CaptainPatch wrote:1. Right off the bat: You can NOT start a new game until you complete the game.
2. Once combat starts you can NOT simply quit out of the game and then start it up again so you go back to where you were before combat started.
4. No sense of urgency.
5. Because there are no insta-heal items, after taking a beating, you find a safe place and then speed up the clock until everyone is healed.
6. Variable capacity Clips. In a pistol, it's 18 rounds. In an Uzi, it's 40 round. Same Clip. Duh.
8. It's all well and good to say that the additional 3 party NPCs are independent minded. But the mechanic is pointless.
10. Movement arrows and action arrows are the exact same keys.
Drool wrote:CaptainPatch wrote:2. Once combat starts you can NOT simply quit out of the game and then start it up again so you go back to where you were before combat started.
I just close the DOS Box window.
5. Because there are no insta-heal items, after taking a beating, you find a safe place and then speed up the clock until everyone is healed.
Yeah, that does suck,... However, using macros does speed this up immensely. In a few minutes real time, you can burn away a day and be mostly, or completely, healed. Also, once you have money, there's always doctors.
8. It's all well and good to say that the additional 3 party NPCs are independent minded. But the mechanic is pointless.
Well, yes. It was more of an issue in combat where they might attack the Jerk who was running away instead of the Leather Jerk who was kicking the shit out of you. Or they might burn a full clip on their AK-97 against a wandering lizard with 5 HP.
CaptainPatch wrote:Drool wrote:CaptainPatch wrote:2. Once combat starts you can NOT simply quit out of the game and then start it up again so you go back to where you were before combat started.
I just close the DOS Box window.
I Alt-Ctrl-Del to bring up Task Manager and close the application. Then start the game... again.
Concede the point and use a mechanism that doesn't waste the players' time so much. Something that involves just a few keystrokes instead of leaning on the Esc key for five minutes.
What I DO mind is wasting time and having to go waaaayyyy out of my way just to get to them. (That doctor in Highpool is getting rich off of just one party of Rangers!)
"Try again a few more times and I'll do what you want."
Drool wrote:Thinking on healing more, it would have been nice if the Medic and Doctor skill could be used to help with HP recovery. Maybe they'd give X points back at the cost of Y time autoadvancing. So, you use Medic and the clock jumps ahead 3 hours (incidentally healing everyone 6 points; except maybe the one using the skill) but the target gets double or triple the natural regeneration. It would still be slow, and would risk ambush (like hitting escape does), but it would integrate the skills, avoid a new interface screen, and not be insta-heal.
Drool wrote:CaptainPatch wrote:Concede the point and use a mechanism that doesn't waste the players' time so much. Something that involves just a few keystrokes instead of leaning on the Esc key for five minutes.
Sure, but what were their options at the time?
What I DO mind is wasting time and having to go waaaayyyy out of my way just to get to them. (That doctor in Highpool is getting rich off of just one party of Rangers!)
There's docs all over besides Highpool.
Thinking on healing more, it would have been nice if the Medic and Doctor skill could be used to help with HP recovery.
CaptainPatch wrote:All over the place? 1) Highpool. 2) Needles. 3) The Mushroomer Temple in Vegas. Up to the point where you are slogging your way through the Vegas sewers, those are your ONLY choices where you can Cure Sewer Rot. After being washed down the river, usually over half your party are unconscious, and the party is stranded literally in the middle of nowhere. Then you must drag them all to the nearest doctor (Needles, or if you want to be economical, go a little further to Highpool) hoping nothing too powerful doesn't attack on the way. [The last is a reference to the SciFi Vorkossigan novels.]
Noble wrote:CaptainPatch wrote:Actually, there are five doctors.
1.) Highpool 2.) Quarts 3.) Needles 4.) Las Vegas 5.) Las Vegas Temple
CaptainPatch wrote:Enter a number of hours during which you will be healing at the rate of 1 Hit Point per half-hour. The game checks to see if any foes stumble upon you during that amount of time (resulting in healing interruptus), and then skips ahead to the end of that period. Time elapsed is about 30 seconds, as compared to leaning on the Esc key for five minutes.
Up to the point where you are slogging your way through the Vegas sewers, those are your ONLY choices where you can Cure Sewer Rot.
Drool wrote:Well, yes, but with a rope you can completely skip Sewer Rot. Also, by the time you're in the Vegas sewers, you should be well enough equipped that even a single Ranger can handle any over-land random encounters.
Drool wrote:It's kind of a bastard. The game mentions something about being able to "attach a rope here" to help with crossing. When you stand on the edge and select to use the rope, you use it with the spacebar, not with the down arrow. Kind of like how you had to back at Highpool for the cave.
Drool wrote:Oh, then you use the rope to the south.
CaptainPatch wrote:3. Only ONE Save slot. 'Nuff said.
CaptainPatch wrote:4. No sense of urgency. Get to where you need to be in one day, one month, one decade, it doesn't matter. Apparently the cosmos revolves around your party.
5. Because there are no insta-heal items, after taking a beating, you find a safe place and then speed up the clock until everyone is healed. One Hit Point recovered for each half-hour of rest. When you get up there to where party members have >50 Hit points, and they've just been hammered down to <10 Hit Points, it takes nearly a full day or more to recover. So the game becomes this tedious passage of walk for 15 game-minutes. Fight a battle. Spend half a game-day recovering. Repeat endlessly. It will be over a game-decade before I get to THE END.
CaptainPatch wrote:8. It's all well and good to say that the additional 3 party NPCs are independent minded. But the mechanic is pointless. "Ace disobeys you." Or more commonly, "Ace doesn't want to trade." During the activities where these comments appear, the clock is stopped. All you have to do is order the NPC to do the exact same thing and within 5 attempts at most, he complies. So, what was the point of the disobedience? All it does is make the _player_ waste time.
krellen wrote:Incidentally, I believe a high-charisma Ranger in the first position increased the likelihood of NPCs behaving.
MDF_MadDogFargo wrote:CaptainPatch wrote:8. It's all well and good to say that the additional 3 party NPCs are independent minded. But the mechanic is pointless. "Ace disobeys you." Or more commonly, "Ace doesn't want to trade." During the activities where these comments appear, the clock is stopped. All you have to do is order the NPC to do the exact same thing and within 5 attempts at most, he complies. So, what was the point of the disobedience? All it does is make the _player_ waste time.
That's definitely something i would improve upon. So far from Brian Fargo we've heard some characters might steal from you. I wouldn't push the annoying aspect of it. I would flesh out the trust among the party as something that characters can build, for example by using recreational/occupational/social skills.
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