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rakenan wrote:Wanderer wrote:Mandemon wrote:This place is sort of hardcore game hipster place, where anything that got sequel in past 20 years is horrible mainstream shit and those series were cool before they became popular.
Not true. The Witcher and Dark Souls are, for example, great games.
It's just that most old-school fans generally don't like Bethesda's and EAware products.
I think it's more that most old-school fans are unwilling to admit what they like in a forum like this that is so relentlessly hostile to anything published by a big publisher in the past 15 to 20 years. The atmosphere in these forums is positively toxic on the subject, especially, of Bethesda and EA. I've several times discarded posts because I had to mention a Bioware or Bethesda game in a positive light to make my point and figured the flamewar would derail the thread.
People need to stop believing that getting into ****-waving contests of who can hate EA and Bethesda more on these forums. It doesn't make anybody look cool, except possibly the people smart enough to avoid the subject. You can like a niche product at the same time as you like the mainstream products that have largely displaced it.
CookieEatingHuskarl wrote:As for folding stocks, go ask a security or military personel why they have hard-ons for them. It has a place in combat.
Woolfe wrote:Perhaps if you read some of the other forums, you would see that most of us are saying the same things. Its not that we are against changes or indeed "upgrades" its just that we don't want a WL2 that is like Fallout 3 was to a lot of Fallout 1 and 2 fans.
Now Brian has already stated that the game IS going to be more tactical. I can guarantee you that JA, FO:T and lots of other "tactical" games will have influenced their decision making process. The good bits and the bad bits, it would be crazy not to. That said, I don't think we are going to get something that is the same level as JA and the others. But I do think we are going to get what is essentially a tactical game that allows you to have involved and enjoyable battles.
Lucius wrote:CookieEatingHuskarl wrote:As for folding stocks, go ask a security or military personel why they have hard-ons for them. It has a place in combat.
Yes but this thread is discussing a video game, not real life combat. The majority of people couldn't care less about folding stocks.
CookieEatingHuskarl wrote:Also do your best on your new research project on surveying the world's population on "Do you think folding/telescopic stocks are useful. A short tutorial based population wide survey." I happily await your data to reinforce the imposing views you dump on others by the bucketload.
Lucius wrote:The question would be "do you think folding/telescopic stocks are useful in a video game." Are you dense? Why can you not understand we are talking about a video game.
It's entirely excessive realism for a video game, though. Along with much of the items added via JA 2 v1.13 patch.
Woolfe wrote:I never played JA. I think I want to now... Specifically the 1.13 patch
I can explain it to you, but I can't understand it for you.
Like all things RPG, everything, even things based in reality can be crammed into an RPG as an enhancement tool, or an 'enchantment'. What is the difference of a folding stock and an enchantment of attack speed in D&D? None.Gennadios wrote:Lucius wrote:The question would be "do you think folding/telescopic stocks are useful in a video game." Are you dense? Why can you not understand we are talking about a video game.
It's entirely excessive realism for a video game, though. Along with much of the items added via JA 2 v1.13 patch.
If you're just basing your statements on the JA2 feature list, you're not getting the whole picture.
JA2 didn't have consumables. The RPGs you keep alluding to have potions/drugs or enchanted equipment to buff characters, JA2 didn't have a magical one-off way of giving your character +5 range or +15 accuracy, if you want to offset squad mate's weaknesses weapon mods are what you had to work with.
Would the game have been better off just replacing weapon mods in favor of having Gauntlets of Dexterity and Potions of Perception lying around?
rakenan wrote:Woolfe wrote:<SNIP>
If you mean the other forums in the Wasteland Survival Guide, I do. It's always an open question whether anybody will be willing to mention a feature, either to like or dislike it, without mentioning how much they hate Bethesda and think Bioware games are crap. My issue with this is that both Bethesda and Bioware make some enjoyable games with *SOME* features that are worth at least looking at, and the constant harping on how B&B are the antichrist of gaming interferes, at least psychologically, with having discussions on the subject of those features.
rakenan wrote:I wish people would have some faith in InXile. This game is a labor of love - and it's not love for modern, FPS-ified RPG's with linear storylines and a jesus-hero who is loved by all, especially the ones who hate him. We're not going to get a modern RPG - we will get an old school classic RPG, ideally with the modern trimmings they couldn't have back in the day. The constant harping on how evil the gaming industry has become interferes with discussions of exactly which modern trimmings can appropriately be added to Wasteland 2 without screwing up its old school appeal.
