OfWhiteSkinOnRedLeather
Member
I've had the game since day 1 but I've been really busy with other games on consoles. Should I just wait until it gets patched some more?
Yes.
I've had the game since day 1 but I've been really busy with other games on consoles. Should I just wait until it gets patched some more?
just got tohow much far in the game am I?LA.
oh, wow, it's much longer than what I expected.Half way.
just started the game, been playing a bit with my bebop crew
how do you guys deal with the tedium of going through every container and every door, checking for alarms and bombs every time? i feel like i might be missing something
btw specific game question: when you examine something, does it examine it with the whole party or do i have to examine it with every partymember? i've been trying to test it myself but haven't reached anything conclusive
For example, you can have a high perception character acting as a "mine-sweeper" to detect the mines and a separate character as acting as the bomb disposal expert (using demolitions to disarm them).
yea i already knew about w1 being earlier than fallout. maybe i wrote it wrong but cmon, fallout is my favorite game ever, don't you think i would've known that -_-
anywho, i don't think rng checks have a place in these kinds of games. for some other more random based games like roguelikes or mount & blade or whatever i can totally see it as adding to the experience but i'm hear to take as much content as possible. failing quests can be interesting but not because rng decided i got locked out of a chest.
about the detection/awareness thing, yeah, again, if there's something i have no interest in preserving is unnecessary steps. what's the point of examining every object with all your expert characters, that's just a chore and i don't like that at all. fallout is like the greatest game ever, but you know, it wasn't perfect.
there's no need to keep everything as it was to do a throwback game!
also i'm not shooting mines for now since i'm super strapped on ammo. i think making one of my characters a smg user is not too early game friendly
good to knowUsually there are multiple ways out of a problem. You don't usually just "get stuck" when you can't open, say, a safe. You can also just blast it open for example. Explosives solve so many problems.
like i said, fallout wasn't perfectFor someone who claims that Fallout is their favorite game ever you sure do bitch alot about the skill system that is ripped right out of Fallout, right down to the 'RNG' checks.
good to know
like i said, fallout wasn't perfect
blindly worshiping a game is not smart
that's cool but i have no way of knowing this which is why rng is not a great experience for this type of game. you don't know if you missed a quest until you pass the skill check and see what's inside. i appreciate there are multiple ways of opening a door (as there should be) and such, that's what i love about the game, i just don't like the rng elementsBut your complaints aren't even things that are in the game, they are just things you are worried are in the game. I can't think of a quest iv'e failed because I couldn't open a safe, and characters with perception automatically check everything that comes within their range. You can click the skill to get a circle showing you the range.
what's even the complaint about random skillchecks?
e.g. you need 6 points in lockpicking to open a door. you don't have it? You don't open it. that's how you want it? Eh, no. with the % you can at leasty try to open it (and succeed too) even if your skill isn't high enough.
uh, I thought you people were complaining about the rng skill checks.For the talk skills specifically (Hard Ass, Smart Ass, Kiss Ass) the skill checks are wildly unbalanced, with no correlation between the difficulty of the area and the difficulty of the skill check. I can't tell you the number of times I've missed the check (and thus the ability to use it at all) by a point or two (or 4), simply because I had the audacity to not make it my #1 skill. They've been almost entirely useless for my playthrough so far... and it's a bummer.
It might be by design, but is seemed badly conceived and implemented.
that's cool but i have no way of knowing this which is why rng is not a great experience for this type of game. you don't know if you missed a quest until you pass the skill check and see what's inside. i appreciate there are multiple ways of opening a door (as there should be) and such, that's what i love about the game, i just don't like the rng elements
and sorry for being dense on the perception thing but my experience so far has been get to a locked safe/door. right click it to examine it and find out it's locked. go to my explosives dude and try and use explosives skills on the safe/door. do the same with alarm dudette. after succesfully disarming whatever was in there then go to safecracker/lockpicker and use the corresponding skill until it's open. i have all the skills mapped to quickslots but this still seems like more work than it should.
i get the impression i'm missing a step or two, should i use highest awareness character to examine it so the hud text thingie lets me know of all the traps at once? is examining even needed?
The one time I've seen this so far I got a special dialogue option.When the perception shinies show up over an NPC, what does that mean? Can I take a special action or something with them?
When the perception shinies show up over an NPC, what does that mean? Can I take a special action or something with them?
The thing that I really hate with - Ass skills is that their check in NPC is feel completely lack of foreshadowing. There's part in the game that you literary talk to a stranger, not related to main quest of the area, and bam! Smart Ass check, and mine isn't enough to went through. Even when my Smart Ass character have spare skill point, when you leave the conversation, the dialogue choice is gone. You have to reload. This is really annoying when you try to play the game without too much save scumming or simply forget to quick save.For the talk skills specifically (Hard Ass, Smart Ass, Kiss Ass) the skill checks are wildly unbalanced, with no correlation between the difficulty of the area and the difficulty of the skill check. I can't tell you the number of times I've missed the check (and thus the ability to use it at all) by a point or two (or 4), simply because I had the audacity to not make it my #1 skill. They've been almost entirely useless for my playthrough so far... and it's a bummer.
It might be by design, but is seemed badly conceived and implemented.
There are still some inexplicable things (like why can't I slot items/skills in my quickbar by drag and drop), but overall, with some customization it's decent enough.
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There are still some inexplicable things (like why can't I slot items/skills in my quickbar by drag and drop), but overall, with some customization it's decent enough.
nah i'm generally not a save scummy person, like i know i won't bother to revisit and reloot these areas so i take my chances with a 30% or something and if i miss then it's ok. but being ok with missing doesn't mean i enjoy it either and so far there's been an awful lot of missing of the critical kindThe game is designed so that you shouldn't worry about whether or not you're missing things. If you're trying to play so that you 'maximize everything, get all the quests, complete everything 100%' - I don't even think that's possible. I don't want to tell you that you're playing wrong, but I want to implore you to try playing this game completely free of that mentality.
If you critically fail opening a chest, just let it go and move on, don't reload your save and try again. If something bad happens in a quest, or one of your party members dies, just let it go and move on. The game is designed to always have a way out, even if you fuck *everything* up. Maybe eventually if you do enough things poorly you could put yourself in a scenario where you don't have enough party members left or something, but the most rewarding way I've found to play this game (and on another note Divinity: Original Sin) is to just let go of my desire to play the game 'perfectly'. It's way more enjoyable this way.
Also, maybe I'm projecting a bit and this isn't you at all. If that's the case, sorry
Hope they learned their lesson here, and WL3 will have fixed perspectives.
Just reached, can't be that much left right?Hollywood
Yea you're in the home stretch.
I still can't believe how many RPG fans who are otherwise intelligent people can't deal with a simple camera system. The wailing and gnashing of teeth whenever a game opts for a non-fixed perspective is completely disproportionate.
I just saw this, and I really can't agree, especially having replayed FO1 last year. Like most isometric games, FO1 has aged decently well, but it's still just barely acceptable by modern standards. WL2 looks pretty good most of the time. As Fantastapotamus says, the character models are fugly, but you don't zoom in on them during gameplay.Same here, though some kind of new art style should definitely be high on their list of priorities. OG Fallout (which I'm comparing this to) still looks much better and has more character.
That's a very gamey approach though, towards balancing/fixing something that doesn't really need fixing IMHO. That's the problem I have with a lot of RPG discussion, it focuses on fixing "imbalances", "save scumming", "dump stats" and so on, when I've never found any of those a significant factor in my enjoyment of the game.My biggest problem with the safe/lock/alarm/toaster skills is that they encourage save scumming. A possible solution would be to have the contents of the safe change depending on the level of skill. So less junk/ammo and lower tiers of weapons based on the skill.
My biggest problem with the safe/lock/alarm/toaster skills is that they encourage save scumming. A possible solution would be to have the contents of the safe change depending on the level of skill. So less junk/ammo and lower tiers of weapons based on the skill. Alarm could have a larger alert area, give enemies a higher initiative when it does fail, etc. Not sure what toaster would do. Maybe cause status effects, but can reattempt as many times as you want.
My biggest problem with the safe/lock/alarm/toaster skills is that they encourage save scumming. A possible solution would be to have the contents of the safe change depending on the level of skill. So less junk/ammo and lower tiers of weapons based on the skill. Alarm could have a larger alert area, give enemies a higher initiative when it does fail, etc. Not sure what toaster would do. Maybe cause status effects, but can reattempt as many times as you want.
That's a very gamey approach though, towards balancing/fixing something that doesn't really need fixing IMHO. That's the problem I have with a lot of RPG discussion, it focuses on fixing "imbalances", "save scumming", "dump stats" and so on, when I've never found any of those a significant factor in my enjoyment of the game.
My biggest problem with the safe/lock/alarm/toaster skills is that they encourage save scumming. A possible solution would be to have the contents of the safe change depending on the level of skill. So less junk/ammo and lower tiers of weapons based on the skill. Alarm could have a larger alert area, give enemies a higher initiative when it does fail, etc. Not sure what toaster would do. Maybe cause status effects, but can reattempt as many times as you want.
I fully agree with this. Divinity: OS is gloriously imbalanced, and yet many would agree that it has some of the best and most engaging RPG combat this decade.Balancing is one thing that is often handled very poorly and leads to homogeneous and boring outcomes. The pyramids in Divinity: Original Sin are a great example of something that would have severely impacted the gameplay of the game if they were subject to typical balancing outcomes.
Downsampling + HQ SMAA.Btw, are you downsampling + FXAA in those screenshots?
I fully agree with this. Divinity: OS is gloriously imbalanced, and yet many would agree that it has some of the best and most engaging RPG combat this decade.
Echoing some of the longer posts above, I'm pretty sure that Wasteland 2 is the most fun I've ever had with a badly designed game. Like, the first 50 hours or so blew by (I've slowed down since hitting CA, but that's also partly to do with waiting to see what patches would do... and Alien: Isolation coming out) despite me being really underwhelmed by a lot of the mechanics, and staggered at times by how unbalanced character creation and combat are.
I find myself constantly thinking about what Wasteland 3 could be.
These are kind of related, though. If there were no dump stats (and dump skills, and dump weapon classes), more builds would be viable and interesting.I've never played an RPG and thought "this would be so much better if it had no dump stats".
"I'd like more diverse character builds?" Always.
That's good to hear, cause I feel like I'm getting close to the point where I had enough of the game. I still really love it though, probably my GotY.
What manner of PC gamer are you? The first thing you check when you get a new game are the graphics options, the second are the keybindings.Z to highlight would be more helpful if they actually told you about it in-game at some point. (To be fair, I never checked the key bindings.)
I think D:OS was fine, their character models were good enough.Shadowrun Returns, Divinity: Original Sin, and Wasteland 2 have all dropped the ball to varying degrees for avatar representation.