the writers on this actually not "team members" for either developer, just freelance writers or designers? Most of the original writers/designers on wasteland 1 (Alan Pavlish, Michael A. Stackpole, Ken St. Andre and Liz Danforth) wrote some stuff, Jason Anderson wrote the early overall story. Colin McComb and Nathan Long are the main writers I guess? I think all of these were on for either just this or just this and Torment? Pretty sure there's some overlap with Torment team. Maybe I've not understood this right, I haven't bothered checking the actual credits for the game. From what I understand inxile isn't really a big core team either, they just hire up most of the team for each new project. Their linkedin kind of suggests this too, "Company Size 11-50 employees". Not sure they even have writers as regular core team members. lol.
 
Also I just noticed that my favorite track from the beta isn't in the game (well it sort of is).

Its called "Raiders" if you have the beta ost.

it can be heard in this trailer
https://www.youtube.com/watch?v=tU8gcpipv7E

but the one in the final game is called
"War of Borders", its similar but I think I liked "Raiders" more. The final version has a bit more synthetic-esque sound to it. I just liked that Fallout guitar twang (you know it when you hear it lol).
 
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