Gennadios wrote:If you're just basing your statements on the JA2 feature list, you're not getting the whole picture.
JA2 didn't have consumables. The RPGs you keep alluding to have potions/drugs or enchanted equipment to buff characters, JA2 didn't have a magical one-off way of giving your character +5 range or +15 accuracy, if you want to offset squad mate's weaknesses weapon mods are what you had to work with.
Would the game have been better off just replacing weapon mods in favor of having Gauntlets of Dexterity and Potions of Perception lying around?
Lucius wrote:Can you please quote a previous post of mine where I allude to any other RPG, except for specifically mentioning Wasteland, which did not have modifiers or "magical one-off way" of giving bonuses.
Lucius wrote: Just to be perfectly clear, I favor some items that enhances my character's abilities but not an excessive number because I feel the character's skill should be the focus and not items.
Gennadios wrote:Lucius wrote: Just to be perfectly clear, I favor some items that enhances my character's abilities but not an excessive number because I feel the character's skill should be the focus and not items.
WL wasn't a skill-based a game as you're making it out to be. Sure there were no consumables, but just try taking on a Scorpitron with an under geared party... you needed those Photon axes and Chitin/Power armor. It won't go well no matter where your skills stand otherwise. I'd say that demonstrates an axcessive over reliance on equipment right there.
Lucius wrote:The keyword in the quote is "excessive". Fifteen assault rifles to choose from at each weapon tier is extremely too many. It's the overkill that I take issue with. I feel with all those items in the game, it takes away from the RPG parts — story and exploration. The game will feel more focused on the combat and weaponry if you will.
Independent George wrote:Beneath the snark, there are a lot of good points in both directions. I'm going to skip quoting people because that would turn this post into 1,000 pages, so I'm going to try and keep this as general as possible.
I agree 100% that the level of detail in JA2 v1.13 is excessive for a (presumably) plot and character driven RPG, and that the inventory micromanagement would not work in a game that requires you to think about far more than how much ammo you can carry. JA2 was a tactical combat game, so all of that detail is probably overkill on a RPG.
On the other hand, all of those things can actually be controlled by sliders at the beginning of the game. You can select fewer guns as a game option, which removes most of the exotic and historical weapons from the game. Or, you can opt for hard core gun pr0n, and load up on as much 6.8mm ammunition as you want. It's the player's choice.
The question for us is what the appropriate level of detail is in WL2. To go back to the ammunition question, I would think the best answer is to try and match what we think would be available in a post-apocalyptic American Southwest. In no particular order, I'd say .22 LR, .380, 9mm para, .45 ACP for pistol rounds, 12 and 20-gauge buckshot, birdshot, and slug for shotguns, .308 , 5.56mm, 7.62x39, and 7.62x51mm rifle rounds. That's four pistol rounds, six shotgun rounds, and four rifle rounds, or 14 total, which represents some of the most common ammunition types used in the US. That seems appropriate to me.
This brings us the weapon mods and modelling. I lean in the direction of v1.13's level of detail, because it gets at the tradeoffs inherent in all weapons selections. The point wasn't variety for variety's sake; it was about giving you the ability to select the type of weapon best suited to your particular style of play, and the strengths and weaknesses of your party. The mods didn't make a weapon better or worse; it made them more suited toward one task and less suited towards another. An 8x scope is not inherently superior to a 4x scope; they both have a use appropriate to a given combat role. The aforementioned folding stocks allowed heavy, cumbersome battle rifles to be slightly more nimble, but at a cost to aimed shots. A heavy G3A3 would never be as handy as the M4 Carbine, but it does become a little more useful at close combat. It all depends on how you want that weapon to be used by that particular character, and most importantly, it's completely optional. I think that's a much better system than simply having each attachment give a flat bonus.
